Wheel of Fortune

Stern, 2007 — shot-by-shot rules and strategy guide.

Open Wheel of Fortune in the Pinball Genie app →

Wheel of Fortune looks like a licence game and plays like a puzzle box. The flippers sit where you do not expect them, the outlanes can hand a ball back, and draining between the flippers is sometimes the best thing that happens to you. Underneath it all sits one idea: points go wherever the Wheel is pointing when you collect them, so the skill is deciding when to collect.

Start with the Toss-Up

Every ball opens with a skill shot. Plunge firmly but not fully and the ball rides the Toss-Up loop for a million, plus another million for every skill shot you have already banked this game. Then shoot the scoop straight away — it starts a hurry-up at double whatever the skill shot just paid. Outside the skill shot the same loop switch is worth a million, climbing 250K a hit to a two and a half million ceiling, so a plunge you have dialled in keeps paying all game.

The Wheel, the contestants, the puzzle

Three bobbleheads sit in front of the Wheel — Lonnie in red, Maria in yellow, Keith in blue — and each has a matching arrow on top of it. Hit a contestant and they guess a consonant, worth whatever their arrow is currently sitting on. The values are randomised every game, and two wedges actively hurt: Bankrupt wipes that contestant's points and prizes, and Lose A Turn benches them until the next spin. The center ramp respins the whole set, which makes it the most important non-scoring shot on the playfield.

One contestant always flashes rather than sitting solid, and everything bankable goes to that one. Hitting a solidly lit contestant makes them the flashing one instead. This matters because only the flashing contestant's prize bank pays out when you solve the puzzle — so an Extra Ball sitting in Keith's bank is worthless if Maria was flashing when you finished.

Vowels and prize banks

The three inline drops are three separate features

Guarding the right ramp is a bank of three inline drop targets, and each one is worth knowing on its own. The front target lights Free Spin at the outlane rollovers — a drain down a lit one relaunches the ball immediately, two light per hit, and unused ones carry to your next ball. The middle target lights Big Money at the two lanes between the flippers, where draining spins the Wheel for whatever it lands on with a multiplier growing five at a time. The back target lights the Wild Card lane on the far left, which pays a random award plus the value the pop bumpers have been quietly stacking, up to 500K.

Bonus Wheel modes

Every major shot — left ramp, center ramp, right ramp, left loop, right orbit — carries a BONUS letter. Spell all five and the scoop lights with the Bonus Wheel inserts chasing like a spinning wheel; shooting the scoop stops them, and you get whichever of the seven modes they land on. You cannot time it. All seven run about thirty seconds, only one runs at a time, and none of them can be started during a multiball — but starting one just before a multiball stacks them together.

Two very different multiballs

Wheel of Fortune Multiball comes from the nine MULTIBALL standups and starts at the scoop: three balls, four jackpots from 750K, then Double, Triple and a five-times Super. Extra target hits before you start add 7.5K to the base, as does every revolution of the Wheel. The requirement hardens each time — the first run spots a letter off any target, the second needs every letter hit once, the third needs each hit twice.

Trip Multiball is the one that rewards planning. Bank a Trip on a contestant, make sure they are flashing, then solve. Four shots light from 500K and the base climbs 100K every wave you clear. Take one jackpot immediately after another and the next is doubled.

Habits worth building

Goals in Wheel of Fortune

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

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