Twilight Zone Pinball

Used- Inc Mirror Blades & ColorDMD LED

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AU$14,500.00 (inc. GST)
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Twilight Zone is a widebody pinball machine, designed by Pat Lawlor and based on the TV series of the same name. It was first released in 1993 by Midway (under the Bally label). This game is part of WMS' SuperPin line of widebody games alongside Star Trek: The Next Generation and Indiana Jones: The Pinball Adventure. 

In the center of the Twilight Zone playfield artwork is a door similar to the one shown in one of the TV show's opening sequences. The door consists of 14 border panels indicating various awards that are available for the player to collect. Some of the panels start single-ball or multi-ball timed modes that can be "stacked" (started while other modes are in progress), while other panels simply light shots or award points. The ultimate goal of the game is to light all fourteen panels and start "Lost in the Zone", the game's "wizard mode", represented by 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-play field. Shooting the Slot Machine awards a random unlit door panel, while the other two methods award the door panel that is currently flashing (rotated by the pop bumpers).

Multi-ball:
In addition to the multitude of single-ball modes, Twilight Zone also offers four multi ball modes:
  • Standard Multiball (3-ball) – Started when the player locks two balls in the Lock, then either shoots the Lock a third time or (in some cases) shoots the left ramp. Jackpots are awarded for shooting the Player Piano when lit, and are re-lit by shooting the Camera. The player can increase the jackpot value by hitting the flashing 5-Million targets. If the Powerball is shot into the Player Piano, a double jackpot is awarded. On normal settings, the player can start this multiball for the first time by shooting the left ramp after locking one ball, but the jackpot's starting value will be reduced.
  • Powerball Mania (3-ball) – Started when the player successfully loads the Powerball into the Gumball Machine. The player may "Battle the Power" simultaneously while making other shots on the main playfield, and is awarded a 50-million-point jackpot for successfully defeating the Power.
  • Fast Lock Multiball (3-ball) – See the description in single-ball modes.
    • Lost in the Zone (6-ball) – The game's wizard mode, awarded for successfully lighting all of the door panels. The doorknob (bearing a question mark) becomes lit, and any of the normal mode-starting shots will start this mode. The player has approximately 45 seconds to make an unlimited number of shots to all targets – every playable single-ball mode, including Battle the Power, is active during this period, and balls are immediately put back into play when they are lost. Once time runs out, all targets and flippers go dead and all balls are allowed to drain. The total score is tallied while the machine refills the Gumball Machine, cycling the balls so that the Powerball goes in last. Gameplay then returns to normal​ 

 

Assembled Dimensions:

150cm(L) x 74cm(W) x 193cm(H) 127Kg

Shipping Dimensions:

On 4 Legs - 155cm(L) x 75cm(W) x 195cm(H)  

Cubic = 2.26687m3

The door panels are as follows:

  • 10 Million Points – Awards 10 million points. Can also be collected if a player makes a yellow Skill Shot or any Super Skill Shot.
  • Lite Gumball – Lights the Gumball machine. Shooting the right orbit will load the ball in play into the gumball machine.
  • Town Square Madness – Starts a timed mode in which all targets on the playfield increase a point total by a set amount, while the pop bumpers in Town Square increase the value for each target and cause townspeople to panic.
  • 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 ("Extra Ball" on the left, "Special" on the right), and yellow lights "Extra Ball". Attempting the shot awards 10 million points, whether the player earns an award or not.
  • Super Slot – Timed mode. Each shot to the Slot Machine awards a random point value (10-20 million).
  • Lite Extra Ball – Lights "Extra Ball," which must be collected by shooting the Lock. Under the default settings, receiving an extra ball by any means will automatically mark this panel as "collected". If a player has earned 5 extra balls during the game a score award is given for each one earned thereafter.
  • The Camera – Lights the Camera. Shooting the Camera yields one of eight awards: "20 Million Points", "Lite Outlanes", "Clock 10 Millions", "Collect Bonus", "3X Town Square", "Hold Town Square", "10 Hitchhikers", and "Greed Targets". In normal play, the offered award remains the same from player to player, and from game to game, until it is collected. The Camera must go through all eight awards before it can offer any of them again; when the last award of the eight is collected, the Camera will not immediately offer it again.
  • The Spiral – Timed mode. Shooting the orbits causes the ball to stop on the Spiral magnets for the first three shots (10/10/15 million), then awards 15 million "Breakthrough" points for each subsequent shot as the ball goes through the loop.
  • 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, if the player is not using the Powerball at the time.
  • 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 running backwards, 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. If the target is hit enough times (somewhere around 7) Rudy (a character from FunHouse, voiced by Ed Boon) complains, "Quit playin' with the clock!"
Twilight Zone / IPD No. 2684 / April 05, 1993 / 4 Players
 
Average Fun Rating: [ 8 stars - Click for comments ]    8.4/10  (720 ratings/481 comments)    
Manufacturer: Midway Manufacturing Company, a subsidiary of WMS Industries, Incorporated,
of Chicago, Illinois, USA (1988-1999) [Trade Name: Bally]
Date Of Manufacture: April 05, 1993
Model Number: 50020
Common Abbreviations: TZ
MPU: Williams WPC (Fliptronics 2)
Type: Solid State Electronic (SS) [?]
Production: 15,235 units   (confirmed)
Serial Number Database: View at The Internet Pinball Serial Number Database (IPSND.net)  (External site)
Theme: Adventure - Supernatural - Licensed Theme
Specialty: Widebody 
Notable Features: Flippers (4), Pop bumpers (3), Ramps (2), Dual left inlanes, "Rocket" kicker. Dual autoplunger/manual plunger arrangement. Maximum 1 buy-in ball per player (operator option).
 
Magnets on the main playfield are situated on the looping lane and catch the ball to aid in hitting shots into the camera and piano. They are not under player control.
 
Magnets on the mini-playfield 'flip' the ball during "Battle the Power" mode when the player presses the flipper buttons.
 
The "Powerball" is a ceramic pinball about 20% lighter than a steel pinball, much faster, and not affected by the game's magnets. 
 
Five possible multiball modes: 
"Powerball Mania", 3-ball; 
"Fast Lock", 3-ball;
"Lost in the Zone", 6-ball wizard mode;
"Regular Multiball", 3-ball sequential release, without 3rd magnet installed;
"Regular Multiball", 3-ball simultaneous release, with 3rd magnet installed.
Toys: Mini playfield that uses magnets for flipper-like action; Real working gumball machine on playfield that dispenses pinballs; Working analog clock; tells time in attract mode, times most modes during game play.
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
Notes: This game was part of Williams/Midway's "SuperPin" line of widebody games.
Brand Bally Midway
Shipping Weight 130.0000kg
Shipping Width 0.750m
Shipping Height 1.950m
Shipping Length 1.550m
Shipping Cubic 2.266875000m3
Unit Of Measure ea
Assembled Length 1.500m
Assembled Height 1.930m
Assembled Width 0.740m

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