Swing Time pinball rules and strategy

Strategy summary

The goal

Earn extra balls by completing T-I-M-E and by collecting the lit top-center rollover or center eject hole. The installed score card also shows the score thresholds that add balls.

  1. T-I-M-E: Roll over the four letter buttons to put out T, I, M and E. Completing all four adds one ball.

  2. Top-center rollover: Send the ball through the top-center lane while its Extra Ball light is on to add one ball.

  3. Center eject: Shoot the center eject hole while its Extra Ball light is on to add one ball.

  4. Score awards: Check the score inserts on the apron for this setup's two thresholds. Reaching either displayed threshold adds one ball.

Need to know
Add-a-ball game
Swing Time begins with at least five balls. Its main features add balls instead of awarding replays.
Operator-set score awards
The two high-score thresholds that add balls are adjustable. Read the installed score inserts rather than assuming a fixed value.
Sources and references3 source links and outbound references.
Contribute to this ruleset!

Your email is stored privately and only used to follow up about this report.

Edit on GitHub

Playbooks