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

How The Flintstones plays

Live it up in Bedrock: start the story modes off the 1-2-3 ramps and the Time Machine target, spell CONCRETE to open multiball, and grind the narrow center lane. Clearing the four story modes unlocks Mystery Mode and its hundred-million payout.

The loop

  1. Shoot the lit 1-2-3 ramps -- the bottom loop feeds the return to the flipper that lines up your following shot -- to bank two, four and six million and start the flashing mode.
  2. Nudge the jet bumpers between shots to slide the flashing mode along so the one you want starts.
  3. Clear the BED and ROCK drop banks and complete D-I-G to spell CONCRETE, then start multiball on either orbit; a ball parked in the Time Machine wheel keeps the jackpot climbing.
  4. Hit the Time Machine target for its three fixed modes, and chase Go Bowling strikes toward Bowl-A-Rama Multiball.

Reading the lights

  • D-I-G Rollovers (lanes) — lit: One of the three top D-I-G lanes flashes at a time, and completing all three raises the end-of-ball bonus multiplier -- plus, for your first multiball only, spots a CONCRETE letter. · then: Complete D-I-G for five million and a plus-one multiplier up to ten, after which each completion pays a flat ten million, so there is always a reason to keep feeding them. The center lane empties straight into these rollovers, which is the dependable way to keep closing the set all game. · control: Either flipper button: either flipper tap shifts the flashing D-I-G rollover across the top, so you can steer it onto the lane the ball is about to roll through instead of hoping it lines up (while the plunged or center-fed ball is still travelling toward the lanes)
  • 1-2-3 Ramp Modes (shot arrows) — lit: A lit ramp is the next 1-2-3 shot and it is not always the same ramp, since the bottom loop routes the return to whichever flipper sets up the following shot. · flashing: The mode row reads lit for a mode already played, flashing for the one that starts next, and dark for one untouched. · then: Bank the three ramps for two, four and six million to start whichever mode is flashing. Tap the jet bumpers between shots to walk the flashing mode over to Fred's Choice, Joe's Diner, Bedrock Water Buffalos or Dino Frenzy before you finish the sequence.
  • CONCRETE Letters (letters) — lit: A lit letter in CONCRETE is one you have not spelled yet, and the letters often arrive two at a time so the word closes faster than eight rollovers suggests. · then: Clear the BED drops and the ROCK drops -- both also feed the story modes, so this builds in the background -- and complete D-I-G for your first multiball only. Spelling CONCRETE lights Start Multiball on both orbits, and the orbit diverts the ball to the popper and into the Time Machine wheel.
  • Time Machine Target (ladder) — lit: The single standup facing the flippers hands out three modes in a fixed order, so you always know exactly what the next hit buys. · then: The first hit starts Time Machine, a counter that climbs only while a ball rides the corner wheel, so feed a ball in early and leave it. The second lights Change Job over at the right orbit -- a flat twenty-five million with no timer to fight -- and the third starts Help, a search worth fifteen million to find the kids plus the right-ramp rescue.
  • Dino Targets (status) — lit: One of the three Dino standups always shows lit, and tapping that lit one bumps the running Dino Frenzy award up by a million -- a gain that stays banked for the entire game, well beyond the mode itself. · then: Feed the lit Dino target all game so that when the two-ball Dino Frenzy starts, every target already pays a value you have been fattening since the first ball. Inside the mode all three glow and hand over the running value when struck.
  • Bowl-A-Rama (status) — lit: A Go Bowling ramp stays lit at all times; take it and the ball drops onto your right flipper, giving you about five seconds to fire at the three targets set behind the plastic pins. · then: Hit the center target for a strike and the sides for a spare; three strikes start Bowl-A-Rama Multiball, where the same targets pay twenty million a super strike. A banked Bowling Power-Up turns your next throw into a guaranteed strike whatever you hit.
  • Center Lane Counter (ladder) — lit: The narrow lane right of Bowl-A-Rama keeps a running count all game, feeds the D-I-G rollovers, and doubles as the multiball jackpot shot. · then: Grind the count to seven for the extra ball, and the very next award is DIG Millions, which turns the dead bumper area into a scoring feature. Shoot it from a cradle, because a fast ball rattles the tight lane and comes straight back down the middle.

Lane change: the flipper buttons move the lit lane. Tap either flipper button to slide the flashing D-I-G lane under the ball while it is still travelling -- on the plunge for the skill shot and on every feed from the center lane during play. Completing D-I-G steps the end-of-ball bonus multiplier up to 10x, then pays a flat ten million each, and for your first multiball only it also spots a CONCRETE letter.

Start scoring

  • Ball one — Full-plunge into the D-I-G lanes and use the flippers to walk the flashing lane onto the incoming ball for the skill shot and an early bonus multiplier. Then bank a full 1-2-3 ramp sequence to start your first story mode. — D-I-G Skill Shot, Build The Bonus Multiplier, Shoot 1-2-3
  • Building — Spell CONCRETE off the drop banks for multiball and let a ball ride the Time Machine wheel so the jackpot keeps climbing. Feed the lit Dino target all game, chase Go Bowling strikes, and draw a Bronto Crane award off the left orbit. — Invent Concrete, Multiball Jackpots, Dino Frenzy, Go Bowling, Bronto Crane
  • The big one — Clear all four story modes to unlock Mystery Mode -- both drop banks inside twenty seconds for a hundred-million payout, with each target still worth five million on the way. Stack the growing CONCRETE multiball jackpot and a Bronto Crane 2x Playfield window on top for the biggest swings of the game. — Mystery Mode, Multiball Jackpots, 2x Playfield

Does The Flintstones have an action button?

Nothing extra on this cabinet. The Flintstones is early-90s Williams, so two flipper buttons, a spring plunger and your hips are the entire interface. The nearest thing to a bonus control is that your flipper buttons rotate the flashing D-I-G lane while the plunged ball is still travelling — worth using on every single plunge.

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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