From: sigma@degas.ipl.rpi.edu (Kevin Martin)
Newsgroups: rec.games.pinball
Subject: Re: Winter Break post: the game-playing tips list
Date: 15 Dec 92 05:43:57 GMT

hlsw_ltd@uhura.cc.rochester.edu (Dave Hollinsworth) writes:
>Saving an Outlane Drain *
>	- Nudge the machine forward as the ball strikes the slingshot 
>bumpers or heads for the outlane area, to force the ball back up the 
>playfield.  Note that this does not work well with some outlane 
>configurations (The Addams Family, for example - never try this here).

I've always been confused by that parenthetical comment in this list.  I
think the technique described works as well for TAF as almost any other
machine - the ball will come down off of the Swamp Kickout's post on the
right, or the G and R targets on the left.  It can also bring the ball up
to the rubber above the far left outlane, instead of letting it slip over
the un-rubbered left pin.

><The "Bang-Back">
>	- This is a way to save a ball after it has gone down an outlane.  
>Usually, it works better on the right side, but it also works from the 
>left.  Basically, when the ball drains down the side, hold up the flipper on 
>that side, and wait until the ball is about to hit the piece of metal below 
>and between the flippers (where the kicker that returns the ball to the 
>ball storage area near the plunger is).  Just when the ball is about to hit 
>this piece of metal, give the machine a hard bump down and forward.  
>Depending on the speed of the ball, the distance between the piece of 
>metal and the flippers, and the tilt sensitivity, you may experience a 
>moderate degree of success at getting the ball back in play.

Also known as The Death Save.  For a machine with a relatively sensitive
Slam Tilt, but little Tilt, a variation on this technique is:

As the ball goes down the right lane, pull the game to the left - this
tends to normalize the behavior of the draining ball, and give you a better
push on the next part.  Hold up the LEFT FLIPPER and just as the ball comes
to the metal plate at the outhole, or slightly before (you have to get the
hang of it for each particular machine), move the machine quickly to the
right and slightly forward.  The ball should come to rest on the end of the
right flipper - quickly drop the left and flip the right.

I don't understand why you would want to hold up the right flipper for a
Death Save on a right drain.

Also, if you're playing a game with a center post but little or no Tilt,
you can sometimes manage a desperation Death Save by holding up both
flippers, pushing the machine forward quickly as the ball hits the lower
plate, so that the ball comes up past the post - then nudge the machine to
the right (putting the post under the ball), lower the flippers, and nudge
again to put the ball back into play off of the center post.  (I managed to
almost perfect this technique on a very forgiving Pinbot.)

Also, if you're going to try Death Saves, please pull the game out from the
wall.  If you're against the wall, your chances of a successful Death Save
decrease to almost nothing, and you run the risk of doing serious damage to
the upright portion of the machine.  Or pulling the plug out of the wall
(yes, happened to me once).

>	- Backhand shots:  this general term refers to any shot made with 
>the flipper that wouldn't be normally used.  (Example:  using the right 
>flipper to hit the right ramp in a game.)  These type of shots are usually 
>made from the edge of the flipper closest to the slingshots, and are 
>usually not as powerful or accurate as forehand shots.  However, being 
>able to use them effectively can increase scores.  Some games are more 
>friendly towards backhand shots than others;  experiment a little.

Also, a ball on the move - for example, moving left towards the left
flipper, is much more likely to head up something on the left if you flip a
little early.  A good example is after going through the rightmost loop on
Bride of Pinbot, the ball should come towards the middle of the left
flipper.  Slap the flipper a little bit before the ball really gets there,
and you can often backhand it up the steep left ramp.  Looks good, too.

>	- The "Bounce":  if a ball is heading toward a flipper, and you really 
>wish the ball was heading toward the other flipper so you can catch it, 
>just keep the flipper down and let it bounce off the flipper rubber and 
>over to the other flipper.  This won't work very well if the game you are 
>playing has loose flipper rubbers.
                ^^^ or dirty or torn

>	- The "Trap Pass":  with a flipper up and the ball caught on that 
>flipper, just release the flipper and very, very, very quickly give it a tap 
>back to the up position.  The ball should hit the lower corner of the 
>slingshot, hit the flipper (or the bottom part of the return lane), and 
>move over to the other flipper.  It's actually pretty easy to do;  all it 
>takes is a little practice.

And better to flip too soon than too late, as the worst that will usually
happen is that the ball will bobble about on the flipper a bit, or go back
up the inlane (which can be a good thing, if there's something lit there
that you want to get, like Hurry Up or an Extra Ball).

Excellent tips - if the pinball masses would read them, there might be hope
for them yet.

-- 
Kevin Martin
sigma@ipl.rpi.edu
"I told you I'd shoot, but you didn't believe me! WHY didn't you BELIEVE me?!"
Newsgroups: rec.games.pinball