Twilight Zone
Average Prices: USD $1,600 to $4,800
Manufacturer: Bally
Produced: April, 1993
Production Run: 15,235 units
Machine Type: Solid State Electronic
MPU: Williams WPC (Fliptronics 2)
Players: 4
Concept by: Pat Lawlor
Design by: Pat Lawlor, Larry DeMar, Ted Estes
Art by: John Youssi
Dots/Animation by: Scott Slomiany, Eugene Geer
Mechanics by: John Krutsch
Music by: Chris Granner
Sound by: Chris Granner, Rich Karstens
Software by: Larry DeMar, Ted Estes
Twilight Zone (often abbreviated TZ) is a 1993 widebody pinball game, designed by Pat Lawlor and released by Midway (under the Bally label). It is based on the classic TV series. This game is part of WMS SuperPin line of widebody games.
Following the huge success of The Addams Family pinball game, Midway gave Lawlor full creative control over the design of his next game, and the result is what many pinball enthusiasts consider to be "the most complex pinball game ever designed". Among its noted features include a working Gumball machine (which deposits balls), a working analog clock (used as a timer for various modes), the Powerfield (a small separate playfield where the ball is propelled by magnets rather than flippers), and the "Powerball", a white ceramic ball which is lighter than a regular steel ball and is non-magnetic.
In addition to adapting the theme music from the original TV show, the game's main background music is a remix of the 1982 hit "Twilight Zone", by Golden Earring.
This game was originally supposed to be the first game to use Williams / Midway's DCS Sound System, but because the DCS board was still in development when the game was released, it instead used the Yamaha YM2151 / Harris CVSD sound board.
The game provides several ways to light door panels: Shoot the Slot Machine when lit, shoot the Player Piano when lit, or defeat the Power in the mini-playfield. Shooting the Slot Machine starts a random unlit door panel mode, while the other two methods start the door panel that is currently flashing.
The door panels are as follows:
The one single-ball mode not accounted for by the door panels is "Battle the Power". The door panel by the same name merely lights the right ramp. To actually play the "Battle the Power" mode, the player must shoot the right ramp when the shot is lit. The ball moves to the raised mini-playfield to the left of the main playfield, and the player must then direct the ball into the top hole within a set time limit. The mini-playfield utilizes two medium-power magnets that act as flippers (dubbed "Magna-Flips"). (Note: Since the Powerball isn't magnetic, when the game "knows" the Powerball is the only active ball, the "Battle the Power" mode becomes unavailable until a regular ball becomes active. However, the "Battle the Power" mode can be lit while the Powerball is active.) If the ball falls through the bottom hole or time runs out, the player is awarded whatever bonus points were accumulated during the mode. If the player succeeds in shooting the ball through the top hole, the award is doubled and the currently highlighted door panel mode is started. (This will start "Lost in the Zone" if all door panels have been started.)
Following the huge success of The Addams Family pinball game, Midway gave Lawlor full creative control over the design of his next game, and the result is what many pinball enthusiasts consider to be "the most complex pinball game ever designed". Among its noted features include a working Gumball machine (which deposits balls), a working analog clock (used as a timer for various modes), the Powerfield (a small separate playfield where the ball is propelled by magnets rather than flippers), and the "Powerball", a white ceramic ball which is lighter than a regular steel ball and is non-magnetic.
In addition to adapting the theme music from the original TV show, the game's main background music is a remix of the 1982 hit "Twilight Zone", by Golden Earring.
This game was originally supposed to be the first game to use Williams / Midway's DCS Sound System, but because the DCS board was still in development when the game was released, it instead used the Yamaha YM2151 / Harris CVSD sound board.
Single-Ball Modes
Twilight Zone features fifteen single-ball "modes", most of which can be stacked (one mode can be started while any number of other modes are in progress). Fourteen of these modes are presented as door panels in the center of the playfield. The ultimate goal of the game is to light all of the door panels and start "Lost in the Zone", the game's wizard multiball mode which comprises the doorknob.The game provides several ways to light door panels: Shoot the Slot Machine when lit, shoot the Player Piano when lit, or defeat the Power in the mini-playfield. Shooting the Slot Machine starts a random unlit door panel mode, while the other two methods start the door panel that is currently flashing.
The door panels are as follows:
- 10 Million Points — Awards 10 million points.
- Lite Gumball — Lights the Gumball machine. Player must shoot the right orbit to load the current ball in play into the Gumball machine. (This is the main method for getting the Powerball onto the playfield. The other methods are: If it was drained, it will be kicked-out to the plunger—or auto-plunger—in turn; or, if it was shot into the lock, while the lock was lit, it will be released when any multiball mode is started, or when 1-2 more balls are shot into the lock, while it is not lit.)
- Town Square Madness — Timed mode. All targets accumulate a set point value, while the pop bumpers in Town Square increase the value for each target and cause townspeople to panic.
- Fast Lock — An AM radio plays clips from Pat Lawlor's previous pinball games, counting down a jackpot value as its "frequency". Shooting the Lock awards the jackpot and starts a three-ball multiball mode, where shooting the Lock awards the jackpot again. The background music played during this multiball is the main multiball music from the game whose clip was most recently played in single-ball mode. The games referenced are, in order, The Addams Family, FunHouse, Whirlwind, Earthshaker!, and Banzai Run.
- Super Skill Shot — Lights the Super Skill Shot. Shooting the left ramp causes the ball to return to the plunger, where the player must then make a skill shot to score special bonuses: Red lights "Battle the Power", Orange lights the outlanes, and Yellow lights "Extra Ball". If the ball is shot past Yellow, into the hole, the player gets a consolation award of 10 million points… Pretty good for a consolation award! :)
- Super Slot — Timed mode. Shooting the Slot Machine awards random bonus points.
- Lite Extra Ball — Lights "Extra Ball". Shooting the Lock awards the extra ball.
- The Camera — Lights the Camera. Shooting the Camera (just underneath the top-left flipper) yields a rotating award. Awards are "20 Million Points", "Lite Outlanes", "Clock 10 Millions", "Collect Bonus", "3X Town Square", and "10 Hitchhikers".
- The Spiral — Timed mode. Shooting the orbits causes the ball to stop on the Spiral magnets for the first three shots (awarding points), then awards "Breakthrough" points for each subsequent shot.
- Clock Millions — Timed mode. Shooting the clock target (between the two ramps) awards 1 million points times the position of the hour hand on the clock. (A similar mode, "Clock 10 Millions", is started via the Camera and awards 10 million points per hit, regardless of the hour hand's position.)
- Battle The Power — Lights the "Battle the Power" shot on the right ramp. Shooting the right ramp when this is lit starts "Battle the Power" mode.
- Greed — Timed mode. All of the 5-million-point targets start lit.
- Hitch-Hiker — Awards 2 million points for each hitchhiker the player has picked up thus far in the game. Each additional hitchhiker picked up during the player's current ball scores another 2 million points.
- Clock Chaos — Timed mode. The clock starts at 6:00 and begins counting down, playing "Pop Goes the Weasel" throughout the mode. Hitting the clock target awards 1 million points times the position of the hour hand, and the clock reverses direction and starts counting faster. The mode ends when the clock reaches 12:00.
The one single-ball mode not accounted for by the door panels is "Battle the Power". The door panel by the same name merely lights the right ramp. To actually play the "Battle the Power" mode, the player must shoot the right ramp when the shot is lit. The ball moves to the raised mini-playfield to the left of the main playfield, and the player must then direct the ball into the top hole within a set time limit. The mini-playfield utilizes two medium-power magnets that act as flippers (dubbed "Magna-Flips"). (Note: Since the Powerball isn't magnetic, when the game "knows" the Powerball is the only active ball, the "Battle the Power" mode becomes unavailable until a regular ball becomes active. However, the "Battle the Power" mode can be lit while the Powerball is active.) If the ball falls through the bottom hole or time runs out, the player is awarded whatever bonus points were accumulated during the mode. If the player succeeds in shooting the ball through the top hole, the award is doubled and the currently highlighted door panel mode is started. (This will start "Lost in the Zone" if all door panels have been started.)
Marketing Slogans
- "Twilight Zone includes more features with patents pending than any other game in history!"
- "Enter Into a New Age of Pinball"
- "The Profit Zone. (with PlayMeter and Replay ratings)"
- "You have just crossed over... into the Twilight Zone"
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All trademarks and copyrighted materials remain property of their respective owners.
All other content copyright 2007 - 2024 Pinpedia.