Wizard of Oz

Jersey Jack Pinball, 2013 — shot-by-shot rules and strategy guide.

Open Wizard of Oz in the Pinball Genie app →

Wizard of Oz was Jersey Jack Pinball's first release, and it plays like a company trying to prove a point: a widebody table stuffed with two upper mini-playfields, a captive Witch toy, and a ruleset that stacks a genuine RPG's worth of side-systems under one long climb toward a single wizard mode. Every shot on the table does at least two jobs. Learning it is less about memorizing one path and more about learning which of eight features you're currently neglecting.

Starting strong

Every ball opens with a choice. The lazy skill shot is a plunge into the flashing Oz lane, worth 5,000 climbing with each one you collect. The better options all share one requirement: feed the ball to the upper right flipper first, then take a real shot with it. From there you can hit the Witch target to bank points and start a hurry-up immediately, hit the standup near the left pop bumpers to launch a Haunted Forest mode on the spot, or — if you clock which letter is flashing on the B-A-L-L bank before you plunge — hit that exact target to spot the whole word at once. None of the three pay off unless the ball reaches that upper flipper clean, so a soft, controlled plunge beats a hard one here.

Once the ball is rolling, keep an eye on the Oz lanes at the very top. They don't do much alone, but every completed O-Z pair adds a full multiple to your end-of-ball bonus, up to 10x, and that bonus adds up fast on a long ball.

The six horses

Horse of a Different Color is Wizard of Oz's quiet scoring engine, and it rewards a very specific kind of greed: sameness. Six shots — the Crystal Ball spinner, left orbit, Castle Entrance kicker, ramp, right orbit, and Throne Room — light for a random colored horse, and landing one adds it to a running stack. Hit the same color again and it just gets more valuable instead of adding a new horse. Once you've built a stack of four to seven horses (the target shifts by one after every payout), the hidden Collect Lane behind a raised right flipper is where you cash in. All matching colors, or all completely different colors, multiplies your total by the horse count; anything in between cuts it in half. Land an all-rainbow set and that multiplier jumps to 5x.

Two roads from the ramp

The ramp is the busiest shot on the table, and where it sends the ball depends on what you've done beforehand. Roll one of the three character lanes — Lion, Tin Man, Scarecrow — scattered around the playfield and follow it immediately with a ramp shot, and you lock that character toward Emerald City Multiball; do that for all three and the multiball starts on its own. Ignore the character lanes, and spelling R-A-I-N-B-O-W on the seven colored standups instead lights the ramp for the Twister mini-playfield, where looping the small orbit ten times spins the house and drops you into a random Munchkin Mode. Both systems run through the same shot, so know which one you're building before you send the ball up.

Once Emerald City Multiball is running, the payoff is in the details: pair a qualified character's rollover with a Throne Room shot to collect that character's gift — a diploma, a medal, a heart — and getting all three earns a jewel toward the wizard mode plus a run of victory laps that climb in value every trip.

The Witch, and rescuing Dorothy

Three hits on the Witch target arm a hurry-up; land two more before it times out and you bank it. Do that three times across a game and the Fireball insert lights — one more Witch hit starts Fireball Frenzy, where you chase a roving blue arrow and avoid the red ones for a climbing jackpot. Ten of those earns a jewel and an extra ball, with more waiting every five jackpots after.

Rescuing Dorothy is the other major thread. Capture her by working the Winged Monkey targets, then send the ball around the right orbit so the Monkey toy can carry the locked ball up to the castle. From there it's a fight on the Witch's Castle mini-playfield: spell R-E-S-C-U-E through direct hits, a Search Orbit shot, or the Rescue Saucer for double credit, and breaking through the castle doors starts Rescue Multiball outright. Once it's running, six shots pay an escalating jackpot before falling to half value, and getting any one to its third hit lights a letter and arms the Super Jackpot at the doors.

Chasing the jewels

Battle the Wicked Witch and Somewhere Over the Rainbow both sit at the top of the ladder, and both demand you've actually played the rest of the machine — Emerald City, Rescue Multiball, a Munchkin Mode, and Fireball Frenzy all have to run once before the Witch target will even start the fight. The full wizard mode wants all eight jewels: everything above, plus fifty Yellow Brick Road advances and a completed run through the five Crystal Ball and five Haunted Forest modes. None of it comes from grinding one shot — it comes from treating Wizard of Oz as eight small games running in parallel, and never letting one of them go stale for too long.

Goals in Wizard of Oz

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

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