Along with cradling... I employ the dead bounce whenever possible. Slowing the ball down, taking the energy out it as much as possible, ...can lead to quicker cradles. This goes along with what you said Travis about resisting the urge to just hit the ball always. dead bounce develops the trust of not hitting that ball, and letting it bounce over to the other flipper, and often a cradle can come out of that, or maybe just an easier shot as the ball is now moving slower
This is my first machine I have owned. I am having issues hitting the right ramp consistently. I can hit all other ramps and targets repeatedly and on demand. Inconsistently I can hit the right ramp from the right flipper but with more consistency then the left flipper. From stalled on the left flipper is it possible to hit the right ramp without hitting the shark tower or the pop bumper? Or am I missing some trick?
If this is #1, then #2 would have to be to have some understanding of the game you're playing. Too many casual players don't know what they're supposed to be shooting at most of the time. Have a plan.
Good stuff 🔥! I like this as a good first goal to focus on. By telling someone to practice cradling, you are giving them an easy to understand goal to work towards. It's less about the end-goal (actually having the ball cradled) and much more about what you will learn in the process of getting it there. You will find that you won't be looking at targets anymore, you'll be paying more attention to the ball's location, its behavior, and how you react to it in the lower third of the playfield. Pair this goal with watching "pinball skills" videos and you've got a good recipe for getting better. Over time, you will eventually learn that you have more control than you think you have, giving you the confidence and ability to better keep the ball in play. The best part about the skills you learn in the bottom third, is that they translate well from table to table.
In order to cradle, the ball needs to slow down. What helped me with that is just letting the ball dead bounce. If you don’t take that immediate hit on a speeding ball, you’ll be surprised how often you’ll get a manageable ball on the other flipper.
First thing I tell people that are learning to play pinball is only flip one flipper at a time, there first thought is if I flip both flippers then the ball will never go down. I then show them why it doesn't work that way.
I would love to hear Travis (or even all of Triple Drain) discuss what pinball game or games they would suggest for improving your pinball skills. And ideally, what pinball games are best for first time home buyers.
This advice is good for complete beginners, but for everyone else, I'm going to disagree with the video, mostly because this video describes the way I used to play. I am someone who played competitively as a "start and stop" (cradling) player since 2017. I got my friend into pinball during the pandemic, but he always insisted on playing on the fly, no matter how much I tried to tell him to just cradle the ball and slow down. After 2 years of playing together daily, it got to the point where he was competitive and even beating me-- even my league team considers him more consistent than me. Sure, it could be talent (or I could have problems), but my theory is that cradling the ball allows you to play for the game for longer, but does not give you as much practice as playing on the fly. When you play on the fly, you make mistakes at a much faster rate, and learn much faster what to do and not to do intuitively. Because he was insistent on always playing on the fly,-- not only was he able to pick up my flipper and nudging skills by watching me, he was able to practice those skills at a much faster rate than I was able to practice those and overtake my years of experience. And become more accurate in his shots-- even if I used a "quiet eye" or mentally visualized my shots, he's become much more adept at dialing in shots and making critical plays. If I were to give my own advice then, it would be to find a style that's fun for yourself (so you keep playing), then play to master one cool skill you saw someone else do. Eventually you'll be playing towards a Universal Style. When I finally conceded to him and started playing on the fly, it was a revelation.
Excellent advice Travis! You hit it spot on with "Managing Chaos" Pinball is full of highs and lows. How you control the pace of the game really helps in scoring more and more points every time you play. We'll see you at SLAP in a few weeks! 😎💪🏆
Cradling is great advice. Getting the ball to a cradle is the problem. There are a number of skills that are required to really cradle consistently. You mentioned a few if I remember correctly, dead bounce was one. Other skills you need to develop for cradling purposes are micro flips, over unders (Multi-ball), post bounces to slow the ball so you can cradle. My point being people have to develop other skills to be able to consistently and effectively cradle.
Very true. I think the dead bounce is the simplest one to explain and to pull off. It has the additional wow effect when people see how easy you can decrease speed by just doing nothing for a moment :)
I’m also a competitive foosball player and it’s the same thing. Cradling the ball, slow the game down, learn to control the ball. This is the most important base to build from.
Gracias, Andre. Eso es genial, ojalá tuviera esa habilidad! Por suerte, tenemos a una excelente técnica, Keri, que se encarga de todos nuestros juegos.
Thanks for the great and spot-on tutorials, always a pleasure to watch and learn. A question concerning the 7x activation: Would you also consider doing this during Bird Multiball or is it only recommended during Jetpack due to Double and Super JP?
No problem, appreciate the feedback. I'd say use it where you see fit. There's still a ton of points in Bird and I've seen players put up over a billion in that multiball alone.
From what I've seen, is it only possible to play Carnage multiball once per game? that's right? and congratulations on your game, you play very well, showww.
It's been a while since I've last played it. Usually I'm only doing one Carnage MB per game, but maybe it's possible to do it twice? I'll have to check and see.
This is one of my favorite art packages, but the fan layout just feels like a LOT - O - wood-choppin. Am I missing something here? 🤷♂️ Sincerely wondering. ✌️
Art package does look cool. It can get wood choppy in spots, but the ruleset more or less lends itself towards doing various things like combos, multiballs, starting key features, in order to get to the next part of the game. Sometimes that'll just be a natural occurrence when you need do to do "X" to get to "Y and Z".
@@ThePinballCompany Thank you! This pin (Premium only) has been flirting w me since it came out. Replayability is the biggest factor for me, and I’ve learned more since posting. This MAY be in my house by Xmas. 🤔 ✌️👍
Thank you for the great footage and sharing the testing with us. When will topper testing begin? Hoping down the road, in addition to the women's champion, we see the Truman State legend playing some FunHouse.
It seems like all the music has been pitch shifted down either a whole step or one and a half steps. Never heard of audio emulation getting screwed up in this way, admittedly. It’s also odd that some of the SFX’s are in tune, but some aren’t.
Shots can be deadly if missed from a forehand. Think about it as if you're trying to put the ball "through" the ramp / orbit / scoop as opposed to trying to hit the shot. Often times just that little mind trick is enough to help increase accuracy a little bit.
The flippers have zero power behind them.... Game looks like its sitting at 5.6 - 6.0 degrees and it still plays sluggish.....Nothing like the originals.
This game was played with the flippers on the lowest setting at 6.5 degrees. The flipper coils are adjustable at 5 different power levels with our prototype (all coils will also be adjustable on production builds). On one setting we can backhand the left ramp from a trap or on the fly, or send the ball flying past the lock mech in the back, which obviously isn't ideal. If a player wants super snappy flippers, the adjustments make it possible.
There is, I think* the autoplunger is only used though when the player selects the 2.0 game code (2.0 = Rudy's Nightmare mode). There's three different codes to choose from when playing the remakes. 1.0 is the original game code with the original rules, music, sounds and Ed Boon Rudy voice. 1.5 is the same as 1.0 but I think with extra lighting effects.