Hero Image
JLP Pinball Cards

Twilight Zone

Bally 1993
Strategy updated: June 28th, 2026

Skill Shot

There are 3 color coded rollovers in the plunger lane, plunge to the yellow rollover

  • Yellow: 10M and advances all 3 bumpers values

  • Orange: 5M and advances 2 bumpers values

  • Red: 2M and advances 1 bumper value

❗️Many players ignore the skill shot to avoid the unpredictable bumpers from the kickout

Ruleset

The flashing insert on the Door Panel in center of PF determines the mode that will start by making the Piano shot (located underneath the clock on the right side) from upper left flipper

The Slot Machine (right scoop near the upper right flipper) will start a random door panel mode that is not flashing

⭐️ Main Multiball

  • Shoot the left ramp (GUM) and right ramp (BALL) to spell GUMBALL which lights the Lock shot and qualifies the Gumball Machine (right orbit shot)

  • Lock shot (Robot) is to the right of the right ramp and feeds the ball to the upper right flipper

    • After locking the first ball, lock another ball or shoot left ramp to start MB

    • After locking the 2nd ball, either Lock shot or left ramp will start MB

  • During MB, JPs scored at the Piano shot

  • After collecting JP, relight at the camera shot (requires holding the left flipper up and shooting from the right upper flipper - high on the flipper)

  • If no JP scored during MB, you have 12 seconds to shoot the Lock shot to restart

Powerball Mania

  • If you load the GUMBALL with the powerball (ceramic ball) Powerball Mania begins.

  • Shoot right ramp to get into Powerfield for a chance to cash in at 50M - repeat

Battle the Power (Powerfield):

  • Battle the Power is lit when collecting 3 Hitchikers, then 10, then every 10 thereafter

    • Hitchikers are collected using the right upper flipper, shooting low on the flipper just below the camera shot

  • Once lit, shoot right ramp to divert the ball into the upper powerfield

  • This is a timed mode of about 10 seconds. The walls of the powerfield score points.

    • The flipper buttons turn on and off magnets, with the goal to propel the ball through the top hole in the Powerfield

  • Successfully getting the ball in the top hole awards double the powerfield points

twlight-zone.jpeg playfield