Tee'd Off

Gottlieb, 1993 — shot-by-shot rules and strategy guide.

Open Tee'd Off in the Pinball Genie app →

Tee'd Off is a round of golf with a gopher problem. The whole game is built on playing nine holes in strict numerical order, and what you get for finishing them changes each time round. It is a Gottlieb, which means catch-all flippers that hold nearly anything, and that turns out to be the single most important thing about it — every enormous score on this machine comes from trapping balls and looping one shot over and over.

The layout

Playing the nine holes

Three shots cover all nine holes and each only spots the one you are currently on, so shots at the wrong feature are simply wasted. The volcano covers one, six and nine. The right ramp covers two, four and eight. The saucer covers three, five and seven. Reaching the ninth hole starts something different every time: the first completed round gives you Multiball, the second gives Raining Cats And Dogs, the third Multiball again, the fourth Anything Goes, and then the cycle begins over. That escalation is the game's real structure, and getting to the fourth round is what separates a decent game from a huge one.

Holes in one are a separate counter

Do not confuse them with the nine holes. Holes in one come from three places: the plunge skill shot, the centre lane with every coconut still standing, and the Mean Hole when lit — which the right orbit also feeds around into. Both outlanes are permanently lit for one as well, so a drain down the side at least buys you something. Seven holes in one awards an extra ball, and nine lights the Mean Hole for Quickpick, a straight choice between lighting a Special and starting a lightning storm. That coconut detail is a real trade-off: each drop target you knock down adds a million to your bonus but converts the centre lane from a hole in one into a wheel spin. Decide which you are chasing before you start swinging.

The five modes

Where the points actually are

Plain Multiball is two balls unless you launch the second one straight into the Mean Hole for a third. Jackpots run around five million and the captive ball pushes them up, so bang the captive ball a few times before you start cashing. Clear down to the last remaining jackpot and taking it pays three hundred million and relights the lot. The storm modes are better still. Raining Cats And Dogs strobes every jackpot shot and the centre lane at twenty five million each into a running total, and Anything Goes doubles that to fifty million. Both pay at the end of the ball, which means a tilt throws away everything you built.

The loop that runs up the score

Start any multiball other than the plain one, trap two balls on the right flipper, and loop the centre lane with the third. The catch-all flippers hold what comes back from the volcano and the centre lane reliably enough that this becomes a rhythm rather than a gamble, and at fifty million a shot in Anything Goes it is where the billion-point games come from. Two rules go with it: build the captive ball value before you cash jackpots, and never nudge hard while a storm total is unpaid.

Goals in Tee'd Off

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

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