In it, you play as a brother and sisternote who decide to curiously venture into the spooky mansion outside of their town. However, the owner within, the titular Sorcerer, is not pleased with them invading his home. His goal now is to either cast them out, or if they refuse to do so, turn them into monsters to join the other denizens of the property. Luckily for the pair, they're aided by a friendly ghost named Whisper who wishes to help them through the mansion.
The goal of the game is to gather the obsidians (done by completing the modes) and do battle against the Sorcerer himself.
The game is free on most platforms to play as a way to prompt players to buy the Studio's other pinball tables. Public reception to Sorcerer's Lair has been mostly positive, with the strongest points being clear and concise objectives and many available modes. Uniquely among Zen's designs, Sorcerer's Lair has also gained a substantial player base among fans of Physical Pinball Tables, no doubt because Sorcerer's Lair is the closest in Zen's library to a real-life pinball machine.
Sorcerer's Lair has the following tropes.
- Anti-Frustration Features: The left orbit features a trio of pop bumpers at its entrance, which can likely send the ball into the left outlane. In most cases where the ball rolls down this orbit, if this indeed happens the game will activate the ball saver.
- Art Evolution: The Pinball FX 3 version gives the brother and sister a revamped look.
- Big "NO!" / This Cannot Be!: The sorcerer screams in despair once midnight passes at the end of the wizard mode, as he loses power.
- Brats with Slingshots: The brother sports one.
- Brother–Sister Team
- Cute Ghost Girl: Whisper
- Haunted House: The lair serves as one.
- Mini-Game: A few when you activate the basement levels, such as shooting spiders, guiding a ball through a clockwork mechanism, or making your way out of a cellar.
- The Place
- Respawning Enemies: The ghosts in the "Crazy Ghosts" must be eliminated quickly by touching them with the ball, but they will occasionally come back if the player takes too long to destroy them all.
- The Reveal: At the beginning of the wizard mode, Whisper reveals that she's a slave to the Sorcerer.
- When the Clock Strikes Twelve: The basis of Midnight Madness. It's also when the Sorcerer's power is at his strongest and he can control all the monsters in the lair. Including Whisper who you have to shoot to prevent her from going back to him.
- When Trees Attack: One of the modes has you shooting a ball at a living tree.
- Why Did It Have to Be Snakes?: The sister hates spiders and cobwebs. Unluckily for her, they have to face spiders as enemies in one mini-game.
- Wizard Mode: Midnight Madness. The irony is, it doesn't actually occur at midnight like Williams did with their pinball machines.