Flippers¶
Related Config File Sections |
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flippers: |
Warning
Please ensure that you have established common ground between logic and coil power before turning on high voltage on your coils (especially on homebrew machines). Ignoring this might lock on your coils, overheat them, burn down your house or kill you. We are serious, floating grounds are dangerous. If you are not an electrical engineer read the guide about voltages and power.
In a nutshell: You need to connect your logic ground (5V/12V) and your high voltage ground (48V or 80V). A power entry or power filter board is a convenient solution to solve this (and more) issues.
Always turn all PSUs off when connecting power or you might fry all boards at once. This is generally a good idea but even more important when connecting more than one power supply to a board.
IF YOU DID NOT UNDERSTAND WHAT THIS WARNING MEANS STOP NOW AND TRY TO UNDERSTAND IT. OTHERWISE YOUR HARDWARE WILL LIKELY BURST INTO FLAMES AND YOU NEED TO WAIT A FEW DAYS FOR A REPLACEMENT OR EVEN WORSE IT MIGHT KILL YOU. IGNORING THIS IS THE MOST COMMON CAUSE FOR BROKEN DRIVER BOARDS.
Flippers are probably the first thing you think of when you think about building your own pinball machine. In fact when most people get their own hardware and start drilling holes in a piece of plywood, the first visible thing they do is to get their flippers flipping.

MPF has support for lots of different kinds of flippers (as there are many different ways they’ve been wired over the years), as well as a lot of different options for how flippers are fine tuned.
MPF also has support for various “novelty” flipper modes (no-hold flippers, reversed flipper buttons, weak flippers, etc.)
We recommend you read the Dual-Wound versus Single-Wound coils guide to understand the difference between “dual wound” and “single wound” coils, as flippers in pinball machines can be either type.
You should also probably read the EOS Switches guide if your machine has flipper EOS switches. (In general EOS switches are not needed for flippers with MPF.)
See coil hardware for more details about the current, resistance, number of windings and the strength of coils.
Debounce and Recycle on Flipper Coils¶
In MPF you can configure debounce for each switch
and recycle for each coil.
However, both will be overwritten when you enable flippers.
Debounce will be set to quick
and recycle
will be disabled.
In some platforms MPF might reconfigure your switch debounce settings when
activating the hardware rules (if the platform does not allow separate
settings) which might lead to more switch events when flippers are active.
Generally, this is how flipper work in most machines and this is how players will expect flippers to behave. If you want to change this let us know in the forum (or you could change it in by overloading the flipper device class).
Default Events¶
MPF contains built-in support for the flipper cancel combo. If you
add the tag left_flipper
to your left flipper switch, and right_flipper
to your right flipper switch, then whenever the player hits both flippers at
the same time, an MPF event called flipper_cancel will be posted.
This is implemented as combo switch.
Additionally, MPF contains a default
timed switch for flipper cradle.
It will post flipper_cradle
when a player cradles a ball for 3s.
Later it will post flipper_cradle_release
when the player releases the
ball.
Monitorable Properties¶
For dynamic values and
conditional events,
the prefix for flippers is device.flippers.<name>
.
- enabled
- Boolean (true/false) which shows whether this ball hold is enabled.