Lets Try Pinball Kickback Series! EP23! Tales Of The Arabian Nights!

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Published on ● Video Link: https://www.youtube.com/watch?v=WC7edNdAnEE



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Duration: 39:12
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Tales of the Arabian Nights is a 1996 pinball machine produced by Williams. The game is based on the stories of One Thousand and One Nights and features a blue jinn. The marketing slogan is "Your Wish is Granted

This is played on the Pinball Arcade for PC, it is also for Xbox One + PS4/5

Players can experience 7 Tales of the Arabian Nights that includes a travel around the ancient city of Baghdad, flying with the magic carpet and battling the evil genie. Rubbing the magic lamp conjure good genies that help to rescue the princess. The game uses a vertical magnet diverter that grabs the ball and hurls it back at the player for more suspense as an industry first. The game also includes spikes that rise up and save the ball when the shooting stars are summoned.

MISSONS

The following seven missions must be completed to unlock the wizard mode:

The Tale of Sinbad and the Rocs: This mission is completed by hitting any bumper within the time limit, then making a full shot up the ramp to acquire a white jewel.

The Tale of Ali Baba: This mission is completed by spelling the word SESAME across both kickback target banks within the time limit, then making a full shot up the ramp to acquire a yellow jewel.

The Tale of the Flying Horse: A jewel is found within statues of several flying horses, but the hero must use trial and error to determine which one has it. The kickback target banks, the orbits and the ramp each represent one of five unique horse statues to check, and the player must shoot one that is chosen at random to have the jewel before time runs out. Checking and destroying a statue with one unique lane shot grants 8,000 points. Once the correct statue is found or time runs out, the player must make a full shot up the ramp to acquire an orange jewel.

The Tale of Sheherazade: The player must shoot any major lane marked with a golden symbol (the kickback target banks, the orbits and the ramp) as many times as possible within 25 seconds to earn points, with each lane hit awarding 50,000 points. After time expires, the player must make a full shot up the ramp to acquire a red jewel.

The Tale of the Great Camel Race: The player must get to first place within a time limit by shooting lanes or targets marked with a golden symbol (the kickback target banks, the orbits and the ramp) a total of four times, with each shot causing the hero to overtake one of four opponents. When time expires or the hero gets to first place by passing all four opponents, the player must make a full shot up the ramp to acquire a purple jewel.

The Tale of the Forty Thieves: The player must make a full shot up the ramp within a time limit. Once time expires or the ramp is hit, the player must shoot the ramp to acquire a blue jewel.

The Tale of Sinbad and the Cyclops: The player must hit either of two captive ball targets within a time limit. Once a captive ball target is hit, or time expires, the player must shoot the ramp to acquire a green jewel.

Harem Multiball: If the player spells HAREM with five shots up the left orbit when a lock is not lit for Genie Multiball or the Tiger Loop is not active (or performs 3 successful Harem Sneak-Ins worth 25,000 points each by dropping the ball into a hidden sinkhole with a weaker left orbit shot), the player can start a quick 2-ball multiball, in which any lane scores a jackpot, with the first ball locked into a ball locker at the back half of the table until the second ball is plunged into play manually. The jackpot will increase every time the bumpers are hit through a left orbit shot prior to the multiball. This mode will continue until either ball is lost.

Genie Multiball: To start this 3-ball multiball, the first two balls must be locked either by spelling GENIE twice (or once for the first multiball instance) with repeated hits of Bagazi's figure, then shooting either orbit or the saucer exit to lock the ball into the ball locking saucer. Then, as subsequent balls are manually plunged into play following a lock, the genie must be hit again with the third ball. Alternatively, once per session, the player can make a weak shot up the right orbit or shoot the saucer exit lane before GENIE is spelled such that the ball lands into the ball locker saucer to achieve a secret ball lock, which will lock the first ball while instantly lighting a lock for the second ball. Spelling GENIE awards 50,000 points times the ordinal number of the spelling completion. During the multiball, the player must juggle 3 balls and hit Bagazi with them for jackpots. The jackpot starts at 400,000 and is increased by 25,000 with every half-circle spin of the lamp toy. After the first jackpot is scored, the player must shoot either orbit to relight the jackpot for another hit on Bagazi.

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