The Flintstones

Williams, 1994 — shot-by-shot rules and strategy guide.

Open The Flintstones in the Pinball Genie app →

The Flintstones is a four-ball game with an unusually generous rule set for its era: almost everything runs concurrently. Modes stack with each other, they carry on through multiball, and you can start the Time Machine target modes while three balls are loose. That changes how you should play it — instead of clearing one thing at a time, you want several counters running at once and a multiball on top of them.

The layout in one pass

Two ramps feed a bottom loop running above the centre drain, which means either ramp can hand the ball to either flipper — and the game chooses based on what it wants you to shoot next. Two orbits run around the back. A narrow centre lane sits right of the Bowl-A-Rama targets and feeds the DIG rollovers. An upper flipper guards the right orbit and is the honest way to reach the BED drops, the U-Turn lane and Bronto Crane. Watch that centre lane: it is tight enough that a fast ball rattles and comes straight back down the middle.

1-2-3 and the four modes

Three lit ramp shots — not always on the same ramp — pay 2, 4 and 6 million and start a mode. Which mode starts is whichever one is flashing on the mode row, and bumper hits move that along, so you have more control than it first appears.

Dino Frenzy deserves special attention because it is the one mode you can prepare all game. One of the three targets is always lit for Dino, and hitting the lit one adds a million to the frenzy value permanently — not just during the mode. Feed that target every time you see it and the mode pays several times what it otherwise would. Finish all four modes and Mystery Mode opens: twenty seconds, both drop banks, 5 million a target and 100 million if you clear all seven.

Inventing concrete

Multiball needs CONCRETE spelled out, and there are four ways to add letters: clearing the BED bank, clearing the ROCK bank, completing DIG for your first multiball only, and the Spell CONCRETE award from Bronto Crane. Letters often arrive two at a time, so it comes around faster than eight letters suggests. Start it on either orbit. The jackpot opens at 40 million and keeps growing for as long as at least one ball is sitting in the Time Machine wheel — so parking a ball up there is the strategy, not an accident. Collect the jackpot at the centre lane and the super at the U-Turn; the ball that scores the jackpot usually carries on to the upper flipper to set up the super.

Bronto Crane and the Time Machine target

One left orbit lights the crane, the next one collects it. The award pool is small and several of them are worth hunting: doubled 1-2-3 values, an extra ball, Spell CONCRETE, the bowling power-up, 2x playfield, a maxed bonus multiplier, 20 million, or Bedrock Derby — a bumper race worth 30 million that a handful of bumper hits will usually win. Separately, the standup facing the flippers hands out three modes in a fixed order, so you always know what the next hit buys: Time Machine, then Job Change, then Help.

Bowling

One of the two ramps is always lit for Go Bowling. Take it, the ball comes back to your right flipper, and you have about five seconds to throw at the Bowl-A-Rama targets — centre for a 5 million strike, either side for a 3 million spare, nothing at all for a miss. Three strikes starts a two-ball Bowl-A-Rama multiball where the same targets pay 20 and 10 million. Completing the target bank during ordinary play, rather than after a Go Bowling shot, builds Yabba-Dabba-Doo, and finishing that hands you the bowling power-up: a guaranteed strike on your next throw.

Small rules that add up

Goals in The Flintstones

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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