Cyclone

Williams, 1988 — shot-by-shot rules and strategy guide.

Open Cyclone in the Pinball Genie app →

Cyclone is a 1988 carnival game with two flippers, no multiball, and a surprising amount going on. Everything worth having sits on one of three tracks: the Comet ramp ladder, the Cyclone ramp jackpot, and the Bonus X multiplier. Learn which target bank relights which ramp and the machine opens right up.

Plunge softly

The skill shot is five pockets above the top lanes, and this is one of the few machines where a full-power plunge is the wrong answer. Bottom to top the pockets pay 10K, 25K, 100K, 25K and 5K, so the centre one is the target and the back one is the punishment for overshooting. The award is also multiplied by which ball you are on, up to five times — and extra balls advance that multiplier, so a fourth-ball skill shot is possible.

The two ramps, and what relights them

There is a shortcut most players never spot: a small, half-hidden target on the right side of the Spook-House island spots one of the Cat targets for you. That turns relighting the Comet from a three-target job into a two-target one.

Double Score, and the biggest shot on the machine

Completing the 1-2-3 rollovers starts Double Score — twenty seconds on a factory machine, though operators can set it anywhere from off to ninety-nine. It doubles every point value on the playfield, including the Comet Million, which becomes two million with its own sound effect. It does not double the jackpot, so save the Cyclone ramp for outside the window.

That gives you a clear order of operations for the best score available here: build the Comet ladder to the top first, then complete 1-2-3, then make the ramp while the clock runs. Building the ladder after starting the doubler wastes almost all of it.

The jackpot is partly the machine's

Three Cyclone ramps before the timer expires pays the jackpot displayed in lights next to the Mystery Wheel. Collecting drops it back to 500K, so a second jackpot in the same game is worth far less. You can grow it a little as you go — every 1-2-3 rollover hit adds 5K.

The oddity is what happens between games: a game in which somebody collected the jackpot adds a million to the machine's jackpot once the credits run out. Look at the backglass before you start — a high number means the last player collected, and you are walking into a bigger prize.

The Spook-House lottery

A single drop target guards a sinkhole. Knock it down, put the ball in the hole behind it, and the Mystery Wheel on the backglass spins. Awards run from nothing at all up to 200K, and both the extra ball and the special live on it, which makes every trip worth taking. The drop target stands back up on a timer, so the two halves of this shot need to come close together. Your ball returns from the boomerang kickout on the far side of the playfield.

Multiplier, Hold Bonus and the special

The boomerang hole advances your bonus multiplier, but only when its Advance X light is on. That light is cheap: either return lane relights it, and so does any ramp or the Ferris Wheel. Since you are already shooting ramps, the multiplier costs almost nothing to build.

Hold Bonus is spelled across two banks: Cat targets light HOLD, Duck targets light BONUS. Get both and your bonus carries into the next ball instead of resetting — on a machine with no multiball, one of the few ways to compound a good ball. One number on the Bonus X ladder above the flippers is also flashing; drive your multiplier up to it and the special lights. That number varies from machine to machine, anywhere from three to seven.

Two things that make this game safer than it looks

An underhit Comet ramp does not come screaming back at your flippers — it falls through a second hole into the jet bumpers. So you can attack the Comet harder than the layout suggests, and a short shot still pays, because bumper hits build the Ferris Bonus at 3K each. The Ferris Wheel is lit by the right return lane, pays a 50K base plus everything the bumpers added, and returns the ball to the left return lane, relighting Advance X on the way.

The extra ball lights on both outlanes but only one is on at a time, and it toggles constantly as the ball hits flippers, slingshots and bumpers. If a drain is coming anyway, glance at which side is lit and nudge toward that one.

Goals in Cyclone

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

Pinball Genie is an independent, solo-built project operated by Pinball Genie LLC. It is not affiliated with, endorsed by, or sponsored by any pinball manufacturer or theme rights holder.