Capersville pinball rules and strategy

The Strategy

Capersville stores balls in two top saucers and keeps those locks between balls and games. Clear any stored ball from the right chute, hit the red bumper to close the zipper flippers, lock both saucers, then hit the white bumper to release the balls for Multiball.

The goal

Read the stored balls before the plunge, hit the red bumper to close the zipper flippers, lock balls in the top saucers, then use the white bumper to start multiball.

  1. Before the plunge, inspect both top saucers and the right chute for stored balls.

  2. If a saucer is empty and the right chute is empty, plunge toward that saucer.

  3. Otherwise, plunge through the center lane.

  4. Hit the red mushroom bumper to close the zipper flippers.

  5. Send controlled balls toward an empty top saucer while the right chute remains empty.

  6. Avoid the green bumpers after the flippers close.

  7. After the saucers hold balls, hit the red bumper again if the flippers are open.

  8. Hit the white bumper to release the locked balls and start multiball.

  9. Relock a controlled ball when an empty saucer is available during multiball.

Alternative route: Deep 4 chute recovery

Use this plan when a stored ball in the right chute prevents a saucer lock.

  1. Read the stored ball's position in the four-step right chute.
  2. Hit the white bumper once for each remaining chute step.
  3. Prepare for the ball to return to the shooter lane after the fourth step.
  4. Plunge the returned ball toward an empty saucer or the center lane.
Need to know
Red bumper
The red mushroom bumper closes the zipper flippers and protects the center drain.
Green bumpers
The three green bumpers reopen the flippers and advance the left-chute Zapper value.
Blue bumper
The blue mushroom bumper opens the gate that admits the ball to the left chute.

Machine setup

  • Confirm 1966 Bally Capersville, ball count, tilt, replay and Special conversion, and whether a prior game left balls in the saucers or Deep 4 chute.
  • Confirm that a top saucer locks only while Deep 4 is empty, the white bumper releases locks or advances Deep 4, and state persists between games.
  • Test red, green, blue and white bumpers, zipper-flipper action, both saucer holds and releases, Deep 4 timing, left-chute gate, slingshots, and outlane feeds.
Sources and references3 source links and outbound references.
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Capersville playfield

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