Across
- 2. This particular form of tilt is given if the machine is nudged with such violence that it risks damaging the hardware. Such an action generally sounds an alarm and causes the machine to reset (hence voiding the credit). A slam tilt is sometimes also given if force is applied to the coin box.
- 5. Some machines allow the player to earn a free game (called a special in that context) by achieving a specific task.
- 6. A pinball trapped within a small area of the playfield. The captive ball never leaves this area, and the free ball can never enter it. However, the free ball can knock into the captive ball, which in turn can knock into targets in its area.
- 8. A free game received after a certain score is reached.
- 9. A situation where a series of balls are shot onto the playfield. Multiballs are either a mode that can be selected by the gamer, or can be triggered in the pinball machine that forces the other balls to roll on the playfield.
- 11. On most solid state games, if no scoring activity is detected for a certain period of time, all moving components of the game will cycle in sequence in an effort to free any balls that may have become stuck.
- 14. One of the universal paradigms of pinball games is the end-of-ball bonus. During play, certain shots and events can increase a bonus score or a multiplier, which is then applied to the player's score when the ball drains. The rules for the ball bonus vary from game to game - some games simply increase the bonus during play, and some add scores from various in-game modes and counters.
- 15. On some machines, a progression of "ball locks" leads to a multiball. On older machines this refers to the physical mechanism that stores the balls on the playfield.
- 16. A special mode or bonus, started only after completing a long and difficult series of tasks in a pinball machine. The first wizard bonus was the "king's ransom" in 1989's Black Knight 2000.
Down
- 1. Allows the player to add additional balls by achieving a specific task e.g. during an active multiball.
- 3. The chance to win a free game after the last ball has drained. On most machines the free game is received when the last two digits of the score match a pseudo randomly picked two digit number. The winning chance can be altered by the operator. Most modern games incorporate a short animated skit that culminates in the match number selection.
- 4. A specially designated point bonus; typically among the highest amounts that can be scored with one shot. In earlier games (mid-late 80s), scoring the Jackpot was the ultimate goal of the game, requiring the player to complete a precise and difficult set of tasks to score it. The Jackpot would continue to build slowly over many games until it was scored. More modern games simply call any multiball shot award a "jackpot" and the values are more downplayed.
- 6. Combo (or combo shot) refers to an immediate combination of different moves, often continuous ramp and/or orbit shots. Some machines, like Taxi, Theatre of Magic, and Demolition Man, reward combo shots by an increasing number of points, depending on the number of successful consecutive shots made.
- 7. For a limited time, every ball that goes down the drain will be returned to the plunger. Usually only available when starting with a new ball (to compensate for "unfair" very fast drains).
- 10. An additional bonus ball that can be earned by achieving a specific task.
- 11. A bonus awarded to the player for completing a specific task when releasing the ball. Most games that include skill shots require the player to either plunge the ball with just the right amount of force to hit a specific target, or to make a specific shot with the flippers as the first shot once the ball is on the playfield.
- 12. An optional side mode in which the player is challenged to complete a task within a brief time limit to earn bonus points. Traditionally, hurry-ups start with a large point value, which rapidly decreases over several seconds; completing the task stops the countdown and awards its value.
- 13. A feature that allows the player to activate a magnet located just below the entrance to an outlane. A ball headed for the outlane will be held by the magnet and diverted to the corresponding inlane instead. Williams Electronics pioneered this feature on the Black Knight game.
