Twilight Zone

> "Don't touch the door!"
>
> - Robot

***Twilight Zone*** is a 1993 pinball machine released by Bally and digitally converted for *Pinball FX* in April 2023. Designer Pat Lawlor was given free reign after the success of *The Addams Family* to create a new pinball machine – Williams’ first widebody in decades, based off the atmosphere and select stories from the eponymous TV series. The player is challenged to play modes corresponding to every section of the door to unlock it and get Lost in the Zone.

## Door panels

The modes on *Twilight Zone* all correspond to different door panel inserts and can be started in three different ways:

* Shooting the piano shot from the upper left flipper awards the lit door panel. It can be relit by shooting the left ramp.
* Shooting the slot machine scoop from either lower flipper awards a randomly determined door panel (it will never be *“Light Extra Ball”* unless it is the last door panel to be collected). It can be relit by shooting the right ramp or by rolling through the “light slot machine” left inlane, for a short time.
* Defeating the Power by sinking the ball into the hole at the top of the mini-playfield awards the currently flashing door panel. See the **Battle the Power** section of “Other scoring / perks” for more information.

The lit door panel moves clockwise with each bumper hit and each door panel collected. At the start of the game, the lit door panel will always be either “Town Square Madness”, “Clock Millions”, “The Camera”, or “Clock Chaos”, and then move clockwise from there. Listed clockwise, the door panels are:

* **Super Slot**: For 20 seconds, all shots to the slot machine scoop score a random value between 10M and 20M (by millions). If the slot machine is lit to collect the next door panel, this behavior continues during Super Slot. Points during this mode are scored instantly.
* **Clock Millions**: The clock above the piano shot resets to 12 o’clock, and all shots to the clock target between the ramps score the hour hand number on the clock x 1M for 20 seconds. If the player scores six hits on the clock target during the mode, a 10M clock damage bonus is awarded. Points during this mode are awarded in end-of-ball bonus.
* **The Spiral**: The left and right orbits are lit to score 5M, 10M, and then 15M for 3 shots, for 20 seconds. Each orbit shot activates one of the spiral magnets depending on the number of shots collected and the orbit that was shot. If the player makes all three shots, subsequent shots score breakthrus worth 15M until the timer expires. Points during this mode are scored instantly.
* **Battle the Power**: Instantly lights the right ramp for **Battle the Power**. If the Powerfield is currently unavailable or already lit, Battle the Power status will be remembered. This panel also lights automatically if the player manually lights Battle the Power.
* **10 Million**: Instantly awards 10M. This panel also lights automatically if the player scores the **skill shot** in the “yellow zone” off the plunger, which also scores 10M.
* **Greed**: For 20 seconds, all seven greed standup targets are lit to score 5M. Unlit greed targets can only be relit by completing all seven targets within the time limit. Points during Greed are awarded in end-of-ball bonus.
* **The Camera**: Instantly lights the camera shot behind the upper left flipper for two **camera awards**, which are remembered and can be stacked if the Camera is already lit.
* **Hitchhiker**: Awards a bonus of 2M x the number of **hitchhikers** via side shots that have been collected over the entire game. For the rest of the ball after this door panel has been scored, all hitchhikers award 2M (6M for the triple pickup award). The maximum hitchhiker award is 200M (2M x 100 hitchhikers).
* **Clock Chaos**: The clock above the piano shot resets to 6 o’clock and starts moving clockwise. Shooting the clock target between the ramps scores the hour hand number on the clock x 1M and causes the clock hands to start moving in reverse at a faster speed. The direction changes and speed increases with each subsequent target shot and making six shots during this mode scores a 25M bonus. Points during this mode are awarded in end-of-ball bonus.
* **Super Skill Shot**: Lights the left ramp for super skill shot, sending the ball back to the plunger lane. Different awards are given for different zones: “red zone” lights **Battle the Power**, “orange zone” lights one of the outlanes for **extra ball** or **special**, and “yellow zone” lights (a temporary) **extra ball** at the lock. 10M is scored regardless of the strength of the plunge.
* **Fast Lock**: The lock is lit for 20 seconds, as a hurry-up counts down from 17.3M to 5.3M. Shooting the lock scores the currently displayed value and begins a 3-ball multiball where all shots to the lock score the locked-in value. This multiball has no ball save, and **robots** cannot be collected from the lock shot during this mode.
* **Lite Gumball**: Lights the right orbit to feed the **gumball machine** to lock a ball or release the **Powerball** if qualified. If the gumball machine is already lit, this activation is remembered.
* **Town Square Madness**: For 20 seconds, all switch hits score 350k. Bumper hits score the current switch value and increment that value by 25k to a maximum of 1M. Shooting either orbit during this mode slowly releases the ball to the upper right flipper for a shot into the bumpers.
* **Light Extra Ball**: Instantly lights the lock shot for **extra ball**. This panel automatically lights if extra ball has been collected via a different method and is always lit if the player has reached the cap of 2 extra balls per ball in play.

### Lost in the Zone

After lighting up all 14 **door panels**, regardless of whether the player collected them or lit them by completing other tasks, the doorknob insert starts flashing and both the piano and slot machine shots are lit. Making either shot starts Lost in the Zone, with a unique intro animation and narration before revealing the rules in effect for this wizard mode:

* **Clock Millions** is active for the entirety of the mode. Points are added to the mode total.
* **Town Square Madness** is active for the entirety of the mode (only scored via bumper hits, however – other switch hits don’t count). Points are added to the mode total.
* **Powerball Mania** is active – all rules in that multiball apply to the wizard mode. Points are added to the multiball total.
* **Greed** is active for the entirety of the mode (but targets don’t need to be relit like they do normally). Points are added to the mode total.
* The piano shot is always lit to award **Odd Change** and will always be worth between 1M to 9.99M. Initial value added in total – 10M.
* **Super Slot** is active for the entirety of the mode. Initial value added in total – 20M.
* All **hitchhiker** shots score 2M. Initial value added in total – 10M.
* **Dead End** “is lit” but behaves the same as it does normally.
* The left ramp is worth 10M a shot and continues to collect **robots**.

6-ball multiball then starts and remains active for 1 minute, with all features running until time expires. Balls that drain are automatically plunged back into play. Though **Clock Chaos** and **The Spiral** are not started along with Lost in the Zone, both can be brought into the wizard mode by starting them prior to the wizard mode and retain their standard timers. **Clock 10 Millions** (from the **camera award**) can also be brought into the wizard mode.

Once time expires, the flippers die, and all balls are either reloaded into the gumball machine or held in the trough as the Lost in the Zone total is calculated and awarded. All values included in the total are reset to 0 after the total is awarded, including those that would have been scored in **end-of-ball bonus**. The door panel then resets, and a new ball is served at the plunger lane.

**Robots** and the **town square value** can still be collected and advanced, respectively, during Lost in the Zone, and the **outlane extra ball & special** can still be collected – but all other game features are disabled until the wizard mode ends.

## Multiball

Making a shot to both of the left and right ramps lights the right orbit to feed the **gumball machine**, and the lock shot to lock a ball. For the first multiball, a shot to both ramps is all that is needed to light all three locks; subsequent multiballs require the ramps to be completed to light each lock. Only one ball needs to be locked for the first multiball and it can be started by shooting the left ramp or by continuing to lock balls for a higher jackpot value.

As 3-ball Multiball begins, the locked balls are released (or automatically plunged if needed), and the jackpot is lit at the piano shot. The jackpot starts at 15M, or 40M if all balls were locked prior, and increases by 5M with each greed target hit (which relight after collecting them all, or a jackpot is scored). To relight the jackpot, the player must shoot the camera shot behind the upper left flipper. The spiral magnets are active during multiball and will slow the ball down to help them make both upper flipper shots.

Every jackpot scored resets the jackpot to its previous base value + 10M. The base jackpot increase only occurs five times per multiball, and the jackpot value maxes out at 255M.

Scoring the jackpot using the Powerball scores 2x the jackpot value. This is only possible if the player locked the Powerball prior to starting the multiball, or if it is in the trough and less than 2 balls have been locked.

## Powerball Mania

Each ball shot into the **gumball machine**, lit via shooting both ramps or from the **corresponding door panel**, scores 15M + 5M per shot (up to 25M), and releases the **Powerball** if it is currently at the bottom of the machine. The Powerball is a white ceramic ball that is unaffected by the table’s magnets. All orbits shot with the Powerball in play score 10M, and each greed target hit with the Powerball adds 5M to the Powerball Payoff value that can be collected at the right orbit. Scoring the Powerball Payoff award locks the Powerball and starts Powerball Mania.

During Powerball Mania, all switches are worth 250k for the first 20 seconds of the multiball, and the right ramp is constantly lit to send the ball to the Powerfield. All switches on the Powerfield score 750k and sending the ball into the hole at the top of the Powerfield scores the mania jackpot, worth 50M. After the mania jackpot has been scored, the left ramp must be shot to relight the Powerfield, and each subsequent mania jackpot has a shorter timer. This multiball has no ball saver.

## Other scoring / perks

* **Skill Shot**: Offered at the start of each ball, including locked balls, the goal of the skill shot is to send the ball into the rocket lane without letting it fall into the back hole. The red, orange, and yellow zones score 2M, 5M, and 10M (and light the 10M **door panel**) respectively, and light up to three bumpers depending on the zone. The **“Super Skill Shot”** door panel allows the skill shot to be made via the left ramp, for even better awards.
* **Town Square / Dead End**: Bumper hits add to the value of the **town square award** at the shot between the bumpers, which starts at 7.5M and maxes at 25M and can be held between balls as a **camera award**. Balls that roll through the right inlane light the bumper shot for **Dead End**, worth 2x the current town square award. **Extra ball** is lit after 3 Dead End awards, and a 100M bonus is awarded after 8 and 20 Dead End awards.
* **Hitchhikers**: Shots to the side shot award 1 hitchhiker – 3 hitchhikers are rewarded for shooting the side shot as a combo from the left orbit. **Battle the Power** is lit at the right ramp after 3 hitchhikers, and after every multiple of 10 following (up to 100). One of the **camera awards** can also award 10 hitchhikers instantly.
* **Camera Award**: The camera shot behind the upper left flipper is lit to score an award after collecting 10 robots, and after every multiple of 10 thereafter; or lit for two awards from the “The Camera” **door panel**. There are 8 total camera awards; all 8 must be collected before they can be collected again, and a display will reveal the next camera award after each one has been scored. The camera awards are:
	+ 20M
	+ Hold Town Square (holds **town square value** to the next ball)
	+ 3x Town Square
	+ Lite Greed Targets (lights all seven **greed targets** for 5M)
	+ Clock 10 Millions (**“Clock Millions”** door panel mode, but every clock target shot is worth a set 10M)
	+ 10 **Hitchhikers**
	+ **Lite Outlanes** (left outlane, which toggles with the right via slingshot hits)
	+ Collect **Bonus** (current end-of-ball bonus is scored instantly and not reset)
* **Spiral Awards**: Rolling through either outer inlane, or shooting the corresponding orbit, lights the orbit to collect the currently flashing Spiral Award. Spiral Awards are scored in the following order: 4M, 5M + **Battle the Power**, 10M, 10M + Light **Extra Ball** + Battle the Power. For subsequent Spiral Awards, 2M and 3M + Battle the Power are added to the start of the sequence. Each Spiral Award also activates one of the spiral magnets.
* **Robots**: Each shot to the left ramp or lock collects 1 robot, 2 robots if lit for **bonus X** via the right inlane (1 if bonus X is maxed). Awards are given after certain amounts of robots are reached – **extra ball** is lit at the lock shot after 8 and 45 robots, and every multiple of 10 robots lights the **camera award**. After reaching 99 robots, every left ramp shot scores a super robot award worth a set 5M, not impacted by the right inlane.
* **Battle the Power**: The right ramp lights to send the ball to the Powerfield after 3 **Hitchhikers** have been collected (and every multiple of 10 thereafter), by scoring every other **Spiral Award**, from the **Battle the Power door panel**, and as the “red zone” **Super Skill Shot** award. Use the flippers to control magnets that propel the ball and try to defeat the Power by sinking the ball into the top sinkhole. Each switch on the Powerfield is worth 500k + 250k per successful attempt, to a maximum of 1M, and is added in end-of-ball bonus. The magnets disable once the 15-second timer expires, or the ball drains from the Powerfield. Successfully defeating the Power adds 2x the built up value from switch hits to the total, collects the currently flashing **door panel**, and lights the “Power Payoff” target under the piano shot for 10M.
* **Odd Change**: If the piano shot hasn’t been lit with a shot to the left ramp, it will score the Odd Change value worth a randomly determined number between 10 and 9.9M (though the last number is always 0). During **Lost in the Zone**, Odd Change always awards points between 1M to 9.9M.
* **Greed Targets**: At the start of each ball, the greed targets are unlit and can be lit by shooting the clock target between the ramps. Shooting any lit greed target scores 10M (erroneously shown as 5M) and unlights the target. If all greed targets are lit, shooting the clock target again will score a 10M clock bonus the first time it is shot. The greed targets are also used in many other game features.
* **Combos**: Various combos await skilled players and can be exclusively collected in single-ball play.
	+ Gumball Combo – Shoot the left ramp, quickly followed by the right ramp if neither has already been shot, for 5M. This also lights the lock, as usual.
	+ 3-way Combos – Left ramp to right ramp to piano scores a 3-way combo for 10M. It can also be scored by shooting the left ramp, followed by the lock, and then either upper right flipper shot (the side shot or the camera).
	+ 4-way Combos – 4-way combos require the hidden lane behind the slot machine. Shoot the left ramp, followed by either the right ramp or right orbit, and shoot the ball into the hidden lane from the upper left flipper to set up a shot into either the side shot or camera for 20M.
* **Extra Balls**: The *Pinball FX* maximum of 2 extra balls per ball on Williams tables applies. Extra balls can be lit at the lock shot from:
	+ Collecting the **“Lite Extra Ball” door panel** (disabled if any extra ball has been collected on the current cycle of door panels)
	+ “Yellow zone” award from the **“Super Skill Shot” door panel** (temporary)
	+ Scoring 3 **Dead Ends** (temporary)
	+ Scoring the 6th **spiral award** (temporary)
	+ Collecting 8 and 45 **robots**
	+ Lit at the left outlane from **“Light Outlanes” camera award**
* **Special**: Scoring the **“Light Outlanes” camera award** lights the right outlane for special, toggling with the **extra ball** at the left outlane with slingshot hits. Special also awards an extra ball.
* **End-of-ball bonus**: Bonus includes the following components, and can also be scored instantly from the **“Collect Bonus” camera award**:
	+ ((500k x **hitchhikers**) + (500k x **door panels**)) x bonus X (built up from lit left ramps, up to 5x).
	+ **Town Square Madness** total (resets after Lost in the Zone)
	+ **Clock Millions** total (including **“Clock 10 Millions” camera award**; resets after Lost in the Zone)
	+ **Clock Chaos** total
	+ **Greed** total (resets after Lost in the Zone)
	+ **Powerfield** total
	+ **Powerball Mania** total (resets after Lost in the Zone)

## Tips

* The skill shot sometimes isn't the best course of action at the start of the ball, as the bumpers have a tendency to lead to some nasty drains. Weigh your options accordingly and decide whether you want to make a skill shot, or plunge fully to guarantee a safer feed from the slot machine shot.
* The two ramps are the most important shots in the game. The left ramp collects robots, the right ramp allows you to access the Powerfield, and both ramps are required to light locks for Multiball, the gumball machine, and door panels. Practice making these two shots until you can consistently make them. Even better, practice making them as combos, leading into the piano shot for 10M 3-way combos and a free door panel. You can stack an amazing number of lit gumball machine shots by doing this.
* Similarly, it is also important to master handling the eject from the slot machine shot. Many shots on the game directly feed this eject and fumbling the ball can result in a very early drain. Drop catches and dead bounces are relatively simple ways to manage the slot machine eject.
* If the camera award is lit, always try to cash it out regardless of what the next award is. Some of the camera awards are less than stellar, but others like Collect Bonus and Clock 10 Millions are well worth the effort.
* Try using Fast Lock multiball to make progress towards other game features like dead ends and hitchhikers. The lock shot is always nice to score, but shouldn't be the priority.
* Got the Powerball into play? Quick, lock it as soon as possible. The 10M Powerball orbit awards are nowhere near as valuable as the Powerball Mania that follows.
* Regulation multiball can be quite fun and is a good way to practice multiball handling. The piano shot can be set up by shooting either orbit or the right ramp, and the player can access the camera shot by shooting either orbit or the lock. Make sure to transfer the ball on the lower flippers between the ones that currently aren't being used.

## References & Easter Eggs

* Pat Lawlor's infamous red button can be spotted somewhere on the backglass...
* Also featured on the backglass, and throughout the display animations in the game, are many nods to episodes of the eponymous TV series. A full list of references can be viewed here.
* If at least 5 targets have been hit during **Greed**, the mode ends, and the ball hasn't drained, Rod will say "There, see what greed will get you?", one of the quotes for completing GREED from *The Addams Family*.
* Scoring the 25M bonus during **Clock Chaos** nets Rudy saying "Quit playing with the clock!" from *FunHouse*.
* The sound effects and music during **Fast Lock** are sourced from designer Pat Lawlor's five previous games.
* There are three different extra ball animations.
* "The Stunt Cows" can very rarely be seen between some of the reels on the slot machine, including during the replay animation.
* If a replay is scored from **end-of-ball bonus**, pressing both of the flippers when the replay animation is displayed scores a "flipper bonus" of 5M.