PINBALL FIELD GUIDES
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TechniquesDictionary

131 illustrated terms · written for players

See it. Name it.
Use it.

Pinball language becomes useful when you can recognize the object, read the ball’s path, and know why the rule matters. Search for a word or browse by family. Every result has a visual cue, a common confusion, and a path back to a real lesson or table.

Showing all 131 terms.

Three questions decode most pinball language

  1. What hardware did the ball touch?A target, lane, scoop, ramp, or powered device.
  2. Where is the ball going now?Name the feed, return side, speed, and immediate drain risk.
  3. What changed in the rules?Did you qualify, collect, multiply, or start something?

39 entries

Playfield parts

Name the hardware before you try to interpret the rule.

Playfield parts

Slingshot

Also called: sling

Recognition diagram for Slingshot
Recognition cueTriangular plastic and rubber beside each main flipper; it kicks sharply on contact.

Open full-size diagram →

A rubbered triangle above an inlane that fires the ball away when its switch is hit.

Why it matters
A sling can turn a safe-looking side feed into a fast, random return.
Common confusion
It is active and powered; a passive rubber post does not kick the ball.

Relevant technique lesson →Table example →

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Playfield parts

Pop bumper

Also called: jet bumper, thumper

Recognition diagram for Pop bumper
Recognition cueRound cap in a cluster, usually high on the playfield; listen for rapid firing.

Open full-size diagram →

A powered round bumper that kicks the ball in changing directions when contacted.

Why it matters
Bumpers build points, advance features, and create unpredictable exits.
Common confusion
A mushroom-shaped pop bumper is not a stationary post or standup target.

Relevant technique lesson →Table example →

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Playfield parts

Standup target

Also called: stationary target

Recognition diagram for Standup target
Recognition cueA flat colored face aimed toward the flippers; it stays standing after a hit.

Open full-size diagram →

A fixed vertical target that registers a hit but does not drop below the playfield.

Why it matters
Standups commonly qualify modes, locks, or letters.
Common confusion
A drop target disappears downward when completed; a standup stays visible.

Relevant technique lesson →Table example →

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Playfield parts

Drop target

Also called: drop

Recognition diagram for Drop target
Recognition cueA rectangular face in a slot; completed targets vanish from the bank.

Open full-size diagram →

A vertical target that drops below the playfield after a valid hit and later resets.

Why it matters
Dropping one target can open a shot, spell progress, or qualify an award.
Common confusion
It is not a standup target and should visibly move down when made.

Relevant technique lesson →Table example →

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Playfield parts

Target bank

Also called: bank

Recognition diagram for Target bank
Recognition cueTwo or more aligned standups or drops with matching art or letters.

Open full-size diagram →

A grouped row of targets treated as a set, often completed by hitting every member.

Why it matters
Finishing the bank often advances a rule once; repeated single hits may not.
Common confusion
A bank describes the group, not a bank shot that rebounds off another object.

Relevant technique lesson →Table example →

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Playfield parts

Rollover

Also called: rollover switch

Recognition diagram for Rollover
Recognition cueA thin wire, star, button, or hidden switch in a lane; usually marked by an insert.

Open full-size diagram →

A switch under or beside a lane that scores when the ball rolls across it.

Why it matters
Rollovers often spell lanes, change bonus, or identify which lane received the ball.
Common confusion
It does not propel the ball like a kickout or pop bumper.

Relevant technique lesson →Table example →

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Playfield parts

VUK

Also called: vertical up-kicker

Recognition diagram for VUK
Recognition cueThe ball vanishes into a hole, then rises sharply into a wireform or onto the playfield.

Open full-size diagram →

A vertical up-kicker that fires a captured ball upward from below the playfield.

Why it matters
The fixed ejection can create a learnable catch or shot opportunity.
Common confusion
VUK names the ejecting device; scoop names an entrance and kickout is broader.

Relevant technique lesson →Table example →

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Playfield parts

Shooter lane

Also called: launch lane

Recognition diagram for Shooter lane
Recognition cueUsually a narrow lane along the right side; follow its path from the waiting ball into play.

Open full-size diagram →

The channel where a ball waits before the player or autolauncher sends it into play.

Why it matters
Plunge strength and timing in this lane control many skill shots.
Common confusion
The shooter lane is the path; the plunger is the launching control.

Relevant technique lesson →Table example →

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Playfield parts

Plunger

Also called: manual shooter rod

Recognition diagram for Plunger
Recognition cueLook for the pull knob connected to a rod and spring at the front of the shooter lane.

Open full-size diagram →

The manually pulled, spring-loaded shooter rod used to launch a ball.

Why it matters
Fine launch control matters for plunge-based skill shots.
Common confusion
The manual plunger is hardware; a launch button electrically triggers a separate powered launcher.

Relevant technique lesson →Table example →

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Playfield parts

Magna-Save

Also called: magna save

Recognition diagram for Magna-Save
Recognition cueA dedicated cabinet button and a marked magnet area, usually near an outlane.

Open full-size diagram →

A player-controlled magnet that can pull a ball away from danger or change its route.

Why it matters
Correct timing can turn an outlane drain into continued play.
Common confusion
It is not automatic ball save; the player must activate it while available.

Relevant technique lesson →Browse table guides →

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Playfield parts

Insert

Recognition diagram for Insert
Recognition cueColored shapes and words sit flush with the playfield surface.

Open full-size diagram →

A translucent labeled window in the playfield illuminated from below to communicate rules state.

Why it matters
Reading inserts tells you what is qualified, active, or completed without relying only on the display.
Common confusion
The insert is an indicator, not usually the physical switch that scores the shot.

Relevant technique lesson →Browse table guides →

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Playfield parts

Magnet

Recognition diagram for Magnet
Recognition cueThe ball pauses, accelerates, or changes direction without visible contact.

Open full-size diagram →

An electromagnet under or above the playfield that grabs, releases, or alters the ball’s motion.

Why it matters
Magnets can create controlled feeds, random motion, or player-operated saves.
Common confusion
A magnet effect is powered and temporary, unlike a simple metal guide.

Relevant technique lesson →Table example →

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Playfield parts

Captive ball

Recognition diagram for Captive ball
Recognition cueA second ball is visible behind posts or a gate and moves only within a small track.

Open full-size diagram →

A ball trapped in a short lane that the active ball strikes but cannot release into normal play.

Why it matters
Repeated hits commonly build value or qualify an award.
Common confusion
It is not a locked playable ball and does not join multiball.

Relevant technique lesson →Browse table guides →

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Playfield parts

Bash toy

Also called: bash target

Recognition diagram for Bash toy
Recognition cueA character, door, ship, or building sits directly in a shot path and reacts to impacts.

Open full-size diagram →

A themed physical object intended to be hit repeatedly by the ball.

Why it matters
Hits often qualify a mode or multiball while producing unpredictable rebounds.
Common confusion
Artwork alone is not a bash toy; the ball must interact with it.

Relevant technique lesson →Table example →

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Playfield parts

Ball trough

Also called: trough

Recognition diagram for Ball trough
Recognition cueBalls disappear below the drain and later roll or kick into launch position.

Open full-size diagram →

The below-playfield channel that stores drained balls and serves them to the shooter lane.

Why it matters
Trough switches let the game count balls and know when multiball has ended.
Common confusion
It is storage hardware, not the center drain opening itself.

Relevant technique lesson →Browse table guides →

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Playfield parts

Autolauncher

Also called: autoplunger

Recognition diagram for Autolauncher
Recognition cueThe game fires the shooter-lane ball automatically during multiball or a feature.

Open full-size diagram →

A powered mechanism that launches a ball without a manual pull of the plunger.

Why it matters
Quick manual-plunge opportunities and multiball serve timing can depend on it.
Common confusion
A launch button may trigger an autolauncher even when the cabinet has no pull rod.

Relevant technique lesson →Table example →

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Playfield parts

Shot arrow

Also called: arrow insert

Recognition diagram for Shot arrow
Recognition cueA colored arrow points into a ramp, orbit, loop, or target lane.

Open full-size diagram →

An arrow-shaped insert that shows a major shot’s current rules state.

Why it matters
Its color and flash pattern often distinguish available objectives.
Common confusion
The arrow communicates the rule; the physical shot is the lane or device beyond it.

Relevant technique lesson →Table example →

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Playfield parts

Playfield

Recognition diagram for Playfield
Recognition cueLook beneath the glass at the surface where the ball rolls and strikes features.

Open full-size diagram →

The inclined playing surface carrying the flippers, targets, lanes, and other game mechanisms.

Why it matters
A playfield map locates shots; it is separate from a scoring display or decorative backglass.
Common confusion
An upper mini-playfield is another playing surface within the same game.

Relevant technique lesson →Browse table guides →

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Playfield parts

Flipper heel

Also called: flipper base

Recognition diagram for Flipper heel
Recognition cueLook for the wider base nearest the inlane return and rotation shaft.

Open full-size diagram →

The broad end of a flipper around its pivot, opposite the tip.

Why it matters
A stable cradle usually settles near this end of a raised flipper.
Common confusion
Heel contact is a physical location, not a universal early-input instruction.

Relevant technique lesson →Browse table guides →

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Playfield parts

Switch

Recognition diagram for Switch
Recognition cueA rollover wire or target can actuate a switch; an optical sensor detects a ball without contact.

Open full-size diagram →

A sensing device that reports an event such as a ball hitting a target or entering a lane.

Why it matters
The game changes score or rules when the relevant input is detected.
Common confusion
A switch senses an event. A coil or motor supplies movement; an insert communicates state.

Relevant technique lesson →Browse table guides →

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Playfield parts

Action / lockbar button

Also called: lockbar button, action button

Recognition diagram for Action / lockbar button
Recognition cueLook for the large button near the player's hands and read its current display prompt.

Open full-size diagram →

A player button whose job depends on the current game or feature, often mounted in the lockdown bar.

Why it matters
It can activate a special feature or select and retry a lesson in this trainer.
Common confusion
Action describes its role; a button may also serve as a launcher if the game assigns that function.

Relevant technique lesson →Browse table guides →

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Playfield parts

Launch button

Recognition diagram for Launch button
Recognition cuePressing the button triggers a launch without pulling a spring-loaded rod.

Open full-size diagram →

An electrical button that tells the game to launch a waiting ball using a powered mechanism.

Why it matters
Button timing can matter even when manual plunge strength is unavailable.
Common confusion
The button is the input; the autolauncher is the hardware that strikes the ball.

Relevant technique lesson →Browse table guides →

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Playfield parts

Apron

Recognition diagram for Apron
Recognition cueLook for the panel between the flipper area and front cabinet glass edge.

Open full-size diagram →

The cover at the player's end of the playfield, below the main flippers, often holding instruction cards.

Why it matters
It helps locate the drain area and hardware involved in an unexpected returning ball.
Common confusion
The apron is a cover; it is not the playing surface, backglass, or ball trough.

Relevant technique lesson →Browse table guides →

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Playfield parts

Physical lock

Recognition diagram for Physical lock
Recognition cueA ball stays in a lane, hole, or other holding device instead of immediately returning.

Open full-size diagram →

A mechanism that retains a ball out of normal play until the game releases it.

Why it matters
Physical locks can store balls for a later multiball release.
Common confusion
A virtual lock credits progress without keeping the ball in the mechanism.

Relevant technique lesson →Table example →

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Playfield parts

Backbox

Also called: head

Recognition diagram for Backbox
Recognition cueIt surrounds the backglass and may house displays, speakers, and electronics.

Open full-size diagram →

The upright cabinet housing above the rear of a pinball machine.

Why it matters
It separates the display housing from the playing cabinet below it.
Common confusion
Backglass means the glass/art panel; backbox means the enclosing structure.

Relevant technique lesson →Browse table guides →

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Playfield parts

Outhole

Recognition diagram for Outhole
Recognition cueBelow the apron, a lost ball reaches a switch and may be kicked into the storage trough.

Open full-size diagram →

A ball-collection position or mechanism that receives a drained ball on applicable machines.

Why it matters
Its switch and eject mechanism are part of the game's end-of-ball handling.
Common confusion
Drain describes losing the ball; outhole identifies hardware, and modern trough arrangements vary.

Relevant technique lesson →Browse table guides →

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5 entries

Shot geometry

Recognize the entrance, the path, and the return.

Shot geometry

Orbit

Also called: outer loop

Recognition diagram for Orbit
Recognition cueAn opening near a side that curves behind the upper playfield and may exit on the other side.

Open full-size diagram →

A long lane that travels around the outside or upper edge of the playfield.

Why it matters
Orbit shots build speed and can feed either flipper, bumpers, or a diverter.
Common confusion
A full orbit crosses the upper game; a loop may return on the same side.

Relevant technique lesson →Table example →

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Shot geometry

Loop

Recognition diagram for Loop
Recognition cueLook for a curved guide; observe whether the ball returns on the same or opposite side.

Open full-size diagram →

A curved lane that sends the ball around a turn and back toward the lower playfield.

Why it matters
Repeated loops often build value, combos, or mode progress.
Common confusion
Players sometimes use loop and orbit loosely; the return path is the useful distinction.

Relevant technique lesson →Table example →

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Shot geometry

Scoop

Also called: hole

Recognition diagram for Scoop
Recognition cueA mouth-like opening below playfield level; a made ball disappears before being returned.

Open full-size diagram →

A recessed opening that captures the ball for a switch, award, or mode start.

Why it matters
Scoops commonly collect awards, start modes, or route the ball to another device.
Common confusion
A scoop describes the entrance; a VUK or kickout may be the mechanism that returns the ball.

Relevant technique lesson →Table example →

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Shot geometry

Saucer

Also called: eject hole

Recognition diagram for Saucer
Recognition cueThe ball remains visible in a dish rather than disappearing below the playfield.

Open full-size diagram →

A shallow circular depression that holds the ball on the visible playfield before kicking it out.

Why it matters
Saucer exits can be repeatable feeds worth learning.
Common confusion
A scoop is deeper; a VUK ejects vertically from below.

Relevant technique lesson →Table example →

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3 entries

Shot families

These terms describe where and how you send the ball.

Shot families

Forehand

Also called: cross-playfield shot

Recognition diagram for Forehand
Recognition cueOn a right flipper, a common forehand travels leftward across the playfield.

Open full-size diagram →

A shot taken across the natural swing of the flipper, usually toward the opposite side.

Why it matters
It offers a broad timing range for many major shots.
Common confusion
The shot’s actual direction depends on contact point and table geometry.

Relevant technique lesson →Table example →

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Shot families

Backhand

Also called: same-side shot

Recognition diagram for Backhand
Recognition cueLeft flipper to a left-side shot or right flipper to a right-side shot.

Open full-size diagram →

A shot from a flipper toward a target on that same side of the playfield.

Why it matters
A backhand can shorten travel and avoid a risky cross-playfield setup.
Common confusion
Same-side does not guarantee an early or late flip; speed and geometry decide timing.

Relevant technique lesson →Table example →

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Shot families

Plunge

Also called: launch

Recognition diagram for Plunge
Recognition cueThe ball begins stationary in the shooter lane and travels upward.

Open full-size diagram →

The act of launching a ball from the shooter lane with a manual or automatic launcher.

Why it matters
A controlled plunge can collect a skill shot or create a safer feed.
Common confusion
A soft plunge and full plunge are choices within the same action.

Relevant technique lesson →Table example →

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6 entries

Feeds and ball states

Read what the ball is doing before choosing an input.

Feeds and ball states

Ramp return

Also called: wireform return

Recognition diagram for Ramp return
Recognition cueTrace the elevated rail from the ramp exit to where the ball drops back down.

Open full-size diagram →

The wireform or track that carries a made ramp shot back toward a flipper or lane.

Why it matters
Knowing the return side lets you plan the next shot before the ball arrives.
Common confusion
The entrance is the ramp shot; the return is the path after the shot succeeds.

Relevant technique lesson →Table example →

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Feeds and ball states

Feed

Also called: return

Recognition diagram for Feed
Recognition cueIdentify where it comes from, which side receives it, and whether it rolls, bounces, or falls.

Open full-size diagram →

The ball’s incoming path and speed as it approaches a flipper or danger area.

Why it matters
Technique choice should follow the actual feed rather than the desired shot alone.
Common confusion
A shot describes where you send the ball; a feed describes how it comes back.

Relevant technique lesson →Browse table guides →

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Feeds and ball states

Reject

Also called: rejected shot

Recognition diagram for Reject
Recognition cueThe ball climbs partway, loses speed, then reverses down the same entrance.

Open full-size diagram →

A shot that enters a lane or ramp but fails to complete and comes back toward the flippers.

Why it matters
Rejects are fast, dangerous, and should trigger a prepared recovery rather than surprise.
Common confusion
A clean miss never enters the shot; a reject enters but does not finish.

Relevant technique lesson →Table example →

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Feeds and ball states

Brick

Also called: bricked shot

Recognition diagram for Brick
Recognition cueThe ball stops or reverses abruptly instead of entering the intended lane.

Open full-size diagram →

A hard miss that hits the front or edge of a target and rebounds dangerously.

Why it matters
Recognizing a brick early gives you time to abandon the scoring plan and defend.
Common confusion
A reject travels into the shot before returning; a brick usually fails at the entrance.

Relevant technique lesson →Table example →

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Feeds and ball states

SDTM

Also called: straight down the middle

Recognition diagram for SDTM
Recognition cueThe path points through the central gap with little or no sideward angle.

Open full-size diagram →

Short for straight down the middle: a ball traveling toward the center drain between the flippers.

Why it matters
Early recognition determines whether a nudge, slap save, or ball save can help.
Common confusion
It describes the path, not every center drain and not an automatic judgment that it was unavoidable.

Relevant technique lesson →Table example →

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22 entries

Flipper skills

The contact order matters more than the nickname.

Flipper skills

Dead bounce

Also called: dead flip

Recognition diagram for Dead bounce
Recognition cueLeave the first-contact flipper down; after the rebound, prepare the opposite flipper for the actual return.

Open full-size diagram →

Letting a descending ball hit an unraised flipper so its energy carries it to the opposite flipper.

Why it matters
It can turn a fast unsafe feed into control without adding flipper energy.
Common confusion
It is intentional non-action, not a missed flip; the feed must suit the move.

Relevant technique lesson →Browse table guides →

MAYA: illustrated flipper skills

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Flipper skills

Live catch

Also called: stall

Recognition diagram for Live catch
Recognition cuePress shortly before contact; the ball and flipper arrive at the catch point together.

Open full-size diagram →

Raising the flipper so the ball meets it near the top of its stroke and loses momentum into a cradle.

Why it matters
A good live catch converts a controlled incoming feed directly into a trap.
Common confusion
Holding the flipper up long before contact produces a bounce, not a live catch.

Relevant technique lesson →Browse table guides →

MAYA: illustrated flipper skills

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Flipper skills

Drop catch

Recognition diagram for Drop catch
Recognition cueStart raised, then release as the ball arrives. The slowed ball rolls down the lowered bat; prepare your next shot.

Open full-size diagram →

Releasing a raised flipper as the ball contacts it so the downward motion absorbs energy.

Why it matters
It reduces the incoming bounce so you can aim the next shot; it normally does not leave a stationary cradle.
Common confusion
A live catch starts with the flipper down and raises into contact.

Relevant technique lesson →Browse table guides →

MAYA: illustrated flipper skills

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Flipper skills

Post pass

Recognition diagram for Post pass
Recognition cueStart trapped; the ball contacts the post beside the sending flipper before crossing.

Open full-size diagram →

Using a quick motion of a held flipper to bounce a cradled ball off the nearby post and across to the other flipper.

Why it matters
It transfers control when the desired shot is easier from the other side.
Common confusion
It depends on post geometry and rubber; it is not equally reliable on every table.

Relevant technique lesson →Browse table guides →

MAYA: illustrated flipper skills

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Flipper skills

Tap pass

Also called: tap-over

Recognition diagram for Tap pass
Recognition cueThe sending flipper barely rises; the ball rolls or hops toward the opposite side.

Open full-size diagram →

A very short flipper pulse that moves a trapped ball across without taking a full shot.

Why it matters
It changes shooting side while limiting speed.
Common confusion
Too much button time becomes a full flip and can launch the ball upfield.

Relevant technique lesson →Browse table guides →

MAYA: illustrated flipper skills

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Flipper skills

Ski pass

Recognition diagram for Ski pass
Recognition cueThe ball travels around or over the sending flipper’s tip rather than being shot upfield.

Open full-size diagram →

A passive transfer: an inlane feed rolls along an already raised flipper and carries across the gap.

Why it matters
It changes sides without a flip when the rolling feed has enough speed and the geometry permits it.
Common confusion
The name covers geometry-sensitive variants; use the course’s exact setup.

Relevant technique lesson →Browse table guides →

MAYA: illustrated flipper skills

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Flipper skills

Cradle separation

Also called: separation

Recognition diagram for Cradle separation
Recognition cueBegin with two balls held together; one crosses while one remains parked.

Open full-size diagram →

A multiball transfer that releases one ball from a two-ball cradle while retaining the other.

Why it matters
It creates the useful one-held, one-live multiball formation.
Common confusion
Releasing both balls is a failed separation, not the technique’s goal.

Relevant technique lesson →Table example →

Dead Flip: named animated demonstration

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Flipper skills

Over-under

Recognition diagram for Over-under
Recognition cueTrack the lifted ball returning to its original side while the second ball transfers beneath it.

Open full-size diagram →

In Dead Flip’s example, lift one ball from a two-ball cradle, pass the other underneath, then catch one on each side.

Why it matters
It separates a crowded cradle so you can control the two balls independently.
Common confusion
It is an advanced recognition-and-timing move, not a guaranteed escape pattern.

Relevant technique lesson →Browse table guides →

Dead Flip: named animated demonstration

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Flipper skills

Microflip

Also called: mini-flip

Recognition diagram for Microflip
Recognition cueThe flipper moves only part of a normal stroke and the ball advances a short distance.

Open full-size diagram →

A deliberately tiny button pulse used to make a small positional change.

Why it matters
It can settle, pass, or realign a ball without launching a full shot.
Common confusion
It describes input size; the intended result may be a stop, pass, or tip.

Relevant technique lesson →Browse table guides →

MAYA: illustrated flipper skills

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Flipper skills

Slap save

Recognition diagram for Slap save
Recognition cueThe ball is near the center gap; a sharp side input accompanies the urgent flipper action.

Open full-size diagram →

A rapid flipper-and-cabinet defensive move that shifts a center-bound ball toward a flipper tip.

Why it matters
It can rescue some near-SDTM paths when used before the ball is too low.
Common confusion
It is not permission to strike or abuse the cabinet; tilt settings still apply.

Relevant technique lesson →Browse table guides →

Dead Flip: named animated demonstration

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Flipper skills

Shatz

Also called: inlane shot

Recognition diagram for Shatz
Recognition cueThe ball crosses low between the flippers, climbs an inlane, and returns toward the same area.

Open full-size diagram →

A flipper shot that sends the ball up the opposite inlane from below.

Why it matters
It can collect an inlane rollover or transfer the ball without shooting the upper playfield.
Common confusion
The path goes up an inlane; a tap pass simply transfers across the flippers.

Relevant technique lesson →Browse table guides →

MAYA: illustrated flipper skills

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Flipper skills

Rolling Shatz

Recognition diagram for Rolling Shatz
Recognition cueA rolling side feed reaches the flipper and is redirected across and up the opposite inlane.

Open full-size diagram →

A Shatz attempted while the ball is still moving rather than first settling into a cradle.

Why it matters
It combines a transfer and rollover collection without stopping first.
Common confusion
It needs a suitable feed; it is not merely a faster standard Shatz.

Relevant technique lesson →Browse table guides →

MAYA: illustrated flipper skills

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Flipper skills

Rolling tap pass

Recognition diagram for Rolling tap pass
Recognition cueThe ball rolls down a flipper and a short pulse redirects it to the other side.

Open full-size diagram →

A small transfer pulse applied to a moving ball instead of a stationary trapped ball.

Why it matters
It preserves flow when a full stop is unnecessary or unavailable.
Common confusion
Its timing differs from a tap pass that begins from a settled cradle.

Relevant technique lesson →Browse table guides →

MAYA: illustrated flipper skills

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Flipper skills

Tip pass

Recognition diagram for Tip pass
Recognition cueThe ball meets the outer end of the bat and crosses low toward the other side.

Open full-size diagram →

A small release-and-reengage near the tip that helps a ball cross from an already raised flipper.

Why it matters
It can move a ball that never reaches the safer inner cradle position.
Common confusion
It is more exposed than a base-of-flipper cradle transfer.

Relevant technique lesson →Browse table guides →

MAYA: illustrated flipper skills

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Flipper skills

Transfer

Also called: flipper transfer

Recognition diagram for Transfer
Recognition cueThe ball crosses the center safely and arrives at the intended receiving side.

Open full-size diagram →

Any controlled move that changes which flipper or side has the ball.

Why it matters
Choosing the shooting side is often more important than shooting immediately.
Common confusion
Transfer is the goal; post pass, tap pass, and dead bounce are specific methods.

Relevant technique lesson →Browse table guides →

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Flipper skills

Shielding

Also called: flipper guard

Recognition diagram for Shielding
Recognition cueThe threatened center path is covered while the opposite side remains ready.

Open full-size diagram →

Positioning or raising a flipper to protect the center while a dangerous ball rebounds nearby.

Why it matters
It buys defensive coverage when the exact rebound is uncertain.
Common confusion
Blindly holding both flippers up can widen other drain paths.

Relevant technique lesson →Browse table guides →

MAYA: illustrated flipper skills

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Flipper skills

Stage flipping

Also called: staging

Recognition diagram for Stage flipping
Recognition cueThe lower bat moves while the linked upper bat stays down until a deeper press.

Open full-size diagram →

Using a partial cabinet-button press to operate a lower flipper without activating an upper flipper on compatible machines.

Why it matters
It preserves an upper-flipper opportunity or avoids an unwanted upper flip.
Common confusion
It requires staged switches and compatible configuration; many virtual setups map both together.

Relevant technique lesson →Table example →

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Flipper skills

Lazarus

Also called: Lazarus ball

Recognition diagram for Lazarus
Recognition cueThe ball disappears below the bat line, strikes the apron or trough area, then returns upward.

Open full-size diagram →

A rare rebound in which a ball entering the center drain hits hardware below the flippers and bounces back into play.

Why it matters
Recognizing it keeps you from abandoning a ball that has unexpectedly returned.
Common confusion
A naturally returning ball is different from deliberately striking the cabinet after a drain; the rebound depends on geometry and is not a reliable save.

Relevant technique lesson →Browse table guides →

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Flipper skills

Valet

Also called: valet pass

Recognition diagram for Valet
Recognition cueWatch the arriving ball and the small microflip that lifts the existing cradle balls out of its way.

Open full-size diagram →

A multiball regather: briefly move the balls already cradled on a flipper to make room for another arriving ball.

Why it matters
It aims to regather the arriving ball with the others instead of letting their collision scatter them.
Common confusion
The goal is to park the balls together, not necessarily pass one to the other flipper; success depends on timing and feed.

Relevant technique lesson →Browse table guides →

Adam’s Valet explanation, post 26

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Flipper skills

Snowman

Recognition diagram for Snowman
Recognition cueThree balls held together at one flipper. Count all three, then note which balls touch each other and which touch the flipper or post — that contact pattern, not the name, tells you what moves first.

Open full-size diagram →

A community name used for three-ball cradle separation in advanced multiball play.

Why it matters
A three-ball cluster does not behave like a two-ball cradle, so it needs its own read before you release. Build verified two-ball control first, then assess the cluster.
Common confusion
Players use the name inconsistently; do not infer timing from the label alone.

Relevant technique lesson →Browse table guides →

Three-ball terminology, post 24; exact sequence unverified

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Flipper skills

Newton

Also called: Newton maneuver

Recognition diagram for Newton
Recognition cueOne moving ball strikes a held or stored ball. Watch the contact point: momentum transfers to the struck ball while the striking ball slows or stops.

Open full-size diagram →

A community label for an advanced ball-to-ball interaction used to alter motion.

Why it matters
Reading the collision tells you which ball stays live and which you can control next. Deciding what to do after contact matters more than any fixed recipe.
Common confusion
The term is not standardized enough to promise one universal setup.

Relevant technique lesson →Browse table guides →

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Flipper skills

Air defense

Recognition diagram for Air defense
Recognition cueIn Dead Flip’s demonstration, one ball rolls down the right flipper while another approaches; the shot makes them collide.

Open full-size diagram →

A multiball deflection: shoot a controlled ball into an approaching ball to redirect its path.

Why it matters
Recognizing both paths lets you use a ball-to-ball collision to interrupt a dangerous return.
Common confusion
Air defense here names Dead Flip’s two-ball maneuver; it does not simply mean defending an airborne ball.

Relevant technique lesson →Browse table guides →

Dead Flip: named animated demonstration

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28 entries

Rules and scoring

Separate qualifying, collecting, and multiplying.

Rules and scoring

Lock

Also called: ball lock

Recognition diagram for Lock
Recognition cueA physical lock visibly holds balls; a virtual lock records progress while returning the same ball.

Open full-size diagram →

A device or rule state that holds or credits a ball toward starting multiball.

Why it matters
Locks tell you how close multiball is and whether the next shot will start it.
Common confusion
A lock can be physical or virtual; the word does not always mean a ball remains trapped.

Relevant technique lesson →Table example →

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Rules and scoring

Skill shot

Recognition diagram for Skill shot
Recognition cueLit lanes or targets appear during the initial plunge, often with a moving selection.

Open full-size diagram →

An aimed or timed opening award. Some games also offer it again on specified relaunches.

Why it matters
It gives immediate points, progress, or a strategic award before ordinary play.
Common confusion
The exact shot and timing are table-specific; not every launch scores it.

Relevant technique lesson →Table example →

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Rules and scoring

Super skill shot

Recognition diagram for Super skill shot
Recognition cueLook for a display prompt or changed inserts when a flipper is held before launch.

Open full-size diagram →

A harder alternate opening shot, often selected by holding a flipper or using a full plunge.

Why it matters
It may award more points or a stronger strategic benefit than the normal skill shot.
Common confusion
It is game-specific and may not exist on a given table.

Relevant technique lesson →Table example →

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Rules and scoring

Combo

Also called: combination shot

Recognition diagram for Combo
Recognition cueA successful first shot lights or flashes the next possible shots.

Open full-size diagram →

A game-recognized sequence of shots, usually made in a required order within a time window.

Why it matters
Combos multiply value, advance features, or reduce the number of separate setups needed.
Common confusion
Repeated shots are not automatically a combo unless the rules recognize the sequence.

Relevant technique lesson →Table example →

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Rules and scoring

Wizard mode

Also called: finale

Recognition diagram for Wizard mode
Recognition cueThe game announces a finale and changes many shots or rules at once.

Open full-size diagram →

A major late-game feature reached after completing a large set of objectives.

Why it matters
It is often the table’s central long-term goal and largest scoring opportunity.
Common confusion
Some games have mini-wizard modes before the final wizard mode.

Relevant technique lesson →Table example →

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Rules and scoring

Multiball

Also called: MB

Recognition diagram for Multiball
Recognition cueTwo or more balls are live together, served from the trough or released from locks.

Open full-size diagram →

A feature with two or more balls active on the playfield at the same time.

Why it matters
Count the live balls and learn this feature’s scoring opportunities; jackpots and add-a-ball are not universal.
Common confusion
A two-ball feature is still multiball; a ball save alone is not.

Relevant technique lesson →Table example →

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Rules and scoring

Jackpot

Also called: JP

Recognition diagram for Jackpot
Recognition cueOne or more arrows flash and the display shows JACKPOT after collection.

Open full-size diagram →

A major award collected by making a designated shot during multiball or another qualified feature.

Why it matters
Jackpots are usually the repeatable scoring objective during multiball.
Common confusion
The word describes a rules award, not simply any large score.

Relevant technique lesson →Table example →

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Rules and scoring

Super jackpot

Also called: super

Recognition diagram for Super jackpot
Recognition cueA higher-tier jackpot becomes available after the game-specific setup, sometimes at the same shot.

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A higher-tier jackpot earned after completing the game’s required regular jackpots or setup.

Why it matters
Its value often makes route planning and ball control worthwhile.
Common confusion
Its starting condition varies: check which prerequisites this game requires and where it is collected.

Relevant technique lesson →Table example →

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Rules and scoring

Add-a-ball

Also called: add a ball

Recognition diagram for Add-a-ball
Recognition cueA new ball launches while at least one other ball remains active.

Open full-size diagram →

An award that serves another ball into an active multiball, often also refreshing ball save.

Why it matters
It extends the scoring window and can restore a safer ball count.
Common confusion
It adds to the current multiball; an extra ball is used after the current ball ends.

Relevant technique lesson →Table example →

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Rules and scoring

Ball save

Recognition diagram for Ball save
Recognition cueAn insert or display indicates BALL SAVE; a quick drain triggers a relaunch.

Open full-size diagram →

Protection that replaces a qualifying drained ball, often limited by a timer or a number of saves.

Why it matters
Its remaining time changes how aggressively you can shoot or recover multiball.
Common confusion
It does not cover every drain. A Shoot Again lamp can instead mean an earned extra ball; read the game’s rules.

Relevant technique lesson →Table example →

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Rules and scoring

Multiplier

Also called: X

Recognition diagram for Multiplier
Recognition cueA 2×, 3×, or higher indicator appears near the affected rule or on the display.

Open full-size diagram →

A factor that increases an award, shot, playfield scoring, or end-of-ball bonus.

Why it matters
Stacking a multiplier with a valuable feature can outweigh many ordinary shots.
Common confusion
Confirm what is multiplied: a shot, a mode, the playfield, or bonus.

Relevant technique lesson →Table example →

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Rules and scoring

Playfield multiplier

Also called: PF multiplier

Recognition diagram for Playfield multiplier
Recognition cueThe display or inserts announce 2X or 3X PLAYFIELD for a limited period.

Open full-size diagram →

A multiplier applied broadly to eligible playfield scoring, often for a limited time.

Why it matters
Starting high-value modes or multiball under it can create the table’s best scoring stack.
Common confusion
It may exclude certain awards and differs from bonus multiplier.

Relevant technique lesson →Table example →

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Rules and scoring

Bonus

Also called: end-of-ball bonus

Recognition diagram for Bonus
Recognition cueThe end-of-ball display counts categories before the next ball begins.

Open full-size diagram →

Points accumulated during a ball and usually counted after it drains.

Why it matters
Building and multiplying bonus can make controlled progress valuable even without a jackpot.
Common confusion
Bonus is not necessarily awarded immediately when its components are collected.

Relevant technique lesson →Table example →

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Rules and scoring

Qualify

Also called: light

Recognition diagram for Qualify
Recognition cueAn insert changes from dark or steady to lit or flashing after the requirement is met.

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To complete the prerequisite that makes a later shot or award available.

Why it matters
Separating qualification from collection clarifies what your next shot actually does.
Common confusion
Qualifying an award does not always collect or start it.

Relevant technique lesson →Table example →

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Rules and scoring

Collect

Also called: cash in

Recognition diagram for Collect
Recognition cueThe display confirms the points or feature after the lit collection shot is hit.

Open full-size diagram →

To make the shot that actually awards a qualified value or starts a ready feature.

Why it matters
Many strategies fail by qualifying something and then neglecting its collection shot.
Common confusion
Progress toward an award is not the same as collecting it.

Relevant technique lesson →Table example →

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Rules and scoring

Stack

Also called: stacking

Recognition diagram for Stack
Recognition cueMultiple mode names, timers, or jackpot rules remain active simultaneously.

Open full-size diagram →

To run two or more scoring features at the same time so shots can advance or score them together.

Why it matters
A good stack can make one accurate shot score in several systems at once.
Common confusion
Starting features close together does not guarantee they interact; rules can pause or exclude others.

Relevant technique lesson →Table example →

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Rules and scoring

Lane change

Also called: lane-change

Recognition diagram for Lane change
Recognition cuePressing a flipper shifts the illuminated rollover from one lane to another.

Open full-size diagram →

A flipper-button action that moves lit lane indicators before the ball reaches them.

Why it matters
It lets you steer completion without physically changing the ball’s path.
Common confusion
It changes lamps, not the ball; timing must happen before the rollover closes.

Relevant technique lesson →Table example →

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Rules and scoring

Mystery award

Also called: mystery

Recognition diagram for Mystery award
Recognition cueA MYSTERY insert lights and the display reveals the selected result after collection.

Open full-size diagram →

A qualified shot that chooses from a table-defined list of possible awards.

Why it matters
It can supply progress, points, ball save, or other help depending on the game.
Common confusion
The selection may be weighted or state-dependent rather than purely random.

Relevant technique lesson →Table example →

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Rules and scoring

Replay

Recognition diagram for Replay
Recognition cueThe machine knocks or announces REPLAY after the threshold is crossed.

Open full-size diagram →

An award traditionally granting a free game when a score threshold or special is reached.

Why it matters
On free-play or virtual setups it may be ceremonial, award credit, or be remapped by settings.
Common confusion
A replay is not an extra ball within the same game.

Relevant technique lesson →Browse table guides →

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Rules and scoring

Progressive value

Also called: build value

Recognition diagram for Progressive value
Recognition cueThe display shows the same named award increasing after each qualifying hit.

Open full-size diagram →

A score value that grows through repeated actions and may carry until collected or reset.

Why it matters
Building before collecting can create a larger payoff, but delaying may risk losing the setup.
Common confusion
It is not necessarily permanent across balls or players.

Relevant technique lesson →Table example →

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Rules and scoring

EOB

Also called: end of ball

Recognition diagram for EOB
Recognition cueThe flippers stop and the display tallies bonus before the next ball.

Open full-size diagram →

Abbreviation for end of ball, the period after a drain when bonus and other summaries are counted.

Why it matters
EOB rules determine when banked progress turns into score.
Common confusion
It does not mean end of the whole game unless no balls remain.

Relevant technique lesson →Table example →

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Rules and scoring

Hold bonus

Also called: bonus hold

Recognition diagram for Hold bonus
Recognition cueThe display or insert announces that some bonus value will carry over.

Open full-size diagram →

An award that preserves specified bonus progress for a later ball under that game's rules.

Why it matters
Carried bonus can make the next ball's final count more valuable.
Common confusion
The award may hold base bonus, a multiplier, or selected components; it does not universally preserve everything.

Relevant technique lesson →Browse table guides →

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8 entries

Nudging and tilt

Use cabinet movement deliberately and observe the warning state.

Nudging and tilt

Nudge

Recognition diagram for Nudge
Recognition cueWatch the next useful surface, move just before contact, then stop and play the new rebound.

Open full-size diagram →

A brief cabinet movement timed to change how the ball meets a post, rubber, wall, guide, or flipper.

Why it matters
A small early correction can prevent a drain or turn a dangerous return into a ball a flipper can reach.
Common confusion
The cabinet moves around the ball, so the helpful rebound may travel in a different direction from your hands.

Relevant technique lesson →Browse table guides →

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Nudging and tilt

Tilt warning

Also called: danger

Recognition diagram for Tilt warning
Recognition cueThe display announces a warning. Stop moving the cabinet, follow the ball, and use the flippers for the next recovery if you can.

Open full-size diagram →

The game’s notice that your cabinet movement crossed its current warning threshold without yet ending the ball.

Why it matters
A warning helps you judge whether the last move was late, too strong, or followed by unnecessary extra movement.
Common confusion
It does not promise that another identical move is safe; the virtual tilt bob can still be carrying motion.

Relevant technique lesson →Browse table guides →

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Nudging and tilt

Tilt

Recognition diagram for Tilt
Recognition cueTILT appears and the ball drains without normal play continuing.

Open full-size diagram →

The penalty state that disables normal scoring and flippers for excessive movement on the current ball.

Why it matters
Tilt management is part of deciding whether a save attempt is worth the risk.
Common confusion
A tilt warning is not yet a tilt; slam tilt is a separate, harsher switch.

Relevant technique lesson →Browse table guides →

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Nudging and tilt

Tilt bob

Also called: plumb bob

Recognition diagram for Tilt bob
Recognition cueOn a physical machine, a metal pendulum swings inside a ring. In VPX, a virtual tilt bob can carry movement forward after your hands stop.

Open full-size diagram →

The movement detector that makes excessive or repeated nudging risk a warning or tilt.

Why it matters
Its continuing motion is why several individually modest nudges can combine into a warning or tilt.
Common confusion
There is no universal safe waiting time or force; learn the response of the table you are playing.

Relevant technique lesson →Browse table guides →

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Nudging and tilt

Slide save

Recognition diagram for Slide save
Recognition cueThe cabinet moves laterally as the ball approaches the lower center.

Open full-size diagram →

A broader cabinet move intended to shift both flipper reach and the center gap relative to a draining ball.

Why it matters
It can bring a flipper tip under a path that would otherwise miss.
Common confusion
It uses more cabinet motion than a small nudge; a death save is a different, much more violent maneuver.

Relevant technique lesson →Browse table guides →

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Nudging and tilt

Death save

Recognition diagram for Death save
Recognition cueThe ball has already passed a flipper through an outlane while the player moves the cabinet forcefully.

Open full-size diagram →

A violent cabinet maneuver attempted after an outlane drain to bounce the ball across the apron and back over the opposite flipper.

Why it matters
The name lets you recognize discussion of the maneuver; it is commonly prohibited in competition and risks cabinet damage.
Common confusion
It is not a routine slide save, slap save, or ordinary preventive nudge. Do not treat it as a cabinet practice drill.

Relevant technique lesson →Browse table guides →

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Nudging and tilt

Bang back

Recognition diagram for Bang back
Recognition cueThe ball is already below the flippers before the cabinet impact attempts to return it.

Open full-size diagram →

A forceful move attempted after a center drain to rebound the ball from the trough or apron area back into play.

Why it matters
The term helps distinguish an intentional cabinet strike from the accidental rebound called a Lazarus.
Common confusion
It can damage a machine and is commonly prohibited; a Lazarus occurs without this intentional strike.

Relevant technique lesson →Browse table guides →

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Nudging and tilt

Slam tilt

Also called: slam

Recognition diagram for Slam tilt
Recognition cueThe display announces SLAM TILT rather than an ordinary warning sequence.

Open full-size diagram →

A separate protective switch that can end the game or impose a severe penalty after a hard impact.

Why it matters
It protects the machine and marks movement far beyond normal controlled nudging.
Common confusion
It is distinct from exhausting ordinary tilt warnings on one ball.

Relevant technique lesson →Browse table guides →

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20 entries

VPX, cabinet, and VR

Keep software, displays, feedback, input, and VR runtime distinct.

VPX, cabinet, and VR

Analog nudge

Also called: axis nudge

Recognition diagram for Analog nudge
Recognition cueYou move the cabinet with your hands, and the simulated ball reacts according to the measured motion and the table’s physics.

Open full-size diagram →

A range of accelerometer input that lets VPX respond to the direction and strength of your real cabinet movement.

Why it matters
It lets you practice the same central skill as physical nudging: time a restrained cabinet movement against the ball’s next contact.
Common confusion
Exact response still varies by table and setup, so learn from repeated ball situations rather than memorizing one force.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

Digital nudge

Also called: key nudge

Recognition diagram for Digital nudge
Recognition cueThe input is on or off and commonly mapped to left, right, or forward keys.

Open full-size diagram →

A button or key mapping that sends a preset nudge pulse in one direction.

Why it matters
It permits nudge practice without an accelerometer but lacks continuous force information.
Common confusion
It is not proof that the physical cabinet actually moved.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

Accelerometer

Also called: nudge sensor

Recognition diagram for Accelerometer
Recognition cueWhen you move the cabinet, the sensor reports that movement so the simulated table can change the ball’s next contact and rebound.

Open full-size diagram →

The cabinet sensor that lets VPX respond to the direction and strength of your physical nudges.

Why it matters
A well-adjusted accelerometer makes cabinet nudging close to the physical skill and gives timing, direction, and restraint real consequences.
Common confusion
Different tables and settings can still react differently, so begin with a small move and judge the visible result.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

VPX

Also called: Visual Pinball X

Recognition diagram for VPX
Recognition cueA .vpx table file opens in the editor or player executable.

Open full-size diagram →

Visual Pinball X: the simulator application that runs virtual pinball table files.

Why it matters
Its physics, input, display, and VR settings shape how the virtual table plays.
Common confusion
VPX is the simulator; a ROM or PuP-Pack supplies different parts of some games.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

VPinMAME

Also called: PinMAME

Recognition diagram for VPinMAME
Recognition cueThe table connects to an emulated game controller; its display may be embedded, external, or absent.

Open full-size diagram →

Software that emulates the original pinball machine’s control electronics and runs supported ROM code.

Why it matters
It provides authentic rules and display behavior for many recreations.
Common confusion
Original VPX tables may implement rules in script without VPinMAME.

Relevant technique lesson →Table example →

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VPX, cabinet, and VR

ROM

Also called: game code

Recognition diagram for ROM
Recognition cueThe table configuration names a ROM set such as a specific game revision.

Open full-size diagram →

A read-only-memory image copied from game hardware. A ROM set can include separate CPU, display, and sound images.

Why it matters
ROM revision can change rules, settings, and behavior even when the playfield art is identical.
Common confusion
A ROM archive can contain several images; the .vpx table file supplies separate geometry and scripting.

Relevant technique lesson →Table example →

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VPX, cabinet, and VR

PuP-Pack

Also called: PinUP Player pack

Recognition diagram for PuP-Pack
Recognition cueExtra video windows or full-screen scenes play while the VPX table runs.

Open full-size diagram →

A PinUP Player media package that shows videos, audio, or display overlays in response to table events.

Why it matters
It can supply a virtual game’s theme presentation and instructions.
Common confusion
A PuP-Pack does not necessarily contain or define the table’s scoring rules.

Relevant technique lesson →Table example →

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VPX, cabinet, and VR

DMD

Also called: dot-matrix display

Recognition diagram for DMD
Recognition cueOrange or colored dots form numbers, words, and simple animation.

Open full-size diagram →

Dot-matrix display: a low-resolution grid that shows scores, animations, and rule instructions.

Why it matters
Watching it between controlled shots reveals objectives, timers, and award values.
Common confusion
An LCD video display or alphanumeric score glass is not technically a DMD.

Relevant technique lesson →Table example →

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VPX, cabinet, and VR

Backglass

Recognition diagram for Backglass
Recognition cueIt is the large vertical panel above or behind the cabinet body.

Open full-size diagram →

The upright artwork and score-display area behind a physical playfield; in VPX it commonly appears on a second screen.

Why it matters
It carries scores, status lamps, and theme information outside the playfield view.
Common confusion
B2S is a common backglass format, not the generic name for every backglass.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

B2S

Also called: DirectB2S

Recognition diagram for B2S
Recognition cueA matching .directb2s file opens on the configured backglass screen.

Open full-size diagram →

A common VPX backglass server and file format for animated backglass lamps and score displays.

Why it matters
It connects table events to backglass illumination and display placement.
Common confusion
B2S does not mean the playfield table file or PuP video package.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

DOF

Also called: DirectOutput Framework

Recognition diagram for DOF
Recognition cueA bumper hit may produce a physical knock or cabinet light effect.

Open full-size diagram →

DirectOutput Framework, which maps table events to cabinet devices such as contactors, knockers, shakers, lights, and fans.

Why it matters
It makes virtual events perceptible through real cabinet feedback.
Common confusion
DOF feedback is output; accelerometer nudge is input.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

SSF

Also called: Surround Sound Feedback

Recognition diagram for SSF
Recognition cueRamps, bumpers, and ball rolling sound as though they come from their physical locations.

Open full-size diagram →

Surround Sound Feedback, which uses cabinet-mounted speakers or exciters to place mechanical sounds around the playfield.

Why it matters
Directional sound improves recognition of contacts and ball position.
Common confusion
It is audio feedback, not physical solenoid feedback such as DOF.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

Cabinet mode

Also called: cab mode

Recognition diagram for Cabinet mode
Recognition cueA dedicated playfield view fills the cabinet screen; backglass and score displays use their assigned areas.

Open full-size diagram →

A display layout intended for a physical virtual-pinball cabinet with separate playfield and backglass screens.

Why it matters
Correct mode and POV make geometry readable from the player position.
Common confusion
Desktop mode combines elements differently on a conventional monitor.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

POV

Also called: point of view

Recognition diagram for POV
Recognition cueChanging POV alters apparent shot angles and how much playfield fits the screen.

Open full-size diagram →

Point-of-view settings that determine the table camera, scale, inclination, and framing.

Why it matters
A readable POV helps you judge paths and contact timing consistently.
Common confusion
POV changes the view, not the underlying rules; some settings can also distort perceived geometry.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

OpenXR

Recognition diagram for OpenXR
Recognition cueThe configured runtime launches the headset view when the application requests XR.

Open full-size diagram →

A standard interface used by applications such as VPX to communicate with a VR runtime and headset.

Why it matters
The active runtime determines whether VPX can present its VR view correctly.
Common confusion
OpenXR is the interface standard. An XR runtime implements it; neither term means a headset or cabinet button mapping.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

Quest 3

Also called: Meta Quest 3

Recognition diagram for Quest 3
Recognition cueThe headset supplies stereoscopic display and head tracking.

Open full-size diagram →

Meta’s VR headset used here to view VPX tables through the configured PC VR connection.

Why it matters
It can show the virtual table at a convincing scale when the table and VR view are configured correctly.
Common confusion
Headset tracking is separate from cabinet nudge input and flipper controls.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

Nudge axis

Also called: X/Y axis

Recognition diagram for Nudge axis
Recognition cueAxis viewers show signed values changing as the cabinet moves.

Open full-size diagram →

A controller axis assigned to left-right or forward-back cabinet movement in VPX.

Why it matters
Correct assignment preserves direction for analog nudge physics.
Common confusion
Reversed, doubled, or noisy axes can make physical movement behave incorrectly.

Relevant technique lesson →Browse table guides →

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VPX, cabinet, and VR

Alphanumeric display

Also called: segment display

Recognition diagram for Alphanumeric display
Recognition cueLook for repeated character cells made of bars or diagonal segments.

Open full-size diagram →

A display that forms letters and numbers from fixed segments within each character position.

Why it matters
It can show short instructions as well as scores on games without a dot-matrix display.
Common confusion
A DMD forms images from a grid of dots; segmented character cells use a different construction.

Relevant technique lesson →Browse table guides →

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