Night Moves

International Concepts, 1989 — shot-by-shot rules and strategy guide.

Open Night Moves in the Pinball Genie app →

Night Moves is a rare (roughly 450 units), single-level cocktail-table pinball machine — no backbox, just a flat playfield with the alphanumeric display embedded directly in the surface, and only two flippers total for up to 4 players sharing them via buttons on opposite cabinet edges. Built by Premier/Gottlieb on System 80B hardware for the International Concepts label, designed by John Trudeau, model C101. It's also a 2-ball-game cabinet — the trough only holds two balls, which is why its multiball is hard-capped at exactly 2 balls.

The bonus engine: N-I-G-H-T-MOVES

Two standup-target banks — CLUB (4 targets) and RIO (3 targets) — score 10,000/target while flashing and self-reset on completion, making them the game's primary grindable shots. Completing either bank advances one letter of a six-segment N-I-G-H-T-MOVES bonus ladder and flashes a random Collect Bonus lamp at one of the two Holes. Shooting a Hole while Collect Bonus flashes pays 50,000 points per letter lit (up to 300,000, doubled to 600,000 with 2X Bonus active) — the single largest explicit single-shot value in the ruleset. Completing all six letters lights the Top Right Spot Target for Special.

Lock, Switch, and Multiball

The Left Hole and Right Hole run an unusually plumbed three-step chain: 1. Lock — shoot a Hole while its LOCK lamp flashes: captures the ball, serves a fresh one, and starts the opposite Hole's SWITCH lamp flashing. 2. Switch — shoot the opposite Hole while SWITCH flashes: captures a ball there too, cancels the first lock, and kicks the original ball back into play. This relocates the lock; it does not by itself start multiball. 3. Release — pop bumpers and slingshots toggle a Multiball Release lamp on/off whenever a ball is captured. Once Release is flashing, shooting the Upper Right Side Rollover kicks the locked ball out to join the live ball for genuine simultaneous 2-ball multiball. There is no jackpot of any kind. Multiball's only benefit is doubling your shot rate for normal points until the balls drain back to one.

Display Feature Award (the closest thing to a "mode")

Night Moves predates mode-based design — there are no named story modes and no documented automatic skill shot. The nearest equivalent is the Display Feature Award: any Return Rollover or R-O-C-K rollover arms a random award, then shooting the Upper Left Side Rollover while it's flashing collects the value (or 50,000) plus one of: light Special, light Extra Ball, score 500,000, light 2X Bonus, Collect 4X Bonus, Win Extra Ball, or Double Entire Score — the single biggest possible payout in the game, and the closest thing to a wizard-mode endpoint (there is no actual wizard mode of any kind).

Multiplier

There's exactly one persistent multiplier: a binary 2X Bonus lamp, lit via the Top "Lite 2X" Rollovers or as a Display Feature Award outcome. It doubles Hole-shot Collect Bonus payouts. The right flipper button (a standalone input) rotates lit Extra Ball/R-O-C-K lamps and freezes the current 2X state — useful right before a big cash-in. A separate one-shot Collect 4X Bonus award multiplies the current bonus once rather than persisting.

Other scoring

R-O-C-K rollovers (4 lanes) light Extra Ball on completion, or pay 100,000 flat if EB is already won. Return Rollovers pay 3,000, award EB when lit, and briefly flash the Spinner to 25,000 (vs. 5,000 base) — the only stated timed shot-value window in the whole ruleset. Outlanes pay 50,000 and award EB when lit rather than being pure drains. Only one extra ball is awarded per ball-in-play regardless of how many EB conditions stack. Tilting wipes all accumulated bonus and multipliers outright — the costliest mistake available once you're carrying ladder letters.

There are no Pro/Premium/LE editions and no rules differences across the cabinet-hardware variants collectors discuss — one C101 ruleset, period.

How Night Moves plays

Night Moves is a two-sided cocktail table sharing one pair of flippers. Grind the CLUB and RIO target banks to climb the bonus ladder, cash it doubled at the holes, and chase Double Entire Score.

The loop

  1. Sweep the CLUB and RIO standup banks; each completion adds a letter to the bonus ladder and flashes a hole to cash it, then the bank resets itself for another run.
  2. Cash the ladder at whichever hole is flashing Collect Bonus for points per letter, and light 2X at the top rollovers first to double the payout.
  3. Lock a ball in a hole, flip the Release lamp with bumpers and slingshots, then let it out at the upper-right rollover for real two-ball play.
  4. Roll a return rollover to flash the spinner hot and to arm the Display Feature Award, then convert that award at the upper-left rollover.
  5. Keep the Display Feature Award cycling for a run at Double Entire Score, the largest payout this table has to give.

Reading the lights

  • N-I-G-H-T-MOVES Ladder (ladder) — lit: Each CLUB or RIO bank you finish lights one more ladder letter and then resets so you can stack letters back to back, and a lit letter stays lit right up until you drain. · flashing: A Collect Bonus lamp flashing at a hole means that hole is set to pay your banked letters this instant. · then: Build a few letters, then cash them at whichever hole flashes Collect Bonus for points per lit letter. Light the whole word to arm the Top Right Spot Target for the only Special the game offers.
  • Hole Locks & Release (status) — lit: A flashing LOCK lamp at a hole means it will trap your ball and serve a fresh one, and once a ball is held the Multiball Release lamp toggles on and off with every bumper or slingshot hit. · flashing: The Release lamp flashing at the upper-right rollover is your signal that the held ball can be let loose. · then: Lock a ball, wait out the bumper toggle until Release flashes, then shoot the upper-right rollover for real two-ball play. Want the other hole instead? Shoot it while its SWITCH lamp flashes to move the lock over first.
  • R-O-C-K Rollovers (letters) — lit: The four R-O-C-K lanes each carry a letter lamp, a lit one is a letter you still need, and rolling it banks that letter. · then: Rotate the lamps, roll the lanes, and finish R-O-C-K to light an extra ball -- or a flat points award once that extra ball is already yours. · control: Right flipper button: a press of the right flipper button rotates which R-O-C-K lane lamps are lit, so you can line the letter you still need up under the ball instead of collecting one twice (before the ball rolls the lanes)
  • Lite 2X Top Rollovers (multiplier) — lit: The top rollovers light 2X Bonus while it is dark, and once 2X is up they switch jobs, handing out a B-A-L-L award letter on each later pass. · then: Roll the tops to light 2X so every hole cash-in pays double, then freeze it and keep re-rolling to spot B-A-L-L letters for more awards. Freeze only as you are about to cash, since doing it early protects nothing extra. · control: Right flipper button: a press of the right flipper button locks the top rollovers' lamp arrangement in place, so you can hold the layout you want just ahead of a cash-in (right before a hole cash-in)
  • Display Feature Award (status) — lit: Rolling either return rollover arms the Display Feature Award, and the upper-left rollover then lights to collect whatever prize is flashing before it times out. · flashing: The upper-left rollover flashing means an award is live and waiting -- grab it or lose it. · then: Arm it on a return, then take the upper-left rollover for the flashing value plus one random prize -- a Special, an extra ball, a big points bump, a bonus multiplier, or the rare Double Entire Score. Re-arm it every ball for repeated rolls at the big one.
  • Spinner (status) — lit: A return rollover kicks the spinner's worth up to its top rate for a short spell, and while that boost holds every blade of the spin scores at the raised number rather than the base. · flashing: The spinner's value lamp burning bright is the window -- rip it now. · then: Roll a return, then rip the spinner right away before the boost drops back down. It is the one clean timed-value window anywhere on the table.

Lane change: the flipper buttons move the lit lane. The right flipper button carries a second job past flipping: press it to rotate which R-O-C-K lane lamp is lit, lining the letter you still need up before the ball rolls an inlane or outlane so you never waste one on a letter already yours. Finishing R-O-C-K lights an extra ball. That same button also freezes the top-lane 2X state for a doubled cash-in.

Start scoring

Does Night Moves have an action button?

Night Moves is a cocktail table — no backbox, one shared pair of flippers, and buttons on opposite cabinet edges so players can sit across from each other. There is no separate action button. What it does have is a second job stacked onto the right flipper button: outside of flipping, it rotates which Extra Ball and R-O-C-K lamps are lit and freezes the 2X Bonus state, so you can set the lamps up before you commit to a shot.

Goals in Night Moves

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.