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
- 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.
- 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.
- 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.
- 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.
- 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
- Ball one — There is no skill shot here, so plunge full and go straight to the CLUB and RIO banks -- they reset on every clear and are the highest repeat value on the table. Cash an early hole for a quick payout even on a letter or two. — Opening 30 Seconds, CLUB/RIO Bank Farming, N-I-G-H-T-MOVES Ladder Cash-In
- Building — Climb toward a full word, light 2X at the tops so each hole cash-in pays double, and run the lock-toggle-release chain for two-ball play. Sweep a bank with two balls loose, feed a hole while Collect Bonus still flashes, and rip the spinner off a return whenever it flashes hot. — N-I-G-H-T-MOVES Bonus Ladder, 2X Bonus — Lite via Top Rollovers, Two-Ball Multiball — Left Hole Lock, Cash The Ladder During Multiball, Return Rollover -> Spinner Rip
- The big one — The ceiling is Double Entire Score, one of seven random Display Feature Award results -- keep re-arming the award and converting at the upper-left rollover, since nothing lets you force it. Lighting the full ladder to claim the Top Right Special is the other endgame prize. — Double Entire Score — the Closest Thing to a Wizard Mode, Display Feature Award, Full Ladder -> Top Right Special
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.
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Display Feature Award Conversion
Night Moves has no automatic skill shot. The closest thing is this timed inlane-to-rollover conversion — miss the window and the award is gone.
Reward: Flashing value (or 50,000) + one random award: Special, Extra Ball, 500,000, 2X Bonus, 4X Bonus, Win EB, or Double Score
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Both standup banks self-reset on completion, making them the highest-repeat-value shot pair on the table for stacking the N-I-G-H-T-MOVES ladder.
Reward: 10,000/target (1,000 unlit) + 1 ladder letter + flashes Collect Bonus; bank self-resets for repeat runs
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N-I-G-H-T-MOVES Ladder Cash-In
Bank 3+ ladder letters before cashing at a Hole shot — payout is 50,000 per letter lit, doubled if 2X Bonus is lit, up to 600,000 in one shot.
Reward: 50,000 x letters lit (up to 600,000 with 2X Bonus), paid at either Hole when Collect Bonus flashes
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Return Rollover -> Spinner Rip
The only stated timed shot-value window anywhere in the manual: a Return Rollover flashes the Spinner up to 25,000 for a limited time.
Reward: 3,000 for the rollover + Spinner scores 25,000/switch (vs. 5,000 base) until the flash window drops
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A genuine point-stealing mechanic: shuttle the locked ball between the two Holes for repeat lock/switch value instead of committing straight to multiball.
Reward: Relocates the lock, returns the original ball to play, and lets you repeat the lock/switch shuttle before starting multiball
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Full Ladder -> Top Right Special
The natural endpoint of bank-farming: complete all six N-I-G-H-T-MOVES letters to light the game's only Special award.
Reward: SPECIAL award once all 6 N-I-G-H-T-MOVES letters are lit; 5,000 pts on any other hit to the target
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Two-Ball Multiball — Left Hole Lock
The core multiball chain: lock a ball, toggle the release lamp with bumpers/slingshots, then release for true simultaneous 2-ball multiball. Two balls is the ceiling.
Reward: True 2-ball multiball — no jackpot exists; benefit is doubled shot rate for normal points until balls drain back to one
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Two-Ball Multiball — Right Hole Lock
Mirror path to the same multiball — either Hole can carry the initial lock depending on which LOCK lamp happens to be flashing.
Reward: Same true 2-ball multiball as the left-lock path — doubled shot rate for normal points, no jackpot exists
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Switch-Shuttle Multiball Setup
If the flashing LOCK hole is the tougher shot, use the SWITCH mechanic to relocate the lock to the easier Hole before releasing.
Reward: Same 2-ball multiball, reached via your preferred Hole — doubled shot rate for normal points, no jackpot exists
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Night Moves' only sequential award system — a rotating pool of random prizes including the game's single biggest payout, Double Entire Score.
Reward: Flashing value (or 50,000) + one of: Special, Extra Ball, 500,000, 2X Bonus, 4X Bonus, Win EB, or Double Entire Score
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Spell R-O-C-K across four lanes for a lit Extra Ball, or a flat 100,000 once Extra Ball is already lit/won.
Reward: 10,000/lane (5,000 unlit); completing R-O-C-K lights Extra Ball, or scores 100,000 flat if EB is already won
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The six-letter bonus ladder underlying most of the game's scoring — advanced by the CLUB and RIO banks, cashed in at the Holes.
Reward: +1 ladder letter per bank + flashes Collect Bonus; cash in at a Hole for 50,000 per letter lit
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2X Bonus — Lite via Top Rollovers
The game's only persistent multiplier: a binary bonus-doubler lit at the top rollovers and lockable with the right flipper button.
Reward: 10,000 (3,000 unlit) + lights 2X Bonus; once already lit, instead spots a B-A-L-L award letter
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4X Bonus via Display Feature Award
A one-shot x4 bonus payout rolled from the Display Feature Award pool — a single immediate multiply, not a persistent multiplier level.
Reward: Immediate one-time x4 on current bonus total (not persistent like 2X Bonus) — bank it via a Hole shot right after
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Double Entire Score — the Closest Thing to a Wizard Mode
Night Moves has no wizard mode of any kind. This is the real qualification path to its single largest possible payout, chaining the bonus ladder, the 2X multiplier, and the rarest Display Feature Award outcome.
Reward: Double Entire Score — the biggest possible payout, 1 of 7 random Display Feature Award outcomes; can't be forced
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No skill shot exists, so the opener is about sequencing straight into the CLUB/RIO banks, not a special first shot.
Reward: Ladder progress + Lock started + an early 50,000-100,000 Collect Bonus cash-in with just 1-2 letters lit
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Bonus-Before-Bailout Discipline
Tilting wipes all accumulated bonus and bonus multipliers outright — the single most expensive mistake once you're carrying letters.
Reward: 150,000+ banked (300,000+ doubled) instead of losing it all to a tilt, which zeroes the entire bonus ladder and 2X
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Four independent ways to light Extra Ball, but only one is awarded per ball-in-play — know which to prioritize.
Reward: Extra Ball — only one per ball-in-play, via whichever path lights first (R-O-C-K, Return Rollover, Display Award, or Outlane)
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Once 2X Bonus is already lit, the top rollovers stop being a multiplier shot and start spotting B-A-L-L award letters instead — so the lane keeps earning after the doubler is locked.
Reward: 10,000 per lit roll (3,000 unlit) plus one B-A-L-L award letter spotted per pass while 2X Bonus is lit
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Cash The Ladder During Multiball
Two-ball play has no jackpot, so the best use of the extra ball is doubling your rate at the banks and then feeding a Hole while Collect Bonus is still flashing — the payout lands before the second ball drains.
Reward: 50,000 per lit ladder letter (doubled with 2X Bonus) banked while two balls are still in play
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