Jersey Jack Pinball• 2017• Pat Lawlor• 4 players

Dialed In!

Charge the phone, start Disaster Modes, complete them, and collect SIM Cards before you drain. Pat Lawlor's original Jersey Jack design mixes classic shot-making with moving targets, magnets, the Quantum Theater, a built-in camera, and some of the deepest mode progression of its era.

Original Theme Disaster Modes SIM Cards 5 Multiballs Quantum Theater 5 Magnets
Jersey Jack Pinball Dialed In machine
Playfield
3 flippers · 3 ramps
3 pop bumpers · 5 magnets
Main progression
11 Disaster Modes
Complete modes → collect SIM Cards
Production
1,600
(estimated)
Estimated value
$5,730–$6,670
Current Pinside estimate range
The game at a glance

Charge the phone. Survive the disaster. Upgrade with SIM Cards.

Dialed In! is built around a mode-first scoring system. Hit the moving QED target to charge your phone, shoot the green-lit Phone Scoop to start a Disaster Mode, complete the required shots, then collect the lit SIM Card at the side scoop. Each collected SIM Card makes later completed modes substantially more valuable and advances you toward Showdown.

Why it works

The basic objective is readable — start a mode, finish it, grab the SIM Card — but the scoring gets deeper through phone overcharge, Big Bang, multiball stacking, skill-shot holds, Quantum Theater progression, Crazy Bob awards, combos, and long-term SIM Card multipliers.

Signature technology

Dialed In uses a moving QED target, multiple magnets, a motorized Quantum Theater, integrated camera/selfie features, a phone-themed display, RGB lighting, and smartphone/Bluetooth features that were unusually ambitious for a 2017 pinball machine.

!
The single most important rule A completed Disaster Mode only lights a SIM Card. On default settings you still have to shoot the lit SIM Card scoop and collect it before the ball ends. If you drain first, that lit card is normally lost.
New player guide

How to play in six steps

Take the skill shot.
Plunge to the upper area and use the skill-shot choices to score points or earn valuable “Hold” awards. A successful skill shot feeds the upper flipper, where the side ramp can award a Super Skill Shot and the SIM scoop can award a Super Duper Skill Shot.
Charge the phone at QED.
Hit the moving QED target until the Phone Scoop lights green. The first Disaster Mode requires only one QED hit; later modes require progressively more, up to four. Extra QED hits after qualification can overcharge the phone and increase mode value.
Start a Disaster Mode at the Phone Scoop.
Use the flipper buttons to choose among available disasters, then shoot the green-lit Phone Scoop. Follow the lit arrows and display instructions. After a lit mode shot, the first Phone Scoop shot can add time back to the timer.
Complete the mode — or use Big Bang.
Finish the required mode shots normally for the strongest scoring, or hit a lit Big Bang to instantly finish the remaining mode requirements. Big Bang is powerful, but it does not award the same multiplier benefit on shots you skipped.
Collect the SIM Card before you drain.
A completed mode lights the side SIM Card scoop. Make that shot. Collected SIM Cards multiply the end-of-mode scoring from future Disaster Modes and eight cards spell D-I-A-L-E-D-I-N to qualify Showdown.
Layer in multiball when it helps.
Under Attack and the three Quick Multiballs can provide protection and scoring, but Dialed In is not primarily a “start multiball and flail” game. Use multiball to safely attack dangerous mode, SIM Card, QED, Big Bang, and jackpot shots.
Disaster progression

The 11 Disaster Modes

Official rules flowchart ↗

Every Disaster Mode is qualified by charging the phone at QED and started at the Phone Scoop. Played-but-unfinished modes and completed modes are tracked on the city-block map, so long games become a race through Quantum City's entire disaster list.

Alien InvasionRoving-arrow opener followed by major lit shots.
EruptionTheater hurry-up into repeated right-ramp work.
Tidal WaveTimed shot sequence built around the major playfield shots.
WhirlwindDisaster shooting sequence using changing lit shots.
EMP StrikeElectrical-disaster mode centered on controlled shot completion.
Flash FiresTimed disaster progression across changing playfield shots.
SinkholesMode sequence themed around collapsing Quantum City.
Meteor StormTimed major-shot sequence under meteor attack.
EarthshakerEarthquake-themed sequence with moving playfield objectives.
Acid RainBuild value in the pops, then collect repeatedly at the left ramp.
SingularityOrdered precision sequence: left orbit, left ramp, theater, right ramp, then a final shot.
⚡
Overcharge matters Once a Disaster Mode is qualified, additional QED hits can push the phone above 100% charge in 10% increments. Mode scoring is based on the phone's charge when the mode begins, so a controlled player can intentionally delay the scoop and build a more valuable mode.
Multiball

How to start it — and when it matters

Under Attack Multiball

  • First multiball: once your first Disaster Mode ends, the first lock is lit. Lock one ball in the left loop or side ramp to light Under Attack.
  • Start it: once Under Attack is lit, shoot the Phone Scoop. If Under Attack is lit, a Disaster Mode cannot be started there instead.
  • Later multiballs get harder: later attempts require both ramps — and eventually ramp combos — to relight locks, with additional physical locks required.
  • Big Bang utility: during multiball, Big Bang collects all currently lit jackpots. If a Disaster Mode is also running, the same Big Bang can finish the mode too.

Quick Multiballs via Crazy Bob

  • Drones Gone Wild: drone hits score jackpots; three Super Jackpots can light a SIM Card.
  • High Voltage: hammer the moving QED target for jackpots; 15 jackpots can light a SIM Card.
  • Monkey Wrench: shoot the left ramp past Betty's moving wrench; three successful jackpots can light a SIM Card.
  • Stacking: Quick Multiballs can stack with Under Attack, and modes can be qualified/restarted during Quick Multiball — making them valuable utility multiballs.
Q
Quantum Theater Multiball Build and collect the four theater systems — Kilowatts, Spiders, Drones, and Transit. After starting each system's theater feature, the Theater qualifies Quantum Theater Multiball. During it, collect all four jackpot types to light a Theater Super Jackpot; skill-shot “Hold” awards and prior feature progress can raise that Super.
Rules & scoring

Where the real points come from

SIM Cards are the scoring engine

  • Complete a Disaster Mode: this lights a SIM Card for collection.
  • Collect the card: shoot the lit side scoop before the end of the ball.
  • Future modes get stronger: collected cards multiply the end-of-mode scoring package from subsequent disasters.
  • Eight cards: spell D-I-A-L-E-D-I-N and qualify Showdown.

Big Bang

  • Qualify it: hit the Light Big Bang targets; the required hits increase on later qualifications.
  • Outside a mode: awards a large points collect.
  • During a Disaster Mode: instantly completes the remaining mode requirements and lights the SIM Card.
  • During multiball: collects all lit jackpots; if a mode is stacked, it can do both jobs at once.

Crazy Bob / B-O-B

  • Completing B-O-B lights Crazy Bob and also controls the kickback progression.
  • Crazy Bob awards cycle through Crazy Modes, bonus multiplier increases, and Quick Multiballs.
  • Crazy Modes include Emoji Overload, Selfie Mode, and Lottery Frenzy.

Combos, holds & theater values

  • Major-shot combos build value and contribute to end-of-ball bonus.
  • Skill shots can hold Drones, Transit, Spiders, Kilowatts, or bonus values between balls.
  • Those held values matter especially for Quantum Theater Multiball's Super Jackpot calculation.
Competitive play

Tournament strategy

The reliable tournament plan

  • Start a manageable Disaster Mode. Mode scoring and SIM progress are generally more important than blindly chasing multiball.
  • Finish it. If the last shots are dangerous, a qualified Big Bang can be a very strong bailout.
  • Then prioritize the SIM Card. On default settings, a lit card normally disappears when you drain.
  • Repeat. Each collected card makes later completed modes more valuable, so scoring can snowball during a strong ball.

Use multiball as protection

  • Do not value Under Attack only by its jackpots. It can provide ball-save coverage while you attack harder objectives.
  • Quick Multiballs are especially stackable. Continue qualifying modes, working QED, and advancing other features while extra balls are in play.
  • Big Bang becomes a utility bomb. In a mode + multiball stack it can complete the mode and cash lit jackpots simultaneously.

Control the mode value

  • Overcharge when safe. Once the phone is green, more QED hits can increase starting mode value.
  • Do not overcharge recklessly. QED is a moving target; the extra percentage is worthless if the attempt drains.
  • Add time deliberately. After making a lit mode shot, the first Phone Scoop shot can extend the timer.

Know the tournament adjustments

  • Operators may disable the starting kickback or make the first Under Attack lock harder.
  • Some events may change whether lit SIM Cards carry between balls; default behavior is that they do not.
  • Before a meaningful match, identify the outlane posts, kickback state, QED behavior, upper-flipper strength, and SIM scoop feed.
★
If you remember only one tournament priority Complete modes and actually collect the SIM Cards. Competitive players repeatedly emphasize SIM progression because those cards improve later mode scoring and open Showdown. Multiball is often best treated as a way to make that primary plan safer.
Endgame

Armageddon & Showdown

Armageddon

Qualify it by playing all 11 Disaster Modes. Once qualified, start Armageddon at the Phone Scoop. Lit arrows score jackpots and the Phone/SIM area provides the Super Jackpot opportunity. Your mode completion progress affects the jackpot multiplier.

Showdown

Collect eight SIM Cards to spell D-I-A-L-E-D-I-N. Start Showdown at the Theater. It becomes a multiball battle between your health and D.I.E.'s health; major red-arrow shots damage D.I.E., while losing balls damages you. Ball save is effectively unlimited until one side is defeated.

8
Two different roads to the endgame Armageddon rewards breadth — play all 11 disasters. Showdown rewards successful progression — collect eight SIM Cards. A great long game can reach both.
Locally hosted media

Photo gallery

These paths are local on purpose — no third-party image hotlinking.

Image source pages are retained for attribution/reference. Only use images you have permission to republish.

Watch & learn

Tutorials & high-level gameplay

PAPA tutorial — Bowen Kerins
The best starting point for understanding shots, mode progression, Big Bang, SIM Cards, and tournament-minded play.
Tutorial + wizard mode — Tim Sexton
A competitive-player walkthrough emphasizing modes and SIM Cards, including deep-game wizard progression.
2026 full game — both wizard modes
A recent 8.5M Grand Champion game showing modern code, long-game progression, Armageddon, and Showdown.
2026 Grand Champion gameplay
A newer full-game example useful for watching practical shot selection, SIM progression, and risk management.
Resources & community

Important links

2.02
Current software Jersey Jack's support page currently lists Dialed In software 2.02. Pinside identifies that release as March 2025. If your machine runs older code, some scoring, display, or feature behavior may differ.