The second step in learning to play pinball, after learning how to
hit the ball with the flippers, it's time to learn how to control the
ball. In order to successfully aim and set up shots you have to be
able to control the ball to some degree.
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- Slap Save :: ::
The Slap Save is the most basic ball saving technique. When the ball
is nearing the center drain, and when it is coming in on a slight
angle, if you hit the flipper that the ball will reach first and
then the other, you may be successful in tipping the ball just
enough with the first flipper so as to set it up for a more full
shot with the second. The flippers should be hit in very quick
succession, but not at the same time. If you become good at this,
center drains will be greatly reduced. However, it is impossible to
save a ball heading straight for the center, unless you couple the
Slap Save with a nudge.
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- Up Push :: ::
The most basic form of Nudging
is the Up Push. The basic purpose of the Up Push is to negate the
effect of the slingshots. The Up Push is generally safe to use, with
warnings and tilts only coming if you do it much harder than
necessary. By pushing up on the machine with both hands when the
ball makes contact with the slingshot, you dampen the side-to-side
movement of the ball (x-component), by adding a little vertical
force (y-component). The positive result of the Up Push will be
either the ball making it down to the flippers in a sidewinder
fashion (if the slingshots are weak and you push each time) or at
least slowing the ball down as it heads for the side lanes so that
you can make the ball choose the inlanes instead of the outlanes.
Most of the time you will have to Up Push more than once, for each
time the ball hits a slingshot. It is helpful if you use the heels
of your hand to push on the cabinet bar in front of you for the Up
Push, but make sure to keep your hands close to the flipper buttons
at all times.
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- Hold Trap :: ::
Trapping is the most basic set-up skill, and the Hold Trap is the
most basic form of trap. A trap is when you are able to cradle the ball in an
upraised flipper such that it is not moving. The purpose of a trap is that you are able to pause and catch your
breath if necessary, and attempt a shot with the flipper holding the
trap from a set, zero velocity position. It is a
lot easier to aim for a shot when the ball rolls slowly down the
flipper than when it rockets through the inlane. A Hold Trap is
simply trapping the ball by holding up the desired trap flipper
until the ball is cradled peacefully at rest. Sounds nice, doesn't
it? Unfortunately, the Hold Trap cannot be used very often as most
balls will just bounce off your upraised flipper into the slingshot,
causing havoc. The Hold Trap is only good for balls moving very
slowly and near the base of the flipper. Otherwise, don't do it
because you will be setting yourself up for a drain. Make sure you
learn the proper moments of when to Hold Trap before attempting more
complex skills, you will need the Hold Trap even if you are the best
player on the planet, and it is an important building block!
See also:
Note to the Player: When you first start attempting Hold
Traps you will drain often! Do not let this discourage you!
Eventually you will be able to judge when to use this! Never give
up!
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- Trap :: ::
This differs from the Hold Trap in that you
do not hold the flipper up for as long before the ball makes contact
with the flipper. Often you will find that when you attempt a trap
the ball will roll up the inlanes and then back. This used to be an
advantage on older machines where you would get two advance bonuses
(back and forth), but now, on games such as STTNG, the ball will
roll up the inlane and then out the outlane. This used to happen in
older machines as well, but not as much, due to the outlane design.
If the ball is coming at the flipper quickly, do not attempt to trap
if you think that the ball may have enough velocity to go completely
through the inlane.
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- Backhands :: ::
Most ramps and some targets are intended to be hit by a specific
flipper. It is possible however, at times to use the unintended flipper to
score the same shot. A backhand is when this is attempted, and it executed by
hitting the flipper earlier than usual. Backhands can be dangerous because
they are less accurate, and usually have less power. Backhands are usually
good for situations when you are running out of time on a specific target and
you want to make a last desperate attempt, although backhands can become a
commonly used shot depending on the experience of the player and the location
of the target. The closer the target is to the center, the more likely
a backhand will be successful.
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When you are having some success with the intermediate skills, have a
look at the skills for the advanced
player.
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