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
- Once enough consonants are down, the scoop lights to buy a vowel. Each one costs the flashing contestant 25K off their bank, so buy after a good respin, not before.
- Clearing every consonant is a one million bonus; clearing every vowel is two million.
- Three prizes can drop into a bank from the Wheel or a Wild Card: Extra Ball, Special and Trip.
- Each solved puzzle also adds 50K to your end-of-ball bonus.
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.
- Ramp Rampage is the cleanest: each ramp scores ten times its matching wedge, and every repeat on the same ramp adds another ten to that ramp's multiplier.
- Risky Spinning lights all five BONUS shots for the sum of the lit wedges — hitting an unlit contestant adds their value, hitting a lit one takes it away.
- Contestant Hurry-Up starts at ten times a contestant's wedge and adds five more for every hurry-up you finish.
- Wheel Frenzy, Combos, Keep It Spinning and Stop The Wheel round out the set, and the center ramp respins values inside any of them.
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
- Either outer ramp doubles your next shot; both ramps in sequence quadruples it. Spend that on a jackpot, never on a standup.
- Every fourth left loop shot pays a Hold award, and the loop count carries between balls.
- The right orbit steps the pop bumper multiplier to five times, which grows the Wild Card value too.
- Ten ramp shots light the extra ball outright.
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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Toss-Up Skill Shot
Plunge hard but not full so the ball rides the Toss-Up loop. It pays a million, plus another million for every skill shot you have already made this game. Then shoot the scoop for a hurry-up starting at double what the skill shot paid.
Reward: 1M and climbing, plus a doubled hurry-up
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Solving Puzzles
The puzzle is the spine of the game. Hitting a contestant makes them guess a consonant, and the value of that letter is whatever their coloured arrow is sitting on. Clear all the consonants for a one million bonus and all the vowels for two.
Reward: 1M for all consonants, 2M for all vowels, 50K to bonus per puzzle
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Control The Flashing Contestant
One contestant always flashes instead of sitting solid, and everything bankable goes to that one. Since only the flashing contestant's prize bank pays out when you solve, deciding who is flashing at the moment of the solve is the single most valuable habit on this machine.
Reward: Directs every banked award
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Buy A Vowel
Once enough consonants are down, the scoop lights to buy a vowel. The points go to the flashing contestant like everything else, but a vowel also takes 25K back off that contestant's bank — so buy them when the arrows are on big wedges, not small ones.
Reward: Wedge value minus 25K, 2M for all vowels
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Load A Prize Bank
Three items can drop into a contestant's prize bank: Extra Ball, Special and Trip. They arrive from lucky Wheel spins or from Wild Card awards. You only collect the bank of the contestant who was flashing when the puzzle was solved, so a Trip in the wrong bank is a Trip you never take.
Reward: Extra Ball, Special, or a Trip Multiball
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Spell B-O-N-U-S
Every major shot carries a BONUS letter: left ramp, center ramp, right ramp, left loop and right orbit. Collect all five and the scoop lights to start one of seven Bonus Wheel modes.
Reward: Lights a Bonus Wheel mode at the scoop
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Bonus Wheel Modes
Seven modes, one at a time, roughly thirty seconds each. Every one of them uses the Wheel — usually the three arrow values become the mode's scoring values — and the center ramp respins those values mid-mode. You cannot start one during multiball, but you can start one just before and stack them.
Reward: Varies by mode; bonus multiplier on tournament code
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Ramp Rampage
The cleanest of the Bonus Wheel modes. Left ramp scores ten times the red wedge, center ramp ten times the yellow, right ramp ten times the blue. Each hit on a ramp adds another ten to that ramp's own multiplier, so repeating one ramp compounds fast.
Reward: 10x wedge value per ramp, climbing 10x per repeat
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Risky Spinning
All five BONUS shots light for a jackpot worth the sum of the currently lit wedge values. Hitting an unlit contestant lights them and adds their wedge into the total; hitting a lit one turns them off and takes it back out. Land on Bankrupt and the jackpot value goes with it.
Reward: Sum of lit wedges, with a climbing multiplier
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Contestant Hurry-Up
Hit a contestant and the five BONUS shots light briefly for a hurry-up worth ten times that contestant's wedge. Every hurry-up you complete adds another five to the wedge multiplier, so this mode rewards a fast contestant-then-shot rhythm rather than hunting for one big shot.
Reward: 10x wedge, +5x per completion
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Wheel of Fortune Multiball
Complete the nine MULTIBALL standups, then shoot the scoop. Three balls, four lit jackpots starting at 750K and working from the left side across. Second is doubled, third tripled, fourth is a five-times Super Jackpot.
Reward: 750K base, doubling to a 5x Super Jackpot
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Trip Multiball
Solve a puzzle with a contestant who is holding a Trip, or solve a Prize Puzzle. Three balls with the left ramp, scoop, center ramp and right ramp lit from 500K. The base value grows by 100K each time you clear a wave, and back-to-back jackpots double the next one.
Reward: 500K base rising 100K per wave, up to a 5x Super
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Ramp Multipliers
Either outer ramp doubles your very next shot. Combo the left ramp into the right ramp — which needs all three inline drops already down — and the next shot is quadrupled instead. Set this up before a jackpot rather than spending it on a standup.
Reward: 2x next shot, or 4x from a ramp-to-ramp combo
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Free Spins
Knock down the first inline drop target and the outlane rollovers light for Free Spin — a drain down a lit lane relaunches the ball immediately. Two light per target hit, and unused ones carry to the next ball, so you can be playing with all four banked.
Reward: Instant ball save on a lit outlane
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Wild Card
The third inline drop lights the C-shaped lane on the far left. The award is random in normal play but comes in a fixed order under competition rules, opening with a ten-times bonus, then Complete Puzzle, then Light Bank Specials. The lane also cashes the Wild Card value the bumpers have been stacking, up to 500K.
Reward: Random award plus the banked Wild Card value
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Big Money
The middle inline drop lights the two lanes between the flippers. Drain down a lit one and the Wheel spins for whatever it lands on, with a multiplier that grows by five every time you collect. Knock the target down while both lanes are already lit and you take a flat million instead.
Reward: Wheel value, multiplier climbing 5x per collect
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Feed The Bumpers
Bumpers open at 1K and add 100 points every ten hits to a 1.5K ceiling, and that base is multiplied by a factor that grows with every right orbit shot up to five times. Every hit also feeds the Wild Card value, which is the real reason to care.
Reward: Up to 1.5K x 5, and a growing Wild Card value
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Super Bumpers And Super Loops
The inlanes each arm a short super. Super Bumpers lifts the bumpers to 25K a hit, climbing a thousand at a time, and ends the moment the ball leaves the nest. Super Loops makes the left loop worth 125K up to 250K, doubled, on a five-second timer.
Reward: 25K bumpers, or a doubled 125K-250K loop
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Left Loop Hold Awards
Every fourth left loop shot pays a Hold award, in a fixed order: Bonus Value, Bumper Value, Wild Card Value, Bumper X, Bonus X, Left Loop Value, Right Orbit Value. Loop totals carry from ball to ball, which makes this a slow-burn feature worth starting early.
Reward: One held value or multiplier every four loops
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Extra Balls And Specials
Two routes to an extra ball and only one to a Special, and both of the good ones run through the prize banks. Know them before you spend a solve on the wrong contestant.
Reward: Extra ball or Special
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