Short answer: Press Start, launch the ball with the plunger or launch button, and keep it in play with the two flippers. Every shot you make scores points, and the lit shots start modes and multiball. You lose a ball when it drains down the middle or through an outlane, and a standard game gives you three balls. You can nudge the machine to save a ball, but shake it too hard and it tilts, which ends that ball.
Pinball looks like chaos from the outside: a steel ball, lights everywhere and two flippers going as fast as the player can press them. Once you know what the machine is asking you to do, it becomes a game of aim, timing and patience. This guide covers how a game works, what the parts of the playfield do, how the machine itself works, and the flipper skills and habits that make the biggest difference for a beginner.
How a game of pinball works
- Start. Insert credits or, on a home machine set to free play, press Start. Up to four players can join by pressing Start again before the first ball is launched; players take turns ball by ball.
- Launch. Pull and release the plunger, or press the launch button on newer machines. Many games award a skill shot for launching with exactly the right strength or hitting a lit target straight off the launch.
- Play the ball. Use the flippers to send the ball up the playfield at ramps, loops and targets. Each switch the ball touches scores, and the game’s rules turn certain shots into bigger rewards.
- Drain. When the ball falls between the flippers or down an outlane, that ball is over. The machine adds up your end-of-ball bonus and moves to the next ball or player.
- Game over. Most machines play three balls per game; operators and home owners can usually set it to five. A high enough score can earn a replay, and many games finish with a random match that awards a free game.
The parts of the playfield
- Flippers. Your only direct control. Most machines have two at the bottom; many add a third higher up the playfield for a specific shot.
- Slingshots. The two triangular rubbers just above the flippers. They kick the ball away sharply when it hits them.
- Pop bumpers. Round bumpers, usually in a cluster, that fire the ball off in a new direction when touched.
- Ramps and orbits. Ramps lift the ball up and around the playfield; orbits (loops) send it around the outside. Both usually return the ball to a flipper, which makes them the safest shots to repeat.
- Targets. Standup targets stay in place; drop targets fall when hit and reset when the whole bank is down. Spinners score for every turn.
- Inlanes and outlanes. The lanes beside each flipper. An inlane feeds the ball back to the flipper; an outlane drains it, which is why the outlanes are the most frustrating part of any machine.
- Ball save. A short window, usually right after launch or at the start of multiball, when a drained ball is returned automatically. A lit “shoot again” insert shows it is active.
- Toys and mechanisms. Magnets, moving targets, diverters and figures, mostly found on Premium and Limited Edition models. They are why those editions cost more than the Pro version of the same game.
How a pinball machine works
Under the playfield, every moving part is driven by a solenoid: a coil of wire that pulls a steel plunger when the game sends current through it. The flipper buttons fire the flipper coils, and the slingshots and pop bumpers fire their own coils the moment the ball closes a switch. Hundreds of switches (rollovers, targets, optos in the ramps) tell the game’s computer where the ball has been, and the game code turns those switch hits into scoring, lights, sounds and the modes on the display.
A tilt mechanism, a weighted plumb bob hanging inside the cabinet, closes a contact if the machine is shaken too hard; the game counts warnings before it tilts. Electromechanical machines from before the late 1970s did all of this with relays and score reels instead of a computer, which is why they score in tens and hundreds rather than millions.
The playfield slopes towards the player, usually at around six and a half degrees on a modern machine. That angle, the pitch, sets how fast the game plays; a steeper pitch is faster and harder.
Flipper skills that make the biggest difference
- Flip one flipper at a time. Pressing both together (“double flipping”) opens a gap in the middle that the ball drops straight through. Flip only the side the ball is on.
- Catch the ball. Hold a flipper up as the ball comes down to it and the ball rolls into the corner and stops. This is a cradle, and with the ball stopped you can look up, choose your shot and aim it.
- Aim with timing. The point on the flipper where you hit the ball decides where it goes. As a rule, hitting the ball early, near the base of the flipper, sends it to the far side of the playfield; hitting it late, near the tip, sends it more to the same side and up the middle.
- Pass the ball across. From a cradle, a short tap or a let-go lets the ball roll to the other flipper, so you can take shots that only the other flipper can make.
- Let it bounce. When a ball comes down fast, holding a flipper down and letting the ball bounce off it often slows it enough to catch on the next bounce.
Nudging without tilting
Nudging is legal and part of the game. A firm push on the front of the cabinet, timed as the ball heads for an outlane, can bump it back into an inlane. Most machines give one or two tilt warnings before they tilt; a tilt ends the current ball and forfeits its bonus. A slam tilt, triggered by a heavy blow to the cabinet or coin door, ends the whole game. On a machine at home, the tilt sensitivity is adjustable, which makes a forgiving setting easy for guests.
Modes, multiball and the rules card
For a Stern game, consult the official Stern game-manual index and choose documentation labelled for the model and edition you are playing. Use it alongside the instruction card rather than treating this general guide as a complete rule sheet.
Every modern machine has a rule set built around modes: timed objectives, usually started by shooting a lit scoop or saucer, where certain shots are worth far more for a while. Multiball puts two or more balls in play at once, usually after you lock balls in a specific target, and it is where most big scores come from. Completing the main modes leads to a wizard mode, the game’s finale.
The rules are summarised on the instruction card in the bottom corner of the playfield. Read it before your first game on any machine: knowing which shot starts multiball is worth more than any flipper skill.
Tips for beginners
- Watch the ball, not the lights. Your eyes should follow the ball down to the flippers every time.
- Learn two shots per machine, usually a ramp and an orbit that come back to the flipper, and make them on purpose.
- Use the ball save. A new ball comes with a few free seconds: shoot boldly while it is lit.
- Do not flail. Waiting for the ball and catching it beats flipping as soon as it moves.
- Play different machines. Older Williams and Bally games from the 1990s reward accurate shots; modern Stern titles add deep rules and online leaderboards.
If you want to play before you buy, Pinball Map lists the public machines near you. When you are ready for a machine of your own, the best pinball machines of all time guide covers the titles players rate highest, and how to choose a pinball machine walks through condition, budget, edition and space. Browse new pinball machines for current titles or used and refurbished pinball machines for the 1990s classics. See our Godzilla Pro Pinball Machine by Stern. See our Medieval Madness Pinball Machine by Williams.
Quick answers
How do you play pinball?
Launch the ball, keep it in play with the flippers and shoot the lit ramps, loops and targets to score and start modes and multiball. The ball is lost when it drains past the flippers; a standard game is three balls.
How many balls do you get in a game of pinball?
Usually three per player. Most machines can be set to five, and extra balls can be earned during play.
What does tilt mean in pinball?
Shaking the machine too hard trips the tilt sensor. After one or two warnings the game tilts: the flippers go dead, the current ball ends and its bonus is lost.
What is multiball?
A mode with two or more balls in play at once, usually started by locking balls in a specific target or scoop. It is where most high scores are made.
How does a pinball machine work?
Switches on the playfield tell the game’s computer where the ball is; the computer fires solenoids that drive the flippers, bumpers and kickers, and runs the scoring, lights, sound and display. Electromechanical machines from before the late 1970s used relays and score reels instead.
How can I get better at pinball?
Flip one flipper at a time, learn to catch the ball, read the instruction card to find the multiball shot, and practise two reliable shots on each machine.
More guides
- How to choose a pinball machine
- The 20-minute monthly maintenance routine
- Pinball machine dimensions and weight
- How to move a pinball machine
- The best pinball machines of all time
- How much does a pinball machine cost?
- Pinball machine repair: what breaks and what it costs
- Home arcade machine buying guide
- Pac-Man arcade machine guide
- The 20 best arcade games of all time
- Bubble hockey tables: how they play and what they cost
- Pinball machine manufacturers: who makes pinball today
