After passing the intermediate level, move on to more advanced
forms of ball control, such as stopping a speeding ball.
Note the speed of the ball. If the ball is coming down fast,
do not perform a bounce pass, as the ball may bounce off the
desired flipper and then hit the bottom of the slingshot
resulting in a drain. Also, the ball may bounce across the
desired flipper, and head up the inlane, and then out the
outlane.
If the ball hits the undesired flipper too close the base,
it will head very quickly right along the surface of the
undesired flipper and then down the center drain. If the
ball hits too much off the tip, it may just carom STDM.
For example (because I know that the description is long winded),
you miss a shot and the ball comes screaming back to your flipper
after hitting a post. If you are an experienced player, you will not
only think about hitting the ball again to prevent a drain, but you
will have a desired target for this shot (usually you will think
defensively and simply aim for an open space, because you know the
ball will keep moving fast after you hit it.) Redirection is the act
of consciously attempting to aim the ball towards a desired target
when hitting it without using a control technique. I most often do
this as a reflex action in the situation described before, otherwise
I would rather use another skill. If you can redirect a shot, and
hit a key target, it will definately improve your confidence. Try,
however, to use this only in a desperate situation.
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- Repeating the Angle :: ::
A more specific form of Redirection, Repeating the Angle is an
attempt to add more speed the ball with the flipper, in the same
direction as it heads toward the flipper. For example, a previous
shot did not have enough power to clear the left ramp in TZ. It
curls back down towards the flipper. You really want to raise the
multiplier and the arrow is flashing very quickly, indicating that
it is timing out, so you try to send the ball back exactly the way
it is coming, only faster. For some reason, (and I won't try to use
physics mumbo-jumbo, because I don't want to mislead) Repeating the
Angle is usually successful. Once you get the hang of it, you can
usually send the ball back up the playfield along the exact same
path that it came down.
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- Duration of Contact :: ::
I anticipate that this will be hard to explain as I am unable to
describe the underlying physics, but I will give an example to
illustrate this skill/concept. I find that when the ball heads down
the inlane at a quick speed a shot at the bear kick ramp in TAF can
be difficult, especially when the ball heads away from the flipper
when it hits the base of the flipper. Not all inlanes are completely
smooth, if the ball rolls slightly upwards, you may have to change
your shot. There are two things that you can do:
You can hit the flipper very quickly (just tap it and let
go) when the ball is above the tip. It will head up the
ramp using the speed it had when zooming down the inlane.
You can hit the flipper when the ball is more toward the
center and hold it in longer, and you will have it roll
off the tip as it heads up and it will head toward the
ramp entrance with enough speed to clear it.
I do not fully understand the physics behind why these two
methods work, basically the main goal is to mention that the
Duration of Contact between the flipper surface and the ball surface
can be used to the players advantage in aiming for a shot under
certain situation such as a fast ball heading down the inlane. Try
to get a sense of the effect that holding the flipper in longer
rather than simply tapping it as the ball approaches has on the
direction of the ball. Understanding this will be just another
advantage for you.
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- Coming Off :: ::
This is a situation that must be recognized and dealt with using
Duration of Contact and other skills in order to handle it properly.
Coming off is when the ball goes across a flipper like it normally
would, but it also heads away from the flipper. (as I mentioned in
my Duration of Contact example). Another example is the right ramp
diverter in TZ. The diverter should always release the ball such
that it rolls along the surface of the left spiral wall, right along
the flipper, and then you knock in the Player Piano for a 130 M
Jackpot, right? Not always. Sometimes it "comes off" the wall,
heading away from the flipper, in which you should hit the flipper
earlier and quicker, so that you can still make the shot. When the
ball is not exactly on the surface of the flipper, you should
probably hit the flipper earlier and quicker than you normally would
(normal being when the ball rolls along the surface of the flipper)
in order to get the same results.
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- Shaking/Nudging :: ::
Shaking and Nudging are two methods of controlling the ball which
are very important as far as giving a player an extra edge.
Understanding these concepts will enable to get better scores on a
tournament machine and unreal scores on a game with little tilt (I
scored 13+ billion on Demolition Man last Sunday, borde because I
could have kept the ball in play forever because there was no tilt.
The pendulum weight which is involved in the tilt mechanism (it's
not a gyroscope, thanks, Keith) was not even hanging in it's normal
spot. It keeps falling off, so the tilt sensor is never activated!).
I don't brag about this kind of score because I know it's
non-legitimate, I have actually been after the techs to fix it,
despite the comments of my friends who enjoy the no tilt set-up,
because it is not good practice for the IFPA tournament! (crazy
run-on sentence)
The basic concept is that if you want to move the machine to move
the ball, you must move the machine in the opposite direction as you
want to ball to move. The ball is relatively frictionless, therefore
you must move the machine. The only times that you move the machine
in the same direction as you want the ball to go, is when the ball
is stuck against something, or when you want to send the ball
through the Narrow Escape gate in IJ. To get a Narrow Escape you
want to hit the ball with the pin on the right side of the outlane,
in order to knock the ball through the gate, or have it bounce off
the pin through the gate.
In order to make the ball choose the inlane over the inlane you
want to move the machine toward the outlane so that the pin between
the inlane and outlane moves toward the outlane and the ball hits
the pin on the inlane side and heads down the inlane. This is
nudging, and should be performed as quickly and lightly as possible
so to avoid warnings and tilt. You can also nudge the machine in the
opposite direction of the direction angle in which a ball is heading
down the middle. You do not want to work against the speed and the
angle, rather if the ball is heading diagonally left, down the
playfield toward the center drain, nudge the cabinet right so that
the ball will go more left and you will be able to perform a slap
save, hitting the left flipper and then the right in rapid-fire
succession.
Shaking is when a player continuously pushes the cabinet up and
down when the ball is in the bumpers in order to make the ball hit
the bumpers more often. (These are just my definitions, they are not
official ones from some ancient textbook of pinball!) Shaking is
something that should probably not be performed during a tournament
unless Super Jets are active because you don't want to have warnings
just for more bumpers hits, you want to save them for saving the
ball from the outlanes or the center.
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- Upper Flipper Set-Up :: ::
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- The Chill Manuever :: ::
A phrase coined by an earlier post on skills by Dave Hollinsworth (I
think), the Chill Manuever is a test of nerve and restraint. If a
pin is between the flippers (something seen rarely on all machines
but Premier ones) the ball may be saved from a drain when it heads
STDM by simply allowing the ball to hit the pin and then come back
up. The catch is that you must try not to flip, because then the
ball does not have to travel as far or as straight in order to come
back up through the flippers. In order to perform the Chill Manuever
correctly you must be able to accurately analyze quickly whether the
ball is going straight enough between the flippers because if it
comes in on an angle, or does not hit the pin with the center of the
ball, it may hit the pin but not ricochet back up, it may simply hit
the pin on the way down.
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- Hold Pass :: ::
The Hold Pass is useful for passing the ball from one flipper to the
other, when the ball is headed down the undesired flipper's inlane.
If the ball is heading down the inlane at a moderately quick speed,
simply hold up the undesired flipper and allow the ball to skip over
to the desired one.
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- Redirection :: ::
Redirection is difficult and often dangerous, but most people who
play pinball do it anyway. It is the act of hitting the ball
straight away (without trying to use a control technique) while
aiming at a particular target, making a quick estimate of the
correct way to hit the ball with respect to the angle and speed that
its currently heading towards the flipper.
If you consider yourself an advanced player, go on to skills for the wizard pinball player and see
how well you can do . . .