Flying Circus pinball rules and strategy
Strategy summary
The goal
Hit the captive balls to send a ball around the loop for 100 points. Getting all five captive balls onto the lit side awards a replay and moves Special to the other side.
Move the captive balls: Hit the exposed captive ball at either end of the loop to send a ball around to the opposite side. Each ball sent around scores 100 points.
Collect the loop Special: Move all five captive balls onto the lit side to earn one replay. Special then lights on the other side for the next collection.
Change bumper scoring: Hit the lower left kicker when its ON lamp is lit to light the green pop bumpers. The lower right kicker turns them off when its OFF lamp is lit. Each green bumper scores 10 points when lit, otherwise one.
Score a gobble hole: Either gobble hole scores its indicated value of 50, 100 or 150 points and ends that ball.
Check the match: At game over, matching the final score number to the lit match number awards one replay.
Need to know
- Ball count
- The machine can be set for three or five balls.
- Score replays
- Replay thresholds depend on the machine’s adjustment.