Trying not to be cynical but CGC knew what they were doing when they named this feature of MB. Had mine for about a year and have experienced so many iterations of Phantom Flip from it works perfectly on both sides, to one side, only to the game senses the ball but fails to flip but rewards an “extra ball” to no blue lights and no detecting the ball even after “Phantom Flip” is supposedly activated. A few months back CGC even sent me a new PCB for PF and that seemed to help, for a while. Also have adjusted the eddy sensors under the playfield and tried different settings on the PCB where the strength can be adjusted from one to four. Under “adjustments” you can completely disable the feature and I’ve tried that just to reset it in the hopes that would bring the feature back to fully functional. Suffice it to say, I love this game but the Phantom Flip feature is clearly not of this world and has kept me up all night many times in my futile attempts to get it to work, consistently. Good luck with your MB but I’ve accepted the fact that mine is haunted by the Phantom of Flip and it will decide if and when the feature will work fully, partially or not at all. Enjoy!
Added 75 days ago
11/9/21 update on inconsistent Phantom Flip feature: Have realized that (on my MB, anyway) the P Flip feature takes a few games to become fully functional. To wit, in the first few games after powering up the game, after “lighting” the P Flip feature when the ball rolls down the lit inlane the flipper fails to flip and the ball drains….BUT it awards a “ Ball Saved” freebie and if in the midst of a game feature like Dracula, Frank multi ball or Creature Feature it does not terminate the feature, like a drained ball normally would. Then after a few more games the P Flip feature regains fully functional capability.
Can’t explain why it works this way other than it takes a few games to “warm up” the sensors.
Has anyone else had similar experience?