Special Exhibition

Cyclone – Pinball

Year: 1988, Publisher: Williams Electronics, Genre: Pinball

Cyclone is one of the best-known late-1980s Williams pinball machines. Released in 1988, it turns a carnival and amusement park setting into a lively, fast-playing table built around attractions like the Ferris wheel, the Comet ramp, the Cyclone ramp, the Spook House, and a backbox mystery wheel. Its cheerful theme and callouts make it feel like a trip through a busy fairground rather than a dark or serious pinball challenge.
GamePlaza logo on blue

What makes Cyclone stand out is how much personality it has without relying on a very complicated rule set. The machine does not use multiball, which is unusual for a popular game from that era, but it stays engaging through repeatable shots, a buildable gate jackpot, a valuable one-million-point Comet shot, and the playful visual effects of the Ferris wheel and mystery wheel.

  • Manufacturer: Williams Electronics.
  • Release year: 1988.
  • Theme: Amusement park / carnival / Coney Island.
  • Designer: Barry Oursler.
  • Artists: Python Anghelo and John Youssi.
  • Slogan: “It’ll blow you away!”
  • Part of an amusement park trilogy with Comet before it and Hurricane after it.

For readers who are new to the machine, Cyclone is a great example of an older pinball table that feels easy to understand but still very satisfying to master. It is less about mode stacking or deep software progression and more about learning a handful of valuable shots and repeating them with good control.

How to Play Cyclone Pinball

At a basic level, Cyclone is about making repeat shots to build value. The most important scoring features are the Cyclone ramp, the Comet ramp, the Ferris Wheel, the Boomerang, and the Spook House/Mystery Wheel. Since there is no multiball, success depends more on shot accuracy and consistency than on surviving chaotic multi-ball moments.

The rules are straightforward but rewarding. The right ramp builds toward the Gate Jackpot, the center ramp can lead to a 1 million point shot, the Ferris Wheel collects a growing bonus from bumper hits, and the Mystery Wheel adds a random-prize element. That structure gives players clear goals without making the game hard to read.

  • Shoot the Cyclone ramp to build toward the Gate Jackpot.
  • Shoot the Comet ramp repeatedly to reach the 1 million point shot.
  • Use the right inlane to light the Ferris Wheel.
  • Hit the Spook House to spin the Mystery Wheel.
  • Shoot the Boomerang to increase bonus multiplier.
  • Complete top rollover lanes to start double-scoring time.

Starting the game

The game begins with a memorable Shuttle skill shot. The shooter lane is built as an elevated ramp with five holes worth 10k, 25k, 100k, 25k, and 5k, and the goal is to land the ball in the 100k hole. If the ball undershoots the 10k hole, it rolls back to the plunger for another try, while a hard plunge sends the ball directly into play.

This opening skill shot is more useful than it first appears. The rules page notes that each successive ball increases the skill shot multiplier up to 5x, so later balls can make this shot much more valuable. That means extra balls can be especially helpful on Cyclone.

  • Aim for the 100k skill shot hole.
  • A soft plunge may help avoid overshooting.
  • Skill shot value increases on later balls and extra balls.

Main scoring shots

The Cyclone ramp on the right side is one of the most important features in the game. It starts at 50k, then a consecutive shot within 15 seconds scores 100k, and a third consecutive shot within 15 seconds awards the Gate Jackpot. If the jackpot is missed or collected, the ramp must be relit by completing the duck targets at the Shooting Gallery.

The Comet ramp in the center is equally important. It begins at 40k and increases through 60k, 80k, and 100k with consecutive shots. The fifth consecutive shot, made quickly enough, becomes the famous 1 million point shot. If the streak is broken, the ramp value resets and may need to be relit through the cat targets at the Ball Toss.

  • Cyclone ramp: 50k, then 100k, then Gate Jackpot.
  • Duck targets relight the Cyclone ramp.
  • Comet ramp builds up through consecutive shots.
  • The fifth consecutive Comet shot is worth 1 million.
  • Cat targets relight the Comet ramp when needed.

Ferris Wheel, Boomerang, and Spook House

The Ferris Wheel is located in the upper left and is lit for 15 seconds by the right inlane. When lit, it awards a bonus built from bumper hits, starting at 50k and increasing by 3k for every bumper hit. Uncollected Ferris Wheel bonus carries over to the next ball, which makes it a useful shot to time carefully.

The Boomerang is a scoop above the left slingshot that increases the end-of-ball bonus multiplier from 2x to 7x. It is lit at the beginning of each game and relit through either inlane. The Spook House, on the other hand, is a cellar hole protected by a drop target. Hitting it spins the Mystery Wheel in the backbox, which can award points, extra ball, special, or even “zilch.”

  • Right inlane lights the Ferris Wheel for 15 seconds.
  • Jet bumper hits build Ferris Wheel bonus.
  • Boomerang increases the end-of-ball bonus multiplier.
  • Spook House awards a spin of the Mystery Wheel.
  • Mystery Wheel prizes range from points to extra ball, special, or zilch.

Double scoring and beginner tips

Completing the three top rollover lanes starts a 20-second double scoring mode. This doubles most scoring, including the Comet’s 1 million shot, although the rules specifically note that it does not double the Cyclone’s Gate Jackpot. Since additional rollover completions add more time, strong players can stretch this feature for a valuable sequence.

For beginners, Cyclone works best when you focus on repeatable shots rather than trying to do everything at once. Because the rules are simple, progress usually comes from learning which features are lit and setting up your next shot with control.

  • Prioritize repeatable ramps over random flips.
  • Use the right inlane to set up a lit Ferris Wheel shot.
  • Relight the Cyclone ramp with ducks and the Comet ramp with cats.
  • Watch rollover lanes, because double scoring can make strong sequences much more valuable.
  • Don’t forget the Spook House, since the Mystery Wheel can award extra ball or strong point prizes.

History of Cyclone Pinball

Cyclone was released by Williams in 1988 and is generally seen as the second machine in the company’s amusement park-themed series. According to reference material, it followed Comet and was later followed by Hurricane in 1991, forming a loose trilogy of carnival-style pinball games.

The table was designed by Barry Oursler, with artwork credited to Python Anghelo and John Youssi. It is also associated with Williams’ System 11 hardware era, a period that many players remember fondly for combining strong themes, clear rules, speech callouts, and mechanical charm without the heavier software complexity of later 1990s machines.

  • Released in 1988.
  • Designed by Barry Oursler.
  • Artwork by Python Anghelo and John Youssi.
  • Part of the amusement park trilogy with Comet and Hurricane.
  • Built during the Williams System 11 era.

One especially notable historical point is that Cyclone is described as the first Williams pinball machine produced after 1985 that did not include multiball. That sounds like a limitation on paper, but in practice it helped the game stand out by forcing the design to focus on shot rhythm, repeat value, and theme presentation instead.

The machine also had a strong production run. Pinside and Pinball Rebel both list 9,400 units, which helps explain why the game remains widely recognized and relatively familiar to collectors and long-time players.

Hardware and Playfield Features

The hardware in Cyclone is a big part of its charm. The game includes two ramps, three pop bumpers, a scoop, a drop target, a backbox mystery wheel, and a moving Ferris wheel element that adds motion and carnival personality to the table. It also has a distinctive shooter lane skill-shot setup that drops the ball into a kicker before launching it into normal play.

Visually, the table leans hard into its amusement park identity. The Ferris wheel imagery, carnival barkers, spooky house, ducks, cats, and roller-coaster style ramps make it feel like a playable fairground. Even small features like the inlane lighting and backbox wheel reinforce the idea that every shot is another “ride” in the park.

  • Two flippers and a fixed center post.
  • Two main ramps: Cyclone and Comet.
  • Ferris Wheel shot in the upper left.
  • Spook House with drop-target entrance.
  • Backbox Mystery Wheel with random awards.
  • Elevated skill-shot shooter lane with five scoring holes.

Mystery Wheel

One of the machine’s most memorable features is the Mystery Wheel in the backbox. This wheel spins after a successful Spook House shot and can award prizes ranging from 5k to 200k, plus extra ball, special, or nothing at all. It adds a physical, game-show-like feeling that fits the carnival theme perfectly.

Ferris Wheel and ramps

The Ferris Wheel is both a visual attraction and a scoring feature, while the Cyclone and Comet ramps give the table most of its shot flow. Since both major ramps feed predictable returns, players can build rhythm and make intentional repeat attempts, which is a big reason the machine feels so satisfying in play.

Skill shot and center post

The elevated Shuttle shooter lane gives Cyclone one of the era’s most recognizable skill shots. The fixed center post between the flippers is also notable, and the rules page even mentions that straight-down-the-middle balls should sometimes be left alone because they may bounce safely back into play on their own.

Fun Facts About Cyclone Pinball

One of the most surprising facts about Cyclone is that it manages to feel exciting and complete even without multiball. In a period when multiball was already a major attraction, Williams built a game around single-ball repeat-shot scoring and still created a title that many players continue to remember fondly.

Another fun detail is that the backglass reportedly includes Ronald Reagan and Nancy Reagan riding the roller coaster, which adds an odd little period-specific touch to the artwork. The machine was also marketed with the slogan “It’ll blow you away!”, a perfect fit for the stormy carnival branding.

  • No multiball, despite being a popular late-1980s Williams game.
  • Backglass art reportedly includes Ronald and Nancy Reagan on the roller coaster.
  • Slogan: “It’ll blow you away!”
  • Gate Jackpot can carry over between games.
  • The machine is part of Williams’ amusement park trilogy.
  • Mystery Wheel can award “zilch,” making it both fun and frustrating.

For players and collectors, Cyclone remains appealing because it captures a very specific kind of pinball design. It is colorful, physical, straightforward, and full of personality, showing how much a table can do with simple rules, strong artwork, and smart shot design.

Important Info

Manufacturer:Williams
Release date:February 1988
System:Williams System 11B
Design:Barry Oursler
Programming:Bill Pfutzenreuter
Artwork:Python Anghelo
Mechanics:Joe Joos
Music:Chris Granner
Production run:9,408

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