Flipped Out: how to play
Three features, then the wizard mode. Lock two balls in the hole for Flip Frenzy multiball. Make ramps to light Ramp Rush, and spin the spinner to light Spin Out; both start at the hole. Finish all three and the table goes Flipped Out.
New to pinball? How to play covers the controls, ball save, multiball and the lights. Flipped Out is a three-ball game with an 8-second ball save.
The shots

- 1Orbit. In from the left, up the left wall, round the top and down the right side to the right flipper. Both flippers make it.
- 2Spinner, on the orbit's way in. Every spin counts toward lighting Spin Out.
- 3Left ramp. The blue channel up into the pop bumpers.
- 4Right ramp. A wire ramp with a hairpin that brings the ball back to the right flipper. Both flippers make it.
- 5Diverter. A flap partway up the right ramp. While the hole is lit it swings across and drops the ball into the hole, so the right ramp is a second way into the hole.
- 6The hole and the Big Flip, the flipper-shaped gate across its mouth.
- 7F-L-I-P drop targets down the left wall.
- 8O-U-T lanes at the top.
- 9Pop bumpers, under the lanes.
- 10Kickback in the right outlane.
Up close
Each numbered shot as it looks in the game.










Launching: two skill shots
At the start of every ball one O-U-T lane blinks (the middle one to begin with), and so does one of the L, I or P targets.
- A soft plunge drops the ball into the top lanes. Into the blinking lane: 250,000.
- A full plunge rounds the top of the table and comes down the left wall into the F-L-I-P targets. Into the blinking letter: 150,000, and the letter counts.
- Before you launch, the flippers move both: the right flipper steps the lit lane one way, the left the other, and either one moves the lit letter.
The skill shot counts only if it is the first thing the ball touches, within 10 seconds of the launch.
The Big Flip and the hole
The hole only takes the ball when it has something to give. The rest of the time the Big Flip lies across its mouth, and a ball rolls off it (2,500 for a hit). It swings open whenever the hole is lit: a lock waiting, Ramp Rush or Spin Out waiting to start, an extra ball, the super jackpot in Flip Frenzy, or the hole's jackpot in the wizard mode. The diverter on the right ramp swings at the same times, so a right ramp shot also goes into the hole.
If more than one thing is lit, a ball in the hole collects them in this order: the lock first, then a waiting mode, then the extra ball. With nothing lit, the hole pays 25,000. It holds the ball for a second and kicks it out toward the left flipper.
Flip Frenzy
- The first lock is lit when the game starts. Shoot the hole to lock a ball (100,000) and a new one is served.
- Knock down all four F-L-I-P targets to light the second lock. In your first Flip Frenzy of a game that is one set of F-L-I-P; later in the game it takes more (see what things cost).
- Shoot the hole again: both locked balls come out and Flip Frenzy starts, three balls with a 15-second multiball save. The Big Flip flaps open and shut every 1.2 seconds.
Jackpots are lit at the orbit, the left ramp and the right ramp: 500,000 each, times the number of Flip Frenzies you have started this game. Collect all three and the hole lights for the super jackpot, 2,000,000 times the same count, and the three jackpots light again. Your first jackpot finishes the Flip Frenzy feature. Flip Frenzy runs until you are back to one ball.
Ramp Rush
Make ramps (either ramp counts, including a ball the diverter takes) to light Ramp Rush at the hole. The three RAMPS lights fill as you go. Shoot the hole to start it, then make the number of ramps it asks for before time runs out. The orbit doesn't count.
Each ramp in the mode is worth 250,000, then 300,000, 350,000 and so on, 50,000 more each time. Make them all and you get 1,000,000 more and the feature is finished.
Spin Out
Spin the spinner to light Spin Out at the hole; its three SPINS lights fill as you go. Shoot the hole to start it, then make orbits against the clock. While it runs the spinner is worth 10,000 a spin, but only orbits count toward finishing. Orbits pay the same as Ramp Rush's ramps: 250,000 and up, and 1,000,000 for making them all.
What things cost
The first feature you go for is cheap. Every feature you finish makes the next one cost more, and so does going for the same feature a second time in a game.
| First | Second | Third and after | |
|---|---|---|---|
| F-L-I-P sets to light the second lock | 1 | 3 | 4 |
| Ramps to light Ramp Rush | 3 | 5 | 7 |
| Ramp Rush: ramps to make | 3 in 25 s | 5 in 25 s | 6 in 20 s |
| Spins to light Spin Out | 8 | 10 | 12 |
| Spin Out: orbits to make | 3 in 25 s | 4 in 25 s | 5 in 20.5 s |
From a second Flip Frenzy on, the first lock isn't free either: it takes two sets of F-L-I-P (three at the highest level).
Flipped Out, the wizard mode
Finish Flip Frenzy, Ramp Rush and Spin Out and the table goes Flipped Out. If a multiball is running, it waits until that ends (FLIPPED OUT IS LIT). Then four balls are in play with a 20-second multiball save, and the Big Flip flaps every 0.6 seconds.
The orbit, both ramps and the hole are each worth 1,000,000 once, times the number of times you have gone Flipped Out this game. Collect all four and they all light again. When it ends (BACK TO EARTH), the three features start over and can be played again.
Extra balls
- Finishing your second feature lights the extra ball at the hole, once a game.
- The tenth ramp or orbit in a single ball gives an extra ball, once a game (the ramp ladder, below).
Ramp ladder and combos
Every orbit and ramp you make in a ball climbs the ladder: the first pays 25,000, the second 50,000, and so on up to 250,000 for the tenth and every one after. Every fifth one raises the multiplier a step, up to 5X (at 5X it pays 250,000 instead). The first award from the tenth on is the extra ball instead, once a game. The ladder starts again with each ball. While the next ramp gives an award, the display says so: NEXT RAMP: EXTRA BALL.
Combos. The orbit and the right ramp both bring the ball back to the right flipper. Make one and the other two shots light for 4 seconds, with their arrows blinking fast and COMBO 2X on the display. Make one in time and it pays twice its ladder value. Keep going for 3X, then 4X. The left ramp takes a combo but doesn't bring the ball back, so it ends the chain. There are no combos during multiball or the modes.
O-U-T, the multiplier and the kickback
Roll through all three O-U-T lanes to raise the multiplier a step (up to 5X) and relight the kickback if it is out. The flippers move the lit lanes, as in the skill shot, so you can steer a ball dropping from the bumpers into the lane you still need. The kickback is lit at the start of every game.
Scores
| Shot or switch | Points |
|---|---|
| Slingshot | 100 |
| Spinner, per spin (in Spin Out) | 500 (10,000) |
| Pop bumper, O-U-T lane | 1,000 |
| Inlane | 2,000 |
| Big Flip hit | 2,500 |
| F-L-I-P target; outlane; kickback firing; the switch at the end of the right ramp or orbit | 5,000 |
| Completing F-L-I-P | 25,000 more |
| The hole, nothing lit | 25,000 |
| Ramp or orbit (the ladder) | 25,000 to 250,000 |
| Locking a ball | 100,000 |
| Letter skill shot / lane skill shot | 150,000 / 250,000 |
| Ramp Rush ramp or Spin Out orbit | 250,000 and up |
| Flip Frenzy jackpot | 500,000 × frenzies |
| Finishing Ramp Rush or Spin Out | 1,000,000 |
| Flipped Out jackpot | 1,000,000 × wizards |
| Super jackpot | 2,000,000 × frenzies |
Reading the table
- The three lights in the lower middle (FLIP FRENZY, RAMP RUSH, SPIN OUT) show your features: blinking slowly once begun, solid when finished, all blinking fast when the wizard mode is waiting.
- One feature at a time is the one the table points you to, the unfinished one closest to done. Its next shot blinks fast; the others blink slowly.
- The two LOCK lights show your locks. The arrows in front of each shot blink fast for a jackpot, a combo, or the shots a mode wants.
- 2X to 5X near the bottom of the playfield show the multiplier, and SHOOT AGAIN is lit while an extra ball is waiting.
Tips
- The right ramp and the orbit both come back to the right flipper. Cradle the ball there, and alternate between them to climb the ladder and keep combos going.
- When the hole is lit, the right ramp is the safer way in: the diverter drops the ball in, and you don't have to thread the Big Flip.
- Go for Flip Frenzy first. The first lock is lit when the game starts and one set of F-L-I-P lights the second, so it is the cheapest feature and your first multiball.