Disclaimer: This will not guarantee you a win. This guide is designed to aid you with the game, but since Voltorb Flip is still a game of chance, you most likely will not win every time.
So, Southperry, I'm still really early in the game, but I discovered the Voltorb Flip minigame in place of the Game Corner and realized that I prefer it to slots, mainly because it actually takes skill to win. I've been playing for a while and I've noticed some patterns (and have gotten kinda good at the game, to boot) with it. Just sharing my knowledge so you all can reap your share of coins and get your precious TMs.
Anything that adds up to 5 = dead section (nothing)
Don't get it? Basically, any marker whose numbers add up to five, whether it be four Voltorbs and one coin or two Voltorbs and three coins, only has one-coin cards in it, therefore, there is nothing of value in that row and it should not be touched. Don't believe me? Let's test it out then.
[] [] [] [] [] [3/2]
There are three coins in this row, and two Voltorbs. There's only one way this could possibly go.
[1] [1] [1] [V] [V] [3/2]
In any particular order, of course. Try it with any two numbers whose sum is five, you'll get the same result; there will never be a card with more than one coin in any section of the sort. MaplePorn's Voltorb Flip Helper helps you a lot if you need a visual aid, and can also be used as a simulator.
Now that I have you convinced, here's the whole thing.
[SIZE="1"]Anything that adds up to 5 = nothing. Do not flip this section at all.
Anything that adds up to 6 = [one 2]. Once that card is uncovered, do not flip any more cards in this section.
Anything that adds up to 7 = [two 2s] OR [one 3]. Once one of those combinations is uncovered, do not flip any more cards in this section.
Anything that adds up to 8 = [three 2s] OR [one 3 and one 2]. Once one of those combinations is uncovered, do not flip any more cards in this section.
Anything that adds up to 9 = [two 3s] OR [one 3 and two 2s] OR [four 2s]. Once one of those combinations is uncovered, do not flip any more cards in this section.
Anything that adds up to 10 = [two 3s and one 2] OR [one 3 and three 2s]. Once one of those combinations is uncovered, do not flip any more cards in this section.
Anything that adds up to 11 = [two 2s and two 3s] OR [three 3s]. Once one of those combinations is uncovered, do not flip any more cards in this section.
Anything that adds up to 13 = [four 3s] OR...[/SIZE]
Other user contributions (Thanks for taking the time to contribute, I hardly ever play Voltorb Flip anymore so I would've never expanded much further on it):
[SIZE="1"]
I haven't figured out higher sums yet, mainly because I haven't been paying attention; but I'll add them in as I go. But, those are the only possible combinations for each sum of numbers on a marker. Feel free to contribute more. Using this as a guideline, you'll be able to more easily weed out sections that you should not flip using your own logic. Good luck.
So, Southperry, I'm still really early in the game, but I discovered the Voltorb Flip minigame in place of the Game Corner and realized that I prefer it to slots, mainly because it actually takes skill to win. I've been playing for a while and I've noticed some patterns (and have gotten kinda good at the game, to boot) with it. Just sharing my knowledge so you all can reap your share of coins and get your precious TMs.
Mandatory Introduction
Anything that adds up to 5 = dead section (nothing)
Don't get it? Basically, any marker whose numbers add up to five, whether it be four Voltorbs and one coin or two Voltorbs and three coins, only has one-coin cards in it, therefore, there is nothing of value in that row and it should not be touched. Don't believe me? Let's test it out then.
[] [] [] [] [] [3/2]
There are three coins in this row, and two Voltorbs. There's only one way this could possibly go.
[1] [1] [1] [V] [V] [3/2]
In any particular order, of course. Try it with any two numbers whose sum is five, you'll get the same result; there will never be a card with more than one coin in any section of the sort. MaplePorn's Voltorb Flip Helper helps you a lot if you need a visual aid, and can also be used as a simulator.
Now that I have you convinced, here's the whole thing.
[SIZE="1"]Anything that adds up to 5 = nothing. Do not flip this section at all.
Anything that adds up to 6 = [one 2]. Once that card is uncovered, do not flip any more cards in this section.
Anything that adds up to 7 = [two 2s] OR [one 3]. Once one of those combinations is uncovered, do not flip any more cards in this section.
Anything that adds up to 8 = [three 2s] OR [one 3 and one 2]. Once one of those combinations is uncovered, do not flip any more cards in this section.
Anything that adds up to 9 = [two 3s] OR [one 3 and two 2s] OR [four 2s]. Once one of those combinations is uncovered, do not flip any more cards in this section.
Anything that adds up to 10 = [two 3s and one 2] OR [one 3 and three 2s]. Once one of those combinations is uncovered, do not flip any more cards in this section.
Anything that adds up to 11 = [two 2s and two 3s] OR [three 3s]. Once one of those combinations is uncovered, do not flip any more cards in this section.
Anything that adds up to 13 = [four 3s] OR...[/SIZE]
Other user contributions (Thanks for taking the time to contribute, I hardly ever play Voltorb Flip anymore so I would've never expanded much further on it):
[SIZE="1"]
MaplePorn Wrote:I've got a naive algorithm figured out using this general strategy.
For a given row or column; let the Reward associated with it be the following:
Reward = (# of total coins - # of total uncovered coins) - (# of covered squares - # of total Voltorb squares)
So for a completely uncovered row with 1 total coin and 4 Voltorbs, the reward is:
Reward = (1 - 0) - (5 - 4) = 0
Similarly, a column with one square flipped that was a 3 with 5 total coins and 2 Voltorbs:
Reward = (5 - 3) - (4 - 2) = 0
And just for kicks, a row with 9 total coins, 1 Voltorb, and 1 square uncovered showing a 2:
Reward = (9 - 2) - (4 - 1) = 4
Here's where the naive approach comes in. Since you "win" Voltorb Flip by uncovering all the x2 and x3 squares, you can naively assume that the square with the highest total Reward both row-wise and column-wise is the best square to uncover. I wrote an online Voltorb Flip Helper that uses this algorithm to determine the best space to uncover. The "Hybrid" option also takes into account the risk of uncovering a square: if a row of 5 uncovered squares has 4 Voltorbs total in it, there's only a 20% chance of surviving the flip. So even if the reward for uncovering the one safe square is 3, it might not be in your best interest to go for it.
Sarah Wrote:Tip: always flip obvious ones (for example any row with 5/0) because the number of cards you've flipped is what determines the level you end up at if you fail. If you're at level 5 and have 5 cards flipped and then fail, you'll stay on level 5. If you have 3 flipped, you'll drop to level 3.[/SIZE]
I haven't figured out higher sums yet, mainly because I haven't been paying attention; but I'll add them in as I go. But, those are the only possible combinations for each sum of numbers on a marker. Feel free to contribute more. Using this as a guideline, you'll be able to more easily weed out sections that you should not flip using your own logic. Good luck.



