Zaccaria Time Machine

by David Gersic info@zaccaria-pinball.com
Version 1.1 February, 2007

Notes and Disclaimers

This rule compilation and tips sheet is, to the extent possible (in light of the subject matter being the property of Zaccaria), freeware. It can be modified, updated, or revised, provided only that credit to the original author(s) remains intact. It can be published or otherwise distributed, provided only that such distribution is effectively free.

Time Machine the pinball machine is the property of Zaccaria, and a trademark of the licensor. The author disclaims all interest in any trademarks or other intellectual property referenced herein.

Main Playfield - Clockwise from bottom

Flippers
Four - two regular flippers, with a centre drain. Two others, outboard of the middle two. The outer two have "wings" on the tips that block the space between the inner and outer sets when the flippers are engaged, preventing balls from draining between the flipper bats. The inner and outer are adjusted with different stroke lengths, as well, making for different shots from each set.
Left Slingshot
An ordinary slingshot kicker. Scores 10 points.
Left Inlane
A ball inlane that feeds to the left set of flippers. No points scored here.
Left Outlane
An outlane drains the ball here. Between the Inlane and Outlane is a wire ball guide. There is a rollover button in the outlane that scores 10,000 points, and Advances Bonus on both the Future and Past Bonus.
Left Drop Target Bank
A 3-bank of drop targets. Scores 5,000 points and advances the Bonus for each target. Advances Red and Orange Bonus (see below). Completing the bank lights the Left Lane.
Left Lane
Behind the Left Drop Target Bank is a lane. Scores 100 points (not lit) or 1,000 points when lit. Advances Bonus for the current Time (Future or Past). The Ramp exit drops the ball in to the Left Lane.
Time Hole
A lane that leads to a ball capture saucer. See below for M-A-C-H-I-N-E rules. Activates the Time Machine to go from Future to Past. Scores 20,000 points.
Green Special
A lane that leads around and in to the back side of the same saucer that the Time Hole feeds. This lane is only available when in the Past, and scores the Green Special if lit. See below for Green Special rules.
Standup Targets (1 - 2 - 3 - 4 - 5 - 6 - 7)
Only available in the Past. There are two "1" targets, on either side, and a row of 2...7 targets along the back of the playfield. Each target scores 30,000 points, and advances the Past Bonus and builds toward completion of the sequence.
Plunger Exit Lane
After leaving the habitrail, gravity guides the ball here, to exit between the "2" and "1" standup targets in the upper right corner of the playfield.
Time Bridge
Entrance to the Time Bridge ramp. Loops around the back of the playfield and exits to the Left Lane. Scores (advancing) 10,000 points, 30,000 points, then 30,000 points and advances the Bonus Multiplier (5X, 10X, 20X).
Right Lane
Like the Left Lane, scores 100 points or 1,000 points. Advances Bonus.
Right Drop Target Bank
A 3-bank of drop targets. Scores 5,000 points and advances the Bonus for each target. Advances Red and Orange Specials (see below). Completing the bank lights the Left Lane.
Right Outlane
An outlane drains the ball here. Between the Inlane and Outlane is a wire ball guide. There is a rollover button in the outlane that scores 10,000 points, and Advances Bonus on both the Future and Past Bonus.
Right Inlane
A ball inlane that feeds to the right set of flippers. No points scored here.
Right Slingshot
An ordinary slingshot kicker. Scores 10 points.

Mini Playfield - Clockwise from bottom centre.

Red Special Target
A round standup target. Scores 5,000 points and advances the Bonus when not lit. Can be lit for Advance MACHINE, Advance Bonus Multiplier, or 30,000 points.
Entrance
A gap through which the ball can enter the mini playfield.
Standup Targets (A - B - C - D - E - F)
Arranged around the outer edge of the mini playfield area are six standup targets. Each target scores 5,000 points and advances the Future Bonus. Collecting all six advances the Orange Special and lights the Red Special.
Pop Bumpers
Three, in triangular arrangement, with good action due to being surounded by rubber. Each scores 200 points per hit.
Entrance
A gap through which the ball can enter the mini playfield.
Orange Special Target
A round standup target. Can be lit for 30,000 points, 50,000 points, 80,000 points or Special, and advances the Future Bonus .

Time Travel - The Future - The Past

The player is in the Future when the mini playfield is raised so that the ball can enter it. When in the Future, the player can attempt to complete the A-B-C-D-E-F standup targets as well as attempting to light and collect the Red and Orange Special targets.

The player is in the Past when the mini playfield is lowered, allowing the ball to roll over the clear top. When in the Past, the player can attempt to complete the 1-2-3-4-5-6-7 sequence of standup targets to collect a letter toward M-A-C-H-I-N-E, and to light the Green Special.

The player travels to the Future or Past by landing the ball in the saucer, either via the front entrance at the Time Hole or the back entrance of the Green Special (Past only).

Drop Targets

At the start of a new ball, the drop target banks are both un-lit. Completing a bank the first time lights it and enables the Red Special target if gameplay is currently in the Future. Completing a lit bank advances the Orange Special and enables the Red Special target if gameplay is currently in the Future. The two target banks operate independantly, and will reset when completed. When in the Past, the drop target banks advance the Orange Special, but do not light the Red Special Target.

A-B-C-D-E-F Targets

While in the Future, the player can attempt to complete the A-B-C-D-E-F sequence of standup targets on the mini playfield. Doing so Enables the Red Special Target and advances the Orange Special. The targets will reset to allow the player to attempt to repeat the sequence.

1-2-3-4-5-6-7 Targets

While in the Past, the player can attempt to complete the 1-2-3-4-5-6-7 sequence of standup targets at the back of the main playfield. This sequence does not reset until the player completes it, and it carries over between Future/Past as well as between balls. Completing the sequence enables the Green Special, advances the M-A-C-H-I-N-E, and resets the sequence.

Red Special Target

This target can be enabled via the drop target banks, or via the A-B-C-D-E-F sequence of standup targets. It is a timed target that must be collected before the timer expires. It starts out lit for advancing the M-A-C-H-I-N-E sequence (large red insert). After 25 seconds, it descends to advancing the Bonux X multiplier. After a further 10 seconds, it descends to scoring 10,000 points. If not collected with 10 seconds, it goes out and the player gets nothing.

Orange Special Target

This starts out unlit (worth 5,000 points), and can be advanced to score higher points via the drop target banks or the A-B-C-D-E-F target sequence. It can be lit to award a Special (Extra Ball). It can be hit for the lit points value at any time while the player is in the Future, or can be lit/collected for the Special at which time it resets back to 5,000 points. It does not carry over from ball to ball, but does carry over between Future and Past.

Green Special

Successfullly completing the 1-2-3-4-5-6-7 sequence of standup targets lights the Green Special lane for 150,000 points. It must be collected before the ball drains, or it is lost.

M-A-C-H-I-N-E

A series of lamp inserts, leading to the Time Hole lane, and spelling the word MACHINE. This is the primary goal the player is working toward, for the big payoff when collected. Each letter is lit by one of:

When completed, the Time Hole is lit for Special (1,000,000 points) and does not change the player between Future and Past.

Gameplay

The player starts all normal balls in the Future (see below for Game Time Bonus rules). The player plunges the ball up the habitrail, it loops down and enters the playfield at the top right corner. It drains down a lane that runs under the Ramp, entering the mini-playfield through a one-way gate. The player can continue playing in the Future, attempting to complete A-B-C-D-E-F and the two drop target banks. Ramp shots add points and Bonus X. During the Future, all bonus advance happens on the Future Bonus, with the exception of the outlanes, which advance both.

The player can also shoot the ball in to the Time Hole lane, going in to the Past. The ball is captured for approximately 3 seconds while the mini-playfield is lowered, then ball is kicked out of the saucer and returns down the Time Hole lane in to play. In the Past, the player can attempt to complete the 1-2-3-4-5-6-7 sequence of standup targets, collect the Green Special, or return to the Future by shooting the Time Hole again. Completing 1-2-3-4-5-6-7 advances one letter toward M-A-C-H-I-N-E.

The object is to complete the M-A-C-H-I-N-E sequence. This can be done via the Red Special Target, or via completing the 1-2-3-4-5-6-7 sequence. When completed, shooting the Time Hole collects this special (1,000,000 points), which then resets so that the player can attempt to complete and collect it again.

Game Time Bonus

This is a timed play option. During the player's last ball, a timer will be incremented up from 10 seconds by every other switch closure. After the last ball drains, the ball will be returned to the player and the timer begins counting down. When it reaches zero, the game is over, the flippers are shut off, and the ball is allowed to drain. During the last (regular) ball, any Extra Balls the player earns will stop the clock from incrementing until all Extra Balls have been used up and the player is again on the last ball. During the timed play, the countdown clock can be stopped by collecting an Extra Ball. Collecting an Extra Ball stops the countdown clock until all Extra Balls have been used, then timed play resumes where it left off. During timed play, no End-of-Ball bonus is collected, and the Left and Right drop target banks are not reset when the ball drains. When the timer expires, the End-of-Ball Bonus is counted up normally and the game ends.

Tilt

Tilting the game during normal gameplay results in a loss of the current ball with no End-of-Ball bonus. Tripping the slam tilt ends the game in play.

End Of Ball Bonus

At the end of each ball, the bonus is calculated as Past Bonus (1,000 per insert, up to 10,000) + Future Bonus (1,000 per insert, up to 10,000), which is then muliplied by the current Bonus X value (5X, 10X, or 20X), which is then added to the player's score. The bonus is counted off on the Past side first, then the Future side.