Skills for the Intermediate Pinball Player

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. * :: \\ - 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 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!

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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! \\ - 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. \\ - 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. \\ * :: When you are having some success with the intermediate skills, have a look at the skills for the advanced player. /pinball/ Back to the Pinball Pasture /pinball/playing/ Back to Playing the Game of Pinball /pinball/playing/VFBTF/skills.html Back to Skills for the Pinball Player