Tales of the Arabian Nights

Williams, 1996 — shot-by-shot rules and strategy guide.

Open Tales of the Arabian Nights in the Pinball Genie app →

Everything on this table eventually points back to two things: the Lamp and the Jewels. Spin the Lamp and you're building one of the only real count-up bonuses in modern pinball. Collect Jewels and you're working toward Genie Battle, the two-stage finale where you fight the Genie himself for the Princess's freedom. Almost every other system on the playfield — Harem, the Bazaar, Fireball, Tiger Loops — exists to feed one of those two goals.

The Lamp Is The Game

The Lamp sits on a nearly frictionless rotating disc dead center on the playfield, and a solid shot to either post can send it spinning around a dozen times at once. Fourteen blue lights track your spins toward Lightning Lamp, a short scoring frenzy that retriggers every 15 spins for the rest of the game, worth 250K or more per hit once it's running. Post angle matters: horizontal posts (like a clock reading 9 and 3) are easy to spin hard and can even send the ball straight into the Genie if you split them; vertical posts are nearly impossible to work cleanly and turn into a drain risk instead — leave the Lamp alone when it's sitting that way and go for the standups instead, since they're wide open.

This all matters because of bonus. Every Lamp Spin is worth 10,000, every Genie hit 10,000, every Jewel 50,000 — all multiplied by a Bonus X that climbs when you fully hit a lit captive ball, up to 12x. Both the raw count and Bonus X carry across balls, so working the Lamp hard early in a game pays off on every ball after. Done right, the Lamp alone is worth over 14 million in bonus — more than the replay score on most machines.

Multiball, Harem, And The Bazaar

Hit the Genie five times to spell G-E-N-I-E and Lock lights at three spots at once — the Left Orbit, the Right Orbit, and the center Lock lane. Fill two of them and the Genie lights for the start; hit him and his magnet pulls the ball into the playfield to kick off Multiball, where spinning the Lamp raises a Jackpot collected right back at the Genie. Separately, Harem lights automatically every ball at the Left Orbit — spell H-A-R-E-M there, or catch three lucky bounces out of the Jet Bumpers into the Harem Sneak-In, and Harem Multiball begins with every switch paying the Jackpot.

The Bazaar scoop spells B-A-Z-A-A-R from its two nearby standups, or from an unlit scoop shot directly, and pays a random award once the word is complete — everything from small points to an outright Extra Ball. The same scoop does double duty for Make A Wish: hit it while Make A Wish is lit and choose Jewels on the left flipper or a random award on the right. Take the Jewels almost every time — it can finish a Mode outright without you having to play it at all — unless you're specifically chasing an Extra Ball on Tiger Loops or sitting on a big Bonus X worth cashing in early.

Seven Tales, One Jewel Each

Five Golden Symbol lights mark the shots that matter during whichever Tale is running — both standup banks, the Ramp, and both orbits. Tap the left flipper before a ball starts to choose which of the seven is lit, complete whatever it asks, then shoot the Ramp to collect its Jewel. Only one runs at a time, and none are timed, so losing the ball just picks up where you left off next time.

Two things are worth hunting for along the way: light one Shooting Star, then light the second while Make A Wish is already lit, and the Ruby turns your next Wish into two Jewels instead of one. And watch for a weak shot that falls off the Ramp's spiral — it's rewarded with a free Secret Ball Lock, once per game.

Genie Battle

Collect all seven Jewels and the Genie lights for the wizard mode. He takes the Princess and summons Skeletons in her place — every Golden Symbol shot and both captive balls kill one, and after roughly six to eight kills the game locks a ball and serves another. Once locked, the real fight starts: unlimited balls, every shot pulling the Princess toward you while the Genie pulls back on his own, and the Shooting Stars completely disabled, so balls will drain constantly. Launch every ball the instant it's served — leaving one in the plunger lane only speeds up the Genie's pull. Win, and it's a flat 20 million points, the single biggest award anywhere on this table.

Goals in Tales of the Arabian Nights

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

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