2001 / Dimension Game Photos

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2001 / Dimension

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2001 / Dimension is a pinball machine manufactured by D. Gottlieb & Co. in 1971. Design by Ed Krynski. Art by Gordon Morison.
Primary manufacturer:
D. Gottlieb & Co.
Year:
1971
OPDB Group ID:
48nw
Remake manufacturer:
Other manufacturer:
Tags:
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Game type:
Electro-Mechanical
Display type:
Reels
Players:
1

Flyers & Promo Media

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2001 / Dimension Design Team

Concept:
Design:
Code:
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Mechanics/Electronics:
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Animation:
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Sound/Music:
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Sound:
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Music:
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Callouts:
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2001 / Dimension Rules

Dimension

Quickie Version:

UTAD via bank shots off the drop target banks.

Go-to Flipper:

Balanced

Risk Index:

Very High; critical to get ball into upper portion of playfield

Full Rules:

Dimension is the add-a-ball version of 2001 with better artwork. The score values on Dimension are 10 times higher, but the playfield and strategy are the same. The center saucer is always worth 3000. This is your Skill Shot on ball one. Once other saucers are lit, you want to change your Skill Shot to a different saucer [see below]. The other 4 top saucers are worth 3000 AFTER you’ve completed the 5 drop targets of the corresponding color, e.g. 5 green targets down lights the green saucer, worth only 500 until then. This means that, given a choice of drop targets to hit, finish a color set. Completing a color also lights the lane of that color for 3000 vs. 500 points. The upper colors, green and red, are better to get first since these each lights a return lane, while the lower banks each light an outlane. The kickout from the center saucer goes onto the upper right sling, but usually not causing a hard-enough kick to keep the ball up top. Unless the sling on your machine is snappy enough to keep the ball up top, prepare for nudging as it comes down. You want the ball to bounce off the red or yellow targets, or the rubber behind them, just enough to roll gently down the face of the lower slings to the flipper. Too hard a bounce will go down the middle. The kickouts from the other four color saucers will hit a top bumper; depending on the exact alignment, you can sometimes nudge the rebound back into a saucer [may be a different saucer]. If so, do as often as you can, and also change your Skill Shot to aim for that saucer. Avoid the 4 standup targets facing you in the center. These are only useful on location when they award a replay or extra ball when lit [if turned on]. Ball control: you usually can hold the flipper up and pass the ball across when it is rolling down the return lane. The choice of doing this or not goes with what targets you need to complete a color set first.

via Bob's Guide

2001

Quickie Version:

UTAD via bank shots off the drop target banks.

Go-to Flipper:

Balanced

Risk Index:

Very High; critical to get ball into upper portion of playfield

Full Rules:

The center saucer is always worth 300. This is your Skill Shot on ball one. Once other saucers are lit, you want to change your Skill Shot to a different saucer [see below]. The other 4 top saucers are worth 300 AFTER you’ve completed the 5 drop targets of the corresponding color, e.g. 5 green targets down lights the green saucer, worth only 50 until then. This means that, given a choice of drop targets to hit, finish a color set. Completing a color also lights the lane of that color for 300 vs. 50 points. The upper colors, green and red, are better to get first since these each lights a return lane, while the lower banks each light an outlane. The kickout from the center saucer goes onto the upper right sling, but usually not causing a hard-enough kick to keep the ball up top. Unless the sling on your machine is snappy enough to keep the ball up top, prepare for nudging as it comes down. You want the ball to bounce off the red or yellow targets, or the rubber behind them, just enough to roll gently down the face of the lower slings to the flipper. Too hard a bounce will go down the middle. The kickouts from the other four color saucers will hit a top bumper; depending on the exact alignment, you can sometimes nudge the rebound back into a saucer [may be a different saucer]. If so, do as often as you can, and also change your Skill Shot to aim for that saucer. Avoid the 4 standup targets facing you in the center. These are only useful on location when they award a replay or extra ball when lit [if turned on]. Ball control: you usually can hold the flipper up and pass the ball across when it is rolling down the return lane. The choice of doing this or not goes with what targets you need to complete a color set first.

via Bob's Guide

How to Play 2001 / Dimension

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2001 / Dimension Gameplay Video

Gameplay Discussion & History

Mods and Toppers

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