FLIPPD
Main
  • Home
  • Feed
  • Games & Tips
  • Find Local Games
  • Events & Tournaments
  • Pinball News
  • Flippd Blog
Account
  • Settings
  • Submit Feedback
  • Patreon
Flippd Logo
© 2026 Flippd. All rights reserved.

Site Links

  • About
  • Contact
  • DMCA
  • Privacy Policy
  • Terms of Service

Affiliates

  • Locations by Pinball Map
  • Game Data from OPDB
  • Images from IPDB
  • Tips / Tournaments from MatchPlay
  • Tournaments from IFPA

Join Us

Pinball news
HomeGames
EventsSign in
Games & Tips
>
Starship Troopers
>
Tips

PinTips

multiball
2
Avoid Arm Nukes until you have multiple planets. Planet MB after 1 planet is 2-ball and 1M jackpots. With 5 planets it's 4-ball and 12M JPs.
multiball
2
Shoot Warrior repeatedly to reveal hole to start Live Fire 4-ball MB. Ramps are 3M jackpots. Bug standups increase jackpot when lit.
secret
2
Hold the left flipper in for a super skillshot and hit the upper saucer. This leaves both orbits lit for ONE and TWO the rest of the ball.
multiball
2
Arm Nukes hole on left starts Planet MB. 5 lit Nuke shots score JPs, after all JPs, the Warrior lites for a 10x super and relites JPs.
multiball
1
Inlanes light opposite orbits for 5s for O-N-E and T-W-O. Complete both for Orbit MB. Orbits score 5M jackpots, first orbits also add balls.
general
1
There is no grace time on the ball save. Once the light goes out, ball save is over. Even if the ball takes a while to find the drain.
general
1
Shooting bug standup targets from the mini-flipper will count as two hits. You can cheat this by quickly flipping it after a normal shot.
multiball
1
Don't rush the shots on Orbit Multiball. Wait for a plunged ball to make it past the optical sensor before shooting the orbit.
general
1
Hold Bonus holds the bonus value after being multiplied. Hold Bonus on both ball 1 and 2 can lead to a huge ball 3 bonus with multipliers.
general
1
Test cradling the ball on the right flipper and flipping the mini flipper to see if it gives you a good shot at the Arm Nukes hole.