Time 2000 pinball rules and strategy

The Strategy

In Time 2000, advance the A.M. or P.M. clock with that side's targets and triple-advance lane. Collect A.M. in the center hole or P.M. in the right hole. Knock down both drop targets for Double Bonus, then complete them again on the same ball to light a moving Extra Ball award.

The goal

Choose one clock rather than splitting progress. Read the lamps because many switches change the active clock. Build Double Bonus early, then collect a developed clock from its hole when the feed is safe. Time moving Extra Ball and Special awards for a reachable lane or hole.

  1. Read which clock is lit, then use that side's 100-point advance targets or triple-advance lane.

  2. Knock down both drop targets to light Double Bonus; on the last ball, the same completion can light Triple Bonus when Double Bonus begins lit.

  3. Complete the two drops again on the same ball to light the moving Extra Ball award.

  4. Collect a developed A.M. clock in the center hole or a developed P.M. clock in the right hole when the return is controlled.

  5. Before shooting Extra Ball or Special, wait for its lamp to rotate to a reachable lane or hole.

Need to know
Clock bonuses
Advance the A.M. or P.M. clock; each clock reaches 12 independently.
Clock collects
The center hole collects and retains A.M.; the right hole collects and retains P.M.
Drop targets
Complete both drops once for Double Bonus and again on the same ball to light Extra Ball.

Machine setup

  • Confirm three- or five-ball play, automatic Double Bonus on the last ball, Extra Ball and Special conversions, and whether only one extra ball can be earned per ball.
  • Test both drop targets and reset, both clocks and their lamps, every advance switch, the center and right kickout holes, the right outlane gate, moving award lamps, and tilt response.
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Playbooks

Time 2000 playfield

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