At the highest level of skill you become a Pinball Wizard. You
become one with the pinball machine. It's one of those zen things. Or
you learn a set of really hard skills, and nobody will know that you
don't have that zen thing.
If the ball has gone through the right outlane (right side only),
then the ball may be retrieved if the player nudges the machine
firmly and as quickly as possible to avoid a tilt and holds up the
left flipper. The nudge will cause the ball to come off the wall
leading the ball to the center drain and hit the upraised left
flipper, bouncing it over to the right flipper. Then just hit the
ball (if you haven't tilted) and then you've performed a death save.
The right leg kick can be added to add more force to the nudge, but
please be careful toward the machines, and watch that Lyle isn't
watching you because you might get thrown out. (I have no problems
with operators who tell me not to kick, because I usually don't, but
if the tilt light enough that I can perform a death save, I am going
to do it, and he should raise the tilt setting if he doesn't like
it!)
See also:
See also:
Note: Most machines will give you the ball back if you
score no points at all on the ball, use this to your advantage,
especially on Skill Shots.
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- Flip Trap :: ::
This is the new pet skill which I am trying to perfect. It is the
opposite of the Drop Stop, as what you do is
hit the ball just as it reaches where the flipper is extended when
it is flipped. If you hit the flipper such that it meets the ball at
the exact time as it stops extending so that it does not push the
ball because it is not in motion, the slight motion (you're a bit
early) will cause the ball to simply stop and then be trapped, if
you continue to hold the flipper up. Basically, you are just hitting
the ball soft enough such that it stops going down but doesn't go up
anymore, by hitting it very early.
An animation of the
Flip Trap
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- Falling Hold Pass :: ::
If the ball is going very quickly through an inlane and you attempt
a hold pass, it will fly up and
hit the opposite side slingshot and you will thus lose all control.
However, if you drop the flipper as the ball is about halfway across
the held "bridge" flipper, the ball will stop heading up and will
just continue heading across to the opposite "target" flipper, and
may then roll partially up the inlane, but will most likely not have
the speed to make it all the way through. This is another skill I
devised myself while playing IJ and wanting an easier way to pass
the ball to the left flipper for the Jackpot shot after it flew down
the Idol ramp. Hold passes just
don't cut it in that situation, folks!
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- Inlane Friction :: ::
Another skill that you can perform on a ball which is heading
quickly through the inlane is Inlane Friction. This is a new skill
that I just recently began developing while playing DM. By nudging
the ball either left or right while the ball runs down the inlane,
you can slow it down, because the ball will bang back and forth
between the sides of the inlane.
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- Bangbacks :: ::
The Bangback is a sharp upward thrust on the cabinet or coin box
(don't hurt yourself) where you knock the ball off the outlane wall
as it heads towards the center drain and it goes through the
flippers (keep the flipper up of the side which corresponds to the
outlane where the ball went through) and over to the other flipper.
I have never performed a bangback successfully (nor do I really feel
the need to!) so ask someone else about more details of this skill.
Where do you go after mastering these wizardous skills? I don't
know. I never got this far.