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| Twilight Zone |
| Sample Game Differences |
Games go through many changes in their development stages,
and most of it is nailed down before the first sample games roll off the
assembly line. However, while the sample games are out, the designers find
little things that may need to be tweaked or changed before the game enters into
production. Twilight Zone, being the amazing game that it is, is no exception to
this. In fact, it is one of the games that's had the most changes
to it between the sample and production run. Here is a list - mostly complete
although I'm sure I may have missed a few small odd things here and there - of
everything I have documented for Twilight Zone. If you have any questions about
anything, feel free to drop me a line.
The green markers [xx] match with the labels on
this shot of the playfield. Enjoy!
Game Production Differences:
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Wiring: Existing Wiring for all removed Optos (Bigkick2,
Clock Passage, UR Magnet), and Solenoids (UR Magnet, Door Flashers).
You can tell if your game still has them easily: if there is a 4-pin
.156 connector tie-wired to the wires leading to the Slot Machine
Proximity board, then your game has 'em.
-
7-Opto Boards: Because of all the optos that were in the game, two
7-Opto driver boards were used. This was knocked down to one 10-Opto
board once the three optoswere removed.
-
Playfield Resting Brackets - Sample games had the smaller (used
on Addams Family) resting brackets. If your game has these, you have
to be careful. You can pull the playfield out farther than the
brackets reach, and if you rest the playfield down, you'll end up
resting on a wire-tie or the Rocket Kicker solenoid.
-
T-Nut Posts: Original design for the small posts (like around
the 5-Mil targets in the Pop Bumper area) used T-Nuts. Some Sample
playfields still have the routing drilled out for these to be mounted,
but in the assembly, the other post-type was used with the lock-nuts.
-
Lower Post: Left of the Bottom (Yellow) Pop Bumper was moved inward. I'm
not 100% sure about this, but in the manual the center post in the
second Flasher area is moved out some. On my game, under the playfield,
in the general area where the manual shows it should be, is a hole
drilled, but then filled in with some putty. The reason I'm not too sure
about this is because the hole doesn't come through the top of the
playfield. Possible they painted over it, but I can't tell. [1]
-
Pop Bumper Guard: Two holes may appear between the Left and
Bottom pop bumper. Two star posts (and T-Nuts) mount here, with a
rubber between them. Later they were removed, and if your playfield
has the holes, two white plugs were inserted there. [2]
-
Mini-Playfield Art: Some sample Mini-Playfields are missing
the 'FLIP HERE' in the area around the magnet. [3]
-
Mini-Playfield Support: Also, the spring for leveling the
Mini-Playfield was added after the sample run. [4]
-
Left Sign: Left 'SPIRAL' sign was removed. It matches the
original design for the right Spiral sign. Removed because
balls would get stuck behind it and the habitrail. [5]
-
Gumball Opto: The LED side of the Gumball opto was changed
from an IR led to a Red led. Production games have a RED led.
-
Left Ramp: The entry area (around 'Multiball', 'Bonus X' and
'Super Skill' lights) has different colors. In the ' arrow' artwork
that touches the metal flap of the ramp, sample game have Purple,
White, Green (outer to inner). Production games have Purple, Green,
White. Reflects the new inserts there. [6]
-
Clock Millions: The artwork around the target on a few sample games are missing the mask. I.e. Looks like the hole that
the target sticks through was just drilled in after the artwork was
printed. That's because it was. See below!
-
Lock Light: Sample games have a Green insert, Productions
have Orange. Easier visibility. [7]
-
Upper Right Magnet: Sample games have all the hardware
installed for this magnet. A mask on the playfield and metal post in
the mask are simple indications your playfield has the capability of
having one mounted there. [8]
-
Clock Color: Original artwork matched the picture of the clock on
the backglass. Production games use a colored clock.
-
Clock Passage Opto: Small passage right below Piano, leading
to spiral. Had an opto mounted there in the ball guides. [9]
-
Right Spiral: Right 'SPIRAL' light insert had "GUMBALL" on it.
However, before games left the factory, it was scraped off. A mylar sticker
labeled 'Spiral' was stuck in it. Originally
was 'Load Gumball' light, but was switched with the next item: [10]
-
Gumball Entry Sign: Originally matched the left sign, yellow
and red, saying 'Collect Next Spiral w/ Lit' Sample games have this
plastic, except it has a decal over it, matching the production 'Load
Gumball' sign. [11]
-
UR Flipper Post: The small metal ramp that
auto-launched balls
enter the spiral with was changed. In the original design, the post
right at the start of the metal separator between the skill shot and
the metal ramp was matches with one on the other side of the metal
ramp. The metal ramp and ball guide under the UR Flipper was changed
into one piece, and the post removed. Sample games still have the hole
there, as well as a T-nut installed! Around the hole, and most visible
is the mask around the hole is the mask in the artwork. [12]
-
Rocket Kicker: The resting bracket that the ball hits to slid
into the kicker was changed. Probably because the ball would bounce
out. [13] bounce
out. [13]
-
BigKick2 Opto: There were originally two optos in the
Autofire area, maybe at one time the auto-fire was used to 'lock balls'
too. Sample games still have an autofire bracket with two opto spaces
in it.
-
Aux-Driver Board: Samples had it in the upper left corner of the
backbox, where production games had it moved to the corner.
-
Power Driver Board: Early samples had old stock of the Power
Driver board installed, which still had the non-Fliptronic circuit
stuffed. (Mine is one of these games, and I can still hear the relat
click when the flippers are enabled.)
-
+50V Interrupt: Late production games had the +50V interrupt
switch installed on the coin door - all manuals had the warning page for
it, however.
-
Translights: Some translights actually had clear 'holes' in it
around the logo at the top. I have found nothing to help determine which
games got which ones. I have a sample, and it has the holes. I've seen
two other samples that didn't; I've seen one production machine with
them, and one without. The NOS one that I had ordered from WMS back in
'95 does not have them. Note that all my checks were done long before
the reproductions started showing up on eBay.
-
Playfield Overprint: Some sample games had the black ink too
thick, making some of the smaller text (espically on light inserts) hard
to read.
Flyer Notes:
If you notice on the flyer, you'll notice many
more major differences, such as a 'Player Piano' door panel, a Camera 'Jackpot'
lamp insert, and a red 'Dead End' insert. I can't do a better job than
Uncle Willy himself on
describing these, quoted from his
article #12 from WMS's
old site:
| Question: |
In The Twilight Zone pinball flyer, it
shows some door panels differing from the production games (Player
Piano, Quick Multiball, etc). Is there anyway I can get
software that has the rules associated with these door panels, and
if I do, will it work in a production Twilight Zone machine? |
| Answer: |
As anyone with a Twilight Zone flyer and
access to a Twilight Zone game knows, there are many labels on the
light inserts which changed from the game pictured in the
flyer. (As best as Uncle Willy can recall, there were only 2
or 3 Twilight Zone games assembled with the playfield as pictured in
the flyer.)
Some of the lamps that changed labels
are: "Clock Millions" -> "Power
Payoff"; "Jackpot" -> "Camera";
"Quick Multiball" -> "Camera"; "Player
Piano" -> "Super Slot"; "5 Million"
-> "Lite Gumball"; "Gumball" ->
"Bonus X"
Several other small changes were also
made. Most of these changes have been noted in discussions on rec.games.pinball.
Getting back to the question of
"early rules" in Twilight Zone, Uncle Willy suspects you
would be severely disappointed if you were to install an early ROM
into your game, assuming that you could find one. Many of the
rules for the labels on the old door panel lamps were never
implemented. For example, there never was a "Player
Piano" rule, and "Fast Lock" was never implemented as
it was envisioned. (What *was* "Quick Multiball" was
renamed as "Fast Lock".) The lamp labels as shown in
the TZ flyer are the result of the design team sitting around on the
last day before the artwork screen for the black portions of the
playfield had to be finalized. The "Hitch Hiker" and
"Player Piano" labels were created with the expectation
that an appropriate feature would be attached to them later.
Much of the rules from the finished
Twilight Zone game were missing at the time of the photo shoot for
the flyer. As one would guess, many of the effects -- sounds,
lamps, and display -- were also missing. It was after many of
the rules had been implemented, and the design team started to
balance the scoring, that it was decided that a "5
Million" award on the door panel was not very exciting.
(Thus, the "Lite Gumball" label in that position.)
Another interesting piece of trivia is the
initial rule set for MultiBall on Twilight Zone. Originally,
the MultiBall had a roving jackpot shot. The jackpots were lit
in order as: Piano, Camera, Dead End. (This explains why
the Camera has a "Jackpot" label in the flyer.) The
Lock shot would relight jackpot after the third one was collected on
the Dead End. The consensus of the design team, and others at
Williams who played that version of the rules, was that jackpots
were awfully difficult to make, and that MultiBall was pretty
frustrating as a result.
As you can see from this brief discussion,
the task of creating rules for a pinball machine is not
simple. As much as the design team carefully thinks out
features and rules for a game, there is no substitute for actually
playing a given rule set. Rules and features get modified,
enhanced, and scrapped many times over during the course of pinball
game development. |
And, quoting Ted Estes on why the "Clock Millions"
targe in the flyer has no artwork on it:
|
The Clock Millions target was not on the original playfield design. Just
a rubber post separated the two ramp entrances. One day, Pat Lawlor
decided that the game needed a target that was simple to hit, and
drilled a hole for the target. This was late enough in the design that
the first screened playfields needed to have the target -- and the lamp
insert -- retrofitted. The Clock Millions insert shown in the flyer
photo was added by drilling a hole and countersinking it for the insert.
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Images:
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Playfield: With Markers for the list above. (JPEG; 304kb)
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Playfield: Clean shot. (JPEG; 424kb)
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Backglass: Production, Final version. (JPEG; 141kb)
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Backglass: Preliminary version. Thanks to Jim Hicks for the scan! (JPEG;
137kb)
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