Cue Ball Wizard

Gottlieb, 1992 — shot-by-shot rules and strategy guide.

Open Cue Ball Wizard in the Pinball Genie app →

Cue Ball Wizard is a ramp game with a checklist bolted to it. The ramp up the middle is the key to nearly everything, and the wagon wheel above the flippers tells you what the next ramp shot will do. Glance at that wheel before every ramp attempt — the round you start is the one flashing, not the one you were hoping for.

The Wagon Wheel loop

One ramp shot lights the ramp for a Wagon Wheel award, and the next ramp shot starts it. If the ramp goes dark, the Corner Pocket on the left relights it. The wagon wheel target above the right outlane changes which round is queued, so you have real control over what you get.

NO WAY deserves a note. The cue ball is parked directly in front of the target, so a straight shot rarely works. The reliable route is to let the ball roll to the very tip of the left flipper before you flip; it comes off the right slingshot at an angle that finds the target far more often than anything you aim at it.

Bank shots are free money

Two ejects sit across the top of the playfield, and there are two kinds of shot into them. A clean bank shot reaches the hole without touching a bumper, and it pays points on a climbing ladder — 1, 2, 5, 7, 10, 15 and 20 million — as well as a random award. An ordinary bank shot only gives the award. The bank shot lamps flash when the next one will count as clean.

The awards are genuinely useful: multiplier advances, racks, spotted letters in DOUBLE and WIZARD, video mode, an extra ball, or starting the current wheel round for you. There is also a window where every bank shot counts as clean — from the end of Pool Ball Mania until Nine Ball Play finishes. That is the cheapest 20 million on the machine.

Two Ball Multiball

The lamps above one drop target bank will be flashing — that is the bank that counts. Clear it and the side pocket starts flashing 8 Ball; hit that and the ramp lights for multiball. Once you are in, jackpots come from driving the 8 ball into the three colour sets on the platform. They start at 5 million each, and every drop target you hit adds a million to whichever jackpots you have not collected yet, so it pays to knock targets around before you cash anything. All three colours light the ramp for a 100 million super, and taking it resets the cycle.

Pool Ball Mania and the half-billion shot

Complete all six Wagon Wheel rounds and the ramp lights for Pool Ball Mania — three balls, with every target on the playfield worth 5 million. Targets, not lanes: the NO WAY shot, both drop banks, the change targets and the side pocket all count, while slingshots, bumpers and the in-and-outlanes do not. The round ends when two of your three balls drain, and none of the total is banked until every ball is gone. Do not tilt during Pool Ball Mania. You will lose the lot.

When Mania ends, the ramp lights for Nine Ball Play, and it only holds that for about 99 seconds before reverting. Start it, clear the 1 through 7 drop targets, sink the 8 ball in the side pocket, and the 9 ball target lights for 500 million — a full billion if you have DOUBLE running. You get roughly fifteen seconds to take it.

The shortcut worth learning

There is a sequencing trick that removes most of the work. Clear the flashing drop bank before you start Pool Ball Mania, which lights the 8 ball at the side pocket. Carry that lit 8 ball into the multiball and then refuse to shoot the side pocket for the whole round. When Mania ends and you start Nine Ball Play, the 8 ball is already banked, so you skip the drop targets entirely and the 9 ball target is sitting there lit. One shot, half a billion.

Bonus, and where the specials hide

Your end-of-ball bonus is 500,000 multiplied by your racks and then by your multiplier, so neither half is optional. The Corner Pocket raises the multiplier; racks come from the Side Pocket round and from clearing either drop bank. Four racks lights a hurry-up extra ball at the wagon wheel target. Push the multiplier to 7 and the two red targets in the top corners light for Special — only one is live at a time, and every bumper hit swaps which.

How Cue Ball Wizard plays

Run the table like a pool hall, with a real cue ball to shoot and the Wagon Wheel above the flippers deciding which round the ramp will start. Work all six rounds to Pool Ball Mania, then chase the half-billion Nine Ball.

The loop

  1. Shoot the ramp to light the Wagon Wheel, read which round is flashing, cycle it at the change target if you want another, then ramp again to start it.
  2. Play out the flashing round -- ramp ladders, DOUBLE, NO WAY, the cue-ball side pocket -- for its points before the timer stops you.
  3. Spell P-O-O-L across the inlanes and outlanes, rotating the lit lanes with the flippers, to light a video mode and the Sweet Spot.
  4. Clear a flashing drop bank and sink the 8 ball to light the ramp for two-ball play and its jackpots.
  5. Finish all six wheel rounds for Pool Ball Mania, then take the ramp into Nine Ball Play for the biggest shot on the table.

Reading the lights

  • Wagon Wheel Rounds (mode) — lit: A pair of red lamps lit at the ramp means your next ramp shot will start something, and the Wagon Wheel display above the flippers spells out exactly which round is queued. · flashing: Whichever round is flashing on the wheel is the one you get -- read it before you commit the ramp. · then: Cycle the queued round at the change target until you like it, relight the ramp off the Corner Pocket whenever it goes dark, then ramp to begin. Clearing all six rounds lights the ramp for Pool Ball Mania.
  • P-O-O-L Lanes (lanes) — lit: One letter of P-O-O-L sits in each inlane and outlane, a lit lane is a letter you have not banked yet, and rolling through it claims that letter. · then: Rotate the lamps to the letter you need, roll it, and finish P-O-O-L to open a video mode at the ramp and turn on the Sweet Spot -- a fat fifty-million target that stays on until you drain and comes back more than once each ball. · control: Either flipper button: either flipper button rotates which P-O-O-L lane lamps are lit, so you can move the letter you still need under the ball and never take the same one twice (before the ball rolls an inlane or outlane)
  • WIZARD at NO WAY (letters) — lit: NO WAY only adds a WIZARD letter while its red Spell Wizard insert is glowing, and the cue ball parks right in front to block it, so cut around the ball or knock it aside to reach the target. · then: Spell WIZARD and NO WAY becomes a repeat ten-million shot you can keep cashing all ball, while both red Special targets jump to five million apiece. Let bank awards spot any letters you cannot reach cleanly.
  • Solids, Stripes & Multiball (status) — lit: Flashing lamps ride above one of the two drop-target banks to mark the side that counts toward multiball, the other bank just pays points a target, and clearing either advances a rack for your bonus. · flashing: The bank wearing the flashing lamps is the live one for multiball -- the other is only worth its per-target points. · then: Clear the flashing bank, cut the cue ball into the side-pocket targets for the 8 Ball, and ramp to begin two-ball play; pump the jackpots with drop-target hits, then cash the hundred-million super at the ramp. Clearing the Solids and sinking the 8 also sets up the Nine Ball.
  • Horseshoe Values (shot arrows) — lit: Each mouth of the horseshoe tunnel carries a value lamp climbing two, five, ten and twenty million, only a flashing mouth pays, and an unlit one is just a pass-through. · then: Shoot the flashing side to collect its value, which bumps the next value up and hops it to the opposite mouth, so a full climb naturally alternates left and right. When the horseshoe round is queued, either mouth simply hands you an extra ball.
  • Bank Shots (status) — lit: The two top ejects flash when the next clean arrival will count, a clean bank -- one that brushes no pop bumper on the way in -- pays a rising points ladder plus a random award, and a bumper touch hands you the award but none of the points. · flashing: A flashing bank-shot lamp promises the next arrival there scores as clean. · then: Feed clean banks for climbing points and awards -- multiplier and rack advances, spotted WIZARD and DOUBLE letters, video mode, extra balls. From the end of Pool Ball Mania through Nine Ball Play every bank counts as clean, so farm them hard in that stretch.
  • Racks & Bonus Multiplier (multiplier) — lit: Your end-of-ball bonus is racks times a multiplier, so both halves count, and the Corner Pocket steps the multiplier up while cleared banks and the side-pocket round pile on racks. · then: Push the multiplier at the Corner Pocket and rack up at the banks; reach four racks and the hurry-up extra ball lights at the change target, and drive the multiplier to seven to light the two red Special targets, often your only realistic Special on a steep replay.

Lane change: the flipper buttons move the lit lane. Both flipper buttons work as the P-O-O-L lane change: a tap of either one rotates which inlane and outlane lamps glow, sliding the letter you still need into the ball's path so no lane is ever wasted on a letter already banked. Spell the word and you open a video mode at the ramp plus a lit Sweet Spot worth fifty million.

Start scoring

  • Ball one — Time the plunge to drive the swinging 8 ball into the blue targets for the Break skill shot -- you get one every ball. Spell P-O-O-L with the lane change for a video mode and the Sweet Spot, and farm clean bank shots for climbing points and awards. — Break Skill Shot, Spell POOL, Work the Bank Shots
  • Building — Feed the ramp to run Wagon Wheel rounds -- ladder Rowdy Ramp toward forty million, finish DOUBLE to double everything for the ball, take NO WAY and the side pocket -- and light two-ball play off a drop bank and the 8 ball. Set the wheel to Rowdy Ramp with multiball ready so one ramp shot starts both and you feed two balls up a forty-million ramp. — The Wagon Wheel, Rowdy Ramp, Spell DOUBLE, Two Ball Multiball, Stack Rowdy Ramp with Multiball, Spell WIZARD
  • The big one — Finish all six Wagon Wheel rounds for Pool Ball Mania, then ride the ramp into Nine Ball Play: clear the Solids, sink the 8, and take the 9 for half a billion -- a full billion with DOUBLE running. Carry a pre-lit 8 ball through Mania and the Nine Ball collapses to a single target. — Pool Ball Mania, Nine Ball Play, The Nine Ball Shortcut

Does Cue Ball Wizard have an action button?

Two flipper buttons, a start button and a plunger lane — that is the lot. Both flipper buttons double as lane change on the P-O-O-L lanes, which means there is no excuse for collecting the same letter twice.

Goals in Cue Ball Wizard

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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