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UK Machine Record

Twilight Zone

Bally · 1993 · at 8 UK venues.

8
UK venues
8
machines mapped
#28
most-located of 246
1993
released
Dot matrix4 playersSolid state
DesignPat Lawlor, Larry DeMar, Ted Estes
ArtJohn Youssi
SoftwareLarry DeMar, Ted Estes
On OPDB ↗On IPDB ↗Backglass image via OPDB
About

Twilight Zone is one of the most ambitious pinball machines of its era. Pat Lawlor took the strange logic of the television series and turned it into a game packed with magnets, modes and mechanisms that constantly change what the ball is doing. The Clock, Gumball Machine, Powerfield and Camera all have their own jobs, but they are woven together into a much bigger game.

It is not a machine that gives everything away immediately. The rules are deep, and working out which features to pursue and when to pursue them is a large part of becoming good at it. The more you play, the more the apparently chaotic playfield starts to make sense.

If you only remember one thing before you play: don’t try to understand everything at once. Learn one feature at a time and let the weirdness come to you.

Written by Silverball

Collector · casual
Your rating
Your score · casual

Silverball guide · Twilight Zone

Learn the ramp combo first

Twilight Zone always has six things lit and no obvious order to take them in, which is why most players wander. Almost every route through the machine runs through one combo, and learning it turns the game from noise into a plan.

Compiled by Silverball9 min readUpdated Aug 2026

Played Twilight Zone enough to have an opinion? Write it up.

The playfield
The Twilight Zone playfield
Playfield photograph, original source not recorded. Tell us if it’s yours and we’ll credit or remove it.
What you’re looking at · 4
  1. The gumball machine

    A working gumball machine at the top left, down to the knob, except that what it holds is pinballs. One of them is the lighter ceramic powerball, and getting it out of there is a game in itself.

  2. The clock

    A real analogue clock, hands and all, up on the right. It is not a shot — it is the timer, running down the game's rounds, and it winds itself back to twelve when one ends.

  3. The powerfield

    The little triangular playfield above the bumpers, with a magnet where each flipper would be. The plaque beside it gives you the whole instruction: get the ball out through the top of the pyramid.

  4. The door

    The door printed across the middle of the playfield, with the awards down both sides of it. It is the spine of the game — most of what you are chasing here is a panel on this door.

Written by Silverball