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Skills for the Intermediate Pinball Player

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Skills for the Intermediate Pinball Player Empty Skills for the Intermediate Pinball Player

Post by Admin Sun Aug 30, 2009 1:17 pm

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.

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.

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 and at rest. 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!


Note to the Player: When you first start attempting Hold Traps you might drain often! Do not let this discourage you! Eventually you will be able to judge when to use this! Never give up!


Backhands

Most ramps and some targets are intended to be hit by a specific flipper. It is sometimes possible however, to use the unintended flipper to score the same shot. A backhand is what this attempt it called, and it is 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 they 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 that this technique will be successful.

Admin
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