Pinball game-playing tips
From: hlsw_ltd@uhura.cc.rochester.edu (Dave Hollinsworth)
Newsgroups: rec.games.pinball
Subject: The game-playing tips list returns!
Date: 18 Sep 92 17:38:54 GMT
Organization: University of Rochester (Rochester, NY)
Well, I finally have my net access back after the summer, and so here's the
latest revision of the tips list that I started last spring. There's only
one change from last time: during one of the three times that I was able to
borrow a friend's account and read news, there was a discussion about a
technique called the "Bang-Back." Well, I liked that term better than my own
made-up one (the "Death Kickup" :-) ), so I changed the name.
Have fun, and please mail me any suggestions or additions that you may have.
-------------------- Cut Here --------------------
The rec.games.pinball game-playing tips list.
Last update: 9/18/92.
Contributors:
Andrew Arensburger (arensb@kong.gsfc.nasa.gov)
Andrew M. Boardman (amb@cs.columbia.edu)
Phaedrus (phaedrus@u.washington.edu)
Bennett (mcelwee@wampyr.cc.uow.edu.au)
Dave Hollinsworth (hlsw_ltd@uhura.cc.rochester.edu)
Kamchatka Charlie (kamchar@ibm.cl.msu.edu)
Dallas Overturf (Dallas_Overturf@vos.stratus.com)
Tad Perry (tvp@gibdo.engr.washington.edu)
Daina Pettit (dpettit@javelin.sim.es.com)
Lyman F. Sheats Jr. (lfs@mbunix.mitre.org)
Joe Schwartz (xor@acm.rpi.edu)
If you have any corrections, additions (please?), or comments,
please send them to Dave Hollinsworth (address given above).
The list is organized as follows:
* General Category *
<Subcategory - not always present>
- The tips
* Definitions * (or, "Speak Like a Pro")
- "Catch": when the ball is held in the V formed by an
upraised flipper and the lower part of the inlane.
- "Drain": the act of losing a ball.
- "End of Stroke Switch": the part of the flipper coil that
"shorts out" a section of it so that the current is stronger. See
"Flipper Coil."
- "Flipper Coil": the mechanism that drives a flipper up.
When you press the flipper button, the current flows through only
a portion of the coil, generating a high magnetic field that forces
the flipper up with a lot of power. When the flipper is all the way
up, the end of stroke switch opens, and the current now must flow
through the entire coil. This creates a lower magnetic field,
which holds the flipper up without burning out the coil (the high
current would do this very quickly).
- "Inlane": the two lanes near the bottom of the machine
that return the ball to the flippers. Also called a "return lane."
- "Outhole": the area below the flippers where lost balls go.
- "Outlane": the two lanes near the bottom of the machine
that lead to the drain area.
- "Slam": a form of tilting, usually caused by hitting the
coin box too hard, by dropping the machine, by pounding the
underside of the cabinet, or by striking the back cabinet. This
immediately forfeits your entire game.
- "Slingshot": the two triangular things located
immediately above the flippers. Hitting one ricochets the ball off
in the opposite direction.
- "Solenoid": a coil, with another coil or magnet inside,
used in flippers and kickers and such. When the coil(s) are
energized, the opposing magnetic fields cause the inner piece to
move.
- "Tilt": what happens when you shake too hard. This
forfeits your bonus for that ball, and causes you to lose the ball
currently in play (and on some older machines, your entire game).
- "Tilt Warning": if you get one of these, the game is saying
to you, "Well, I could have tilted you, but I'll be nice. Just don't do
it again." :-)
* Before Starting *
- If you're a novice, and want to become a wizard, make sure
you have the time and the money.
- Wear comfortable clothing.
- Before playing any game for the first time, read the rules
card that accompanies it. Most of the time, these cards are less
then helpful, but they are good for getting a basic feel for a game
(i.e. what shots to go for, the names used for various playfield
objects, etc.)
* General Playing Tips *
<Stance>
- Choose some comfortable position for your wrists. They
will get tired if they aren't held properly. About waist level is
about right for most people, depending on height of the person and
the machine.
- The higher you hold your head, the better you'll see the
ball's position. The lower you hold it, the better you'll be able to
judge its direction (e.g., while trying to decide whether or not to
let it bounce off the center post); find a good compromise.
- Playing regularly is more important than playing a lot:
playing for five hours consecutively once a month is worse than
playing for half an hour twice a week.
- Learn about a specific machine by watching others play.
- Being able to control the ball, and being able to make
controlled shots is probably the key thing to increasing one's
average score on any game.
- Once you have developed a basic feel for the flippers and
how the ball moves on them, and you're trying to make an upper-
playfield shot that's been causing trouble, just look at the shot
you're trying to make. Your instinct for where the ball is on the
flipper is usually suprisingly good.
- Unless explicitly advertised, or your operator is
disreputable, pinballs *do not* have magnets anywhere
underneath them. Spin and rubber are the usual causes of weird
motion.
- If you drain miserably, don't tilt the machine out of
frustration. You'll just lose more points if you do.
- Entering your initials: left flipper button to go one letter
back in the alphabet, right flipper button to go forward in the
alphabet, start button to record this initial and go on to the next.
(This is true of most machines, although some Gottliebs have
separate buttons for initial entry.)
* Etiquette *
- Don't touch another player's cabinet.
- Give other players plenty of space.
- Shut up. It's usually OK to tell someone things that they
couldn't have seen (such as how big the jackpot was), but people
usually don't like it when you point out the obvious to them. Same
goes for trying to engage in idle chatter while someone is playing:
unless the player is a good friend of yours, this is usually
frowned upon.
- If you walk away from a machine, you forfeit any credits
on it (so don't ask someone to watch the machine while you go to
the bathroom. If you come back and find him playing your credits,
don't be surprised).
- If you want to play a game that someone else is playing,
ask the person *between balls*. In many places, it is customary
to plunk down a quarter on the glass, on top of the rules sheet;
just make sure that you do this between balls. If you do either of
these while a person has a ball in play, it could interfere with his
concentration, which could make him interfere with your life. :-)
- During Ball 1 of any game, pressing the start button will
add another player to the game. From Ball 2 on, pressing the start
button will abort the current game for all players and begin
another one.
- Keep an eye on any small children in the immediate area.
A lot of games have ended because of kids deciding that your
start button would be a fascinating plaything (see the previous
tip). If the kids are yours, don't let them run around near pinball
machines.
* Shaking and Nudging *
- Machines are usually much more sensitive to side-to-side
shaking than to forward-to-back. Shake this way whenever
possible. However, there are situations where side-to-side
shaking is necessary to save the ball.
- Forward-to-back shaking is effective for the entire
playfield, while side-to-side shaking is really only effective for
the lower part of the playfield.
- Don't be shy about using body english: although, of course,
it's much more impressive if you manage to get a high score
without ever nudging the machine.
* Saving a Center Drain *
<Without a center post>
- Slap saving: if a ball is going to go down the center,
choose (quickly) which flipper you think the ball will come closer
to. Wait until the ball is a few inches above that flipper, and then
wind up and slap both the flipper button and the side of the
machine. Hard. If you do this with the right timing, the ball will
hit the tip of the upraised flipper. Usually, the ball will also have
an almost horizontal direction after it hits the tip of the flipper,
sending it over to the opposite flipper, so you'll probably want to
follow up the first slap with a lighter one on the other flipper
button.
<With a center post>
- Center posts are a little more tricky, since you have to
decide whether to use the flippers or whether to let the post do
the work for you. On a game without a post, you always go for the
slap save, but on a game with a post, there's that additional
split-second decision making thing going on that makes games
with posts a little more challenging (although they look easier).
- It takes practice to develop the nerves to just let a ball
bounce off of the center post. Generally, the ball will only bounce
back into play if it is heading *straight* down the middle
towards the post. Some people prefer to always go for a slap
save whenever possible, and to only let the ball bounce if it is
heading exactly between the two flippers.
- If you do decide to let the ball bounce, *don't flip*. If you
use the flippers and the ball hits the post, most of the time the
ball will just hit the underside of a raised flipper and drain.
Also, try to nudge the game in such a way so that the ball will hit
the post as squarely as possible. This will help to put the ball
back in play, as it can counteract any spin that the ball has picked
up.
<Either one>
- Sliding the machine: some machines will put up with
side-to-side sliding without tilting because there is very little
jarring of the machine involved. If the ball is heading toward the
center drain, slide the machine to move one of the flippers into
the path of the ball as it is coming down. The ball basically
moves along the same line in space whether you slide or not. This
technique takes advantage of this fact to ensure the ball always
hits a flipper. If you get really good at this technique, you will
hardly ever suffer center drains on machines that easily allow
sliding. Note: Sliding is easier on some machines than others due
to total weight, weight distribution and playfield height. Use of
this technique on machines that are difficult to slide may damage
your elbow (tendonitis?) so try to get behind your push as much
as possible to avoid this.
* Saving an Outlane Drain *
<An ounce of prevention>
- Nudge the machine forward as the ball strikes the
slingshot bumpers or heads for the outlane area, to force the ball
back up the playfield. Note that this does not work well with
some outlane configurations (The Addams Family, for example -
never try this here).
- If the ball is heading toward an outlane, try to bump it out
of the way before it gets to the top of the outlane (e.g., try to
bump it against a slingshot). Once it gets to the post that divides
the inlane from the outlane, it's much harder to save it.
<The "Bang-Back">
- This is a way to save a ball after it has gone down an
outlane. Usually, it works better on the right side, but it also
works from the left. Basically, when the ball drains down the
side, hold up the flipper on that side, and wait until the ball is
about to hit the piece of metal below and between the flippers
(where the kicker that returns the ball to the ball storage area
near the plunger is). Just when the ball is about to hit this piece
of metal, give the machine a hard bump down and forward.
Depending on the speed of the ball, the distance between the piece
of metal and the flippers, and the tilt sensitivity, you may
experience a moderate degree of success at getting the ball back
in play.
- Before you try this on a game, look immediately below the
flippers. On some games, there are two small metal rods sunken
into the playfield. If your game has these, the technique probably
won't work.
- This technique is the one that should be practiced the
least, because of one reason: it is very prone to slam tilts. Loose
coin doors and sensitive slam switches are usually very
uncooperative when it comes to popping the ball back up into the
play area from behind the flippers. You may want to pre-test a
game's slam sensitivity before you actually do it when you are
playing.
- Some people find that this technique works better with
crossed hands (i.e. if the ball drains out the right side, use your
left hand to hold up the right flipper and bump the machine with
your right hand), and others say that it works better with hands
in the normal positions. If you do decide to try this technique, try
both ways and see if one is preferable to you.
* Other Flipper Techniques *
<Trapping the ball>
- Beginning players tend to just flail randomly at
everything that comes near a flipper. Intermediates tend to just
hold the flipper up and keep it there. This works for some cases,
but in others the ball will bounce randomly back up into play, or
roll up the inlane and right back down the outlane, or any of a
number of uncontrollable things.
- The "Dead Trap": when the ball is moving toward a flipper,
in such a way that if you held the flipper up for the duration, the
ball would roll up the inlane (either a little or a lot), hold the
flipper up, and just as the ball hits the flipper, let the flipper
drop. This will absorb almost all of the ball's energy, and you'll
wind up with the ball just sitting on the lowered flipper. It's
easier said than done, and usually takes a lot of practice to
master. But it's well worth it. (This works best with Williams
flippers, but then again, what doesn't? :-) )
- The "Live Trap": basically, this is the opposite of the Dead
Trap. Instead of holding the flipper up, time your flip so the
flipper will be all the way up at the instant the ball hits it. If
done properly, the ball will then roll down into the standard catch
position.
- The "Bounce": if a ball is heading toward a flipper, and you
really wish the ball was heading toward the other flipper so you
can "catch" it, just keep the flipper down and let it bounce off the
flipper rubber and over to the other flipper. This won't work very
well if the game you are playing has loose flipper rubbers.
<Flipper Passing>
- These are techniques designed to move the ball from one
flipper to the other. Note that the "Bounce," given above, also
applies here.
- The "Trap Pass": with a flipper up and the ball caught on
that flipper, just release the flipper and very, very, very quickly
give it a tap back to the up position. The ball should hit the lower
corner of the slingshot, hit the flipper (or the bottom part of the
return lane), and move over to the other flipper. It's actually
pretty easy to do; all it takes is a little practice.
- The "Tap Pass": with a caught ball, release the flipper and
then very gently and quickly tap the flipper button just enough to
move the ball to the other flipper. Technically the ball does not
have to be trapped on the flipper to use this technique. It can be
moving or not; it depends on how refined your control of the
flippers is. Trapping it to start is the easiest way, but it can be
used while the ball is moving, where the trap pass is not possible
to do. This tends to work better with the "old" Williams flippers
than with solid-state ones. Note: the difference between this
and the "trap pass" is that you do not bank the ball off the
slingshot or anything else. It is a pass from flipper to flipper
that when done correctly touches nothing but the two flippers.
Also, in the case of the "trap pass," the flipper noticeably moves,
but in the case of the "tap pass" the flipper normally moves no
more than .25 inches.
- The "Lane Pass": this is much more risky. Basically, you
want to shoot the ball across the opposite flipper and up through
the opposite return lane. With the ball in the same position as
above, just let the flipper down, so the ball starts rolling down
the flipper toward the center drain. Hit the flipper button just as
the ball reaches the tip end of the flipper. The ball should shoot
just over the opposite flipper and up the opposite return lane.
- The "Touch Pass": With the ball in the catch position,
lower the flipper and let the ball roll to about halfway down the
flipper. Then, tap the flipper button extremely lightly (do not
push it all the way in). The ball will bounce over to the opposite
flipper. Strength required depends on the condition of the
flippers. Flipper button switches must be in good shape for this
to work, but it works on more machines than you might at first
imagine.
--
******** Dave Hollinsworth ******* hlsw_ltd@uhura.cc.rochester.edu ********
* "Dont dream it - be it." - theme from the Rocky Horror Picture Show *
************ DISCLAIMER: They're my opinions. Are they yours? *************
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