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Submitted for your approval...
Bally Twilight Zone
(Pat Lawlor & Team)
obtained
from Pinballs Unlimited |

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| Coin door lock bar removal
detail |
Shooter lanes |
Backbox |
Full playfield shot |
Lower playfield |
Upper playfield |
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| Original clock |
Rebuilt clock |
Red Clock! |
Gumball machine |
Powerfield |
Backglass |
Gameplay Impressions:
This game has so many facets it will keep you going for years.
There are so many different modes, awards, and challenges that it
takes a week just to learn what most of them are! The door panel in the
middle of the playfield has 14 separate modes, all of which must be completed to
attain the "Lost in the Zone" 6-ball multiball.
Along the way to Lost in the Zone are various other multiball
modes and activities to keep the player interested. Among them are:
- "Battle the Power" - The ball goes to the upper
mini-playfield where large electromagnets act as invisible flippers. The
player can use the flipper buttons to activate the magnets, which of course
attract the steel pinball. The trick is to let the ball roll past
the magnet, then briefly activate it to sling the ball upwards toward the goal
at the top of the powerfield. Very different, and amazing to see.
- The analog clock is used as a countdown timer in some
modes, giving the player an idea of time remaining in whatever mode is
running. The clock can run at varying speeds and in either direction.
In the mode called "Clock Chaos", the clock starts at 6:00 and slowly runs
backward to 12. During this time, if the ball hits a certain target, the
clock reverses direction and speeds up. The player can keep
hitting the clock target to reverse the clock and get big points, but each
time the clock gets faster and faster! Inevitably, the clock reaches
12:00 and the mode ends, often leaving the player breathless. My
favorite mode in the game.
- The gumball machine holds 3 or 4 balls during the game.
Shooting both ramps enables the player to "load a gumball" by shooting a
pinball into the upper arch area. This causes a large point award and
the gumball machine dispenses another pinball to the playfield. The
gumball machine also holds the Powerball (see below), and when it gets
released, watch out!
- Powerball. This is a ceramic pinball, about 30%
lighter than the steel ones. That may not sound like much, but the
powerball moves so much faster than the regular balls that it makes the game
very exciting (and difficult). In addition to the sheer speed of this
ball, the game distracts the player with a loud voice demanding the powerball
back, along with dazzling flashlamp bursts. All this makes it quite hard
to keep the powerball in play, but also very rewarding when the player is able
to return it to the gumball machine, starting a 3-ball multiball (thankfully
with the regular steel balls). A great, and unique, innovation.
- Powerfield. An upper mini-playfield with
user-controllable electromagnets instead of flippers. This is really wild; the
player must try to time the magnet pulses so that the ball goes up to the top
of the mini-playfield and through a hole. Seems impossible at first but
with some practice it can be done almost consistently. Of course, there
is a timer counting down that cuts power to the magnets when time runs out.
Oh yes, the more the ball bounces around on the powerfield the more points are
accumulated (and this is doubled if the ball goes through the top hole).
Great innovation.
Twilight Zone is an expert's game, really...what results when the designers
are given carte blanche to create whatever they can to make the ultimate
pinball. I'd say they succeeded.
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