Flipped Out Pinball

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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

Flipped Out's playfield with its shots numbered
Ramps are drawn as coloured bands; the arrowhead is where the ball comes out.
  1. 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.
  2. 2Spinner, on the orbit's way in. Every spin counts toward lighting Spin Out.
  3. 3Left ramp. The blue channel up into the pop bumpers.
  4. 4Right ramp. A wire ramp with a hairpin that brings the ball back to the right flipper. Both flippers make it.
  5. 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.
  6. 6The hole and the Big Flip, the flipper-shaped gate across its mouth.
  7. 7F-L-I-P drop targets down the left wall.
  8. 8O-U-T lanes at the top.
  9. 9Pop bumpers, under the lanes.
  10. 10Kickback in the right outlane.

Up close

Each numbered shot as it looks in the game.

Orbit entrance, with its arrows
1 Orbit entrance, with its arrows
Spinner, on the orbit's way in
2 Spinner, on the orbit's way in
Left ramp
3 Left ramp
Right ramp
4 Right ramp
Diverter flap, shut, in the right ramp's left rail
5 Diverter flap, shut, in the right ramp's left rail
The hole and the Big Flip
6 The hole and the Big Flip
F-L-I-P targets
7 F-L-I-P targets
O-U-T lanes
8 O-U-T lanes
Pop bumpers
9 Pop bumpers
Kickback, lit
10 Kickback, lit

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.

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

  1. The first lock is lit when the game starts. Shoot the hole to lock a ball (100,000) and a new one is served.
  2. 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).
  3. 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.

Each mode has one try a game. If the clock runs out, the display says TRY AGAIN NEXT GAME and that mode can't be lit again until you reach the wizard mode. Start a mode when you have time to aim, not in a scramble. Finishing either mode lights a lock, which helps toward your next Flip Frenzy.

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.

FirstSecondThird and after
F-L-I-P sets to light the second lock134
Ramps to light Ramp Rush357
Ramp Rush: ramps to make3 in 25 s5 in 25 s6 in 20 s
Spins to light Spin Out81012
Spin Out: orbits to make3 in 25 s4 in 25 s5 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

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 switchPoints
Slingshot100
Spinner, per spin (in Spin Out)500 (10,000)
Pop bumper, O-U-T lane1,000
Inlane2,000
Big Flip hit2,500
F-L-I-P target; outlane; kickback firing; the switch at the end of the right ramp or orbit5,000
Completing F-L-I-P25,000 more
The hole, nothing lit25,000
Ramp or orbit (the ladder)25,000 to 250,000
Locking a ball100,000
Letter skill shot / lane skill shot150,000 / 250,000
Ramp Rush ramp or Spin Out orbit250,000 and up
Flip Frenzy jackpot500,000 × frenzies
Finishing Ramp Rush or Spin Out1,000,000
Flipped Out jackpot1,000,000 × wizards
Super jackpot2,000,000 × frenzies

Points for switches and the ladder are multiplied by the multiplier. Skill shots, jackpots and mode awards are paid as listed.

Reading the table

Tips

This guide describes Flipped Out Pinball 1.1.