PINBALL FIELD GUIDES
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TechniquesDictionary

A course for your hands, eyes and next decision

Read it.
Control it.
Make the shot.

Stop reacting to every ball. Learn to recognize the return, choose the right flipper action, and turn a little control into a better score.

Real instruction. Original frame-by-frame diagrams. No automatic motion.

Over-under contact frame: ball A crosses underneath while ball B is away from the cradle; both flipper inputs are shown.
THE MOMENT THAT MATTERSTwo balls. Two different jobs.

In an over-under, follow the lifted ball while moving the other underneath. The replay keeps A and B visible all the way through.

Learn this move →
Reading the drawingsBall, lettered A–DContact or decision pointRail, guide or flipperHand labels show each button held or released.These are teaching schematics: contact order is accurate, distances and speed are not.

Choose your next practice session

You do not need to learn it all at once.

Find an individual technique

Your first ten minutes

One feed. One choice. One correction.

  1. Watch a return. Predict which flipper it reaches and where it touches.
  2. Choose a simple response. Try a cradle or a reliable dead bounce before a difficult transfer.
  3. Choose the next target. Control earns its keep when you know what to shoot.
  4. Review the miss. Change one variable; do not replace observation with harder flipping.

This is an original practice plan. Adjust it to the feeds your particular table gives you.

01 · Read and control

Make the next contact predictable.

Art from Medieval Madness
01

Control lesson

Aim from a repeatable start

Shot timing depends on the starting feed and ball speed. A settled ball and an inlane return need different practice.

Use it when: Make one deliberate shot instead of collecting accidental rebounds.

  1. Pick one target and one starting feed.
  2. Watch where the ball is when you press.
  3. Compare the miss with your chosen target. Change one timing variable.

If it misses: Do not change both the target and starting feed after a miss.

Try this drill: Try five shots from the same start. Record early, late or on target.

Aim from a repeatable start: motion and key frames
Choose a target from one repeatable start
01 Choose a target from one repeatable startLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Release; read the rolling ball
02 Release; read the rolling ballLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Press: mark the actual contact
03 Press: mark the actual contactLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Judge the miss against the intended target
04 Judge the miss against the intended targetLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Abe · Aiming00:17–00:38 timing/speed; 01:56–02:29 practice; captions
02

Control lesson

Cradle: give yourself a decision

Hold the flipper up to collect a suitable slow return near its heel. If it will not settle, abandon the attempted trap before it falls off the tip.

Use it when: Use the pause to choose a shot and check the other balls.

Also called: Trap; cradle

  1. Identify the arriving side.
  2. Hold that bat; watch the ball, not just the button.
  3. Call it controlled only after it settles.

If it misses: A bouncing or outward-rolling ball is still live.

Try this drill: Pause the storyboard before the last frame: is the ball actually safe yet?

Cradle: give yourself a decision: motion and key frames
Slow return enters the inlane
01 Slow return enters the inlaneLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Guide meets the ball
02 Guide meets the ballLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Watch whether it settles
03 Watch whether it settlesLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Stable control: choose the next target
04 Stable control: choose the next targetLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
03

Control lesson

Dead bounce

Leave the receiving flipper down and let the ball rebound across. Heel or metal-guide contact can spoil the transfer.

Use it when: Choose it when the opposite flipper is useful and the feed crosses reliably.

Also called: Dead pass; bounce pass

  1. Keep hands quiet through the first contact.
  2. Track the rebound.
  3. Prepare the other side after you see where it is landing.

If it misses: If it is falling short, the next decision is recovery—not another imaginary bounce.

Try this drill: Predict the receiving side on five returns before touching a button.

Dead bounce: motion and key frames
Keep both hands quiet while you read the incoming feed
01 Keep both hands quiet while you read the incoming feedLeft flipper down; right flipper downBall A above the flippersOpen full-size frame ↗
The ball contacts the lowered left flipper
02 The ball contacts the lowered left flipperLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Track the rebound as it crosses the center
03 Track the rebound as it crosses the centerLeft flipper down; right flipper downBall A on the right sideOpen full-size frame ↗
Prepare the receiving flipper after you see the landing
04 Prepare the receiving flipper after you see the landingLeft flipper down; right flipper upBall A on the right sideOpen full-size frame ↗
Dead bounceWatch the first flipper stay down while the ball rebounds across to the other side.Animation by MAYA Pinball / Nick C
DEAD FLIPWatch the first flipper stay down and the rebound travel to the other side.Animation by DEAD FLIP / Jack Danger
04

Control lesson

Nudge-assisted dead bounce

A small cabinet movement made just before flipper contact can help a short dead-bounce rebound reach the other side. The useful direction depends on the approaching angle and the table’s geometry.

Use it when: Learn the ordinary dead bounce first so you can recognize when its natural rebound will fall short.

  1. Watch the ball approach the lowered flipper.
  2. Move the cabinet once, just before contact, so the flipper meets the ball at a more helpful point.
  3. Stop moving and judge the new landing before raising the receiving flipper.

If it misses: If the ball has already left the flipper, a larger nudge cannot improve that finished contact. Switch to the best available recovery.

Try this drill: Compare the untouched return with one small nudge on a similar feed. Change only the timing on the next attempt.

Nudge-assisted dead bounce: motion and key frames

The diagram identifies the contact and order of decisions. It does not prescribe one force or direction for every table.

Baseline: identify the next surface
01 Baseline: identify the next surfaceLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Contact opportunity at the resting bat
02 Contact opportunity at the resting batLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Watch the resulting crossing
03 Watch the resulting crossingLeft flipper down; right flipper downBall A on the right sideOpen full-size frame ↗
Prepare receiving control
04 Prepare receiving controlLeft flipper down; right flipper upBall A on the right sideOpen full-size frame ↗
Nudge-assisted dead bounceCompare the cabinet movement just before contact with the longer rebound that follows.Animation by MAYA Pinball / Nick C
05

Control lesson

Drop catch

Start with the bat raised. Release through ball contact; the resulting ball can still be rolling, ready for a new shot.

Use it when: Reduce a difficult return without assuming it becomes a cradle.

  1. Prepare the raised bat before arrival.
  2. Release at the contact phase shown.
  3. Read the slower rolling feed before pressing again.

If it misses: An early release may become a bounce; a late one may leave the original rebound.

Try this drill: Use one repeatable return and compare three release moments.

Drop catch: motion and key frames
Begin with the left flipper raised
01 Begin with the left flipper raisedLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Release the button as the ball meets the falling flipper
02 Release the button as the ball meets the falling flipperLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
The slowed ball continues to roll
03 The slowed ball continues to rollLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Read the controlled roll before choosing the next shot
04 Read the controlled roll before choosing the next shotLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Drop catchWatch the raised flipper fall as the ball arrives, reducing the rebound without promising a complete stop.Animation by MAYA Pinball / Nick C
DROP CATCHWatch the raised flipper fall during contact and reduce the ball’s rebound.Animation by DEAD FLIP / Jack Danger
Abe · Drop catch00:20–00:25; delayed catch 01:15–01:42; tip shot 01:44–01:57; captions
06

Control lesson

Live catch

Press shortly before contact so the ball meets the flipper near the end of its rising stroke. Pressing too early creates an ordinary rebound; pressing too late can shoot the ball away.

Use it when: Attempt it when a controlled return is approaching the same flipper and you want to settle it there.

Also called: Some teachers use “stall” for a live catch. Other post-catch names can describe different contacts.

  1. Watch the shrinking gap between the ball and the lowered flipper.
  2. Press early enough for the flipper to be almost fully raised when contact occurs.
  3. Keep holding if the ball settles. If it rebounds, follow the live ball and choose a recovery.

If it misses: A failed catch is still a moving ball. Do not watch it head toward a slingshot while assuming it is controlled.

Try this drill: Step through the demonstration and identify the button press first, then the later ball contact.

Live catch: motion and key frames
Watch the ball approach the lowered left flipper
01 Watch the ball approach the lowered left flipperLeft flipper down; right flipper downBall A above the flippersOpen full-size frame ↗
Press shortly before the ball arrives
02 Press shortly before the ball arrivesLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
The ball meets the flipper near the end of its rising stroke
03 The ball meets the flipper near the end of its rising strokeLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Keep holding only if the ball actually settles
04 Keep holding only if the ball actually settlesLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Live catchWatch the flipper finish rising as the ball arrives, then stay held only after the ball settles.Animation by MAYA Pinball / Nick C
LIVE CATCHWatch the flipper rise into the arriving ball and settle it on the same side.Animation by DEAD FLIP / Jack Danger
07

Control lesson

Guarding: cover the next danger

A sling may fail to fire and send the ball toward the middle. Protect the relevant gap; also watch the opposite side during an inlane shot.

Use it when: Replace reflex double-flipping with a decision about the next arrival.

Also called: Shielding

  1. Locate the ball and the threatened gap.
  2. Raise the useful guard.
  3. Change sides as the ball crosses; watch what the next rebound actually does.

If it misses: Holding yesterday’s guard can expose today’s arrival.

Try this drill: Pause at every crossing and name which side now needs attention.

Guarding: cover the next danger: motion and key frames
Ball on left: guard that side
01 Ball on left: guard that sideLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Ball crosses the middle
02 Ball crosses the middleLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Change protection to the arriving side
03 Change protection to the arriving sideLeft flipper down; right flipper upBall A above the flippersOpen full-size frame ↗
Read the lower return
04 Read the lower returnLeft flipper down; right flipper upBall A on the right sideOpen full-size frame ↗
GuardingWatch which flipper rises as the ball changes sides; the guard follows the next danger.Animation by MAYA Pinball / Nick C
Abe · Shielding01:33–02:08 dead sling / opposite-flipper protection; captions
08

Control lesson

Ordinary backhand

On the same rolling feed, press earlier than you would for a forehand so the ball meets the flipper nearer its heel. A backhand from a cradle uses a different start.

Use it when: Use a same-side route when that shot is available.

  1. Choose the same-side target.
  2. On a rolling feed, press before the ball reaches the forehand contact point so it meets the heel side.
  3. Observe the heel-side contact and adjust from the actual miss.

If it misses: A shot that hits a nearby post may return immediately.

Try this drill: Compare one ordinary backhand with one forehand from known starts.

Ordinary backhand: motion and key frames

A cradled backhand and a deliberately prepared moving-ball backflip are different setups.

Ordinary backhand: same-side target
01 Ordinary backhand: same-side targetLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Rolling feed approaches the heel
02 Rolling feed approaches the heelLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Press before forehand contact
03 Press before forehand contactLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Follow the same-side path; adjust the next shot
04 Follow the same-side path; adjust the next shotLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗

02 · Choose your shooting side

Know the start, contact, and destination.

Art from Red & Ted’s Road Show
09

Control lesson

Post pass

Release a cradle and re-engage to bank off the lower rubber. In the demonstrated transfer, keep the sending bat up until the ball crosses the center.

Use it when: Move to the flipper that can make your intended shot.

  1. Choose the destination before releasing.
  2. Make the release/re-engage and observe the bank.
  3. Receive the actual return; geometry varies between machines.

If it misses: If it climbs the inlane or hits the guide, stop repeating the same pulse blindly.

Try this drill: Transfer left-to-right, then right-to-left; record which direction is more reliable.

Post pass: motion and key frames
Begin with a settled cradle
01 Begin with a settled cradleLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Release, then re-engage
02 Release, then re-engageLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Bank: ball meets lower rubber
03 Bank: ball meets lower rubberLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Receive the crossing on the other side
04 Receive the crossing on the other sideLeft flipper up; right flipper upBall A on the right sideOpen full-size frame ↗
Post passWatch the ball leave the cradle, touch the nearby rubber, and cross while the sending flipper remains raised.Animation by MAYA Pinball / Nick C
POST PASSWatch the ball leave the cradle, bank from the nearby post, and cross to the other flipper.Animation by DEAD FLIP / Jack Danger
10

Control lesson

Ski pass

A rolling inlane feed can cross a bat that is already held up. A slow landing may need the receiving bat down rather than prematurely raised.

Use it when: Use a passive transfer when the feed supplies enough travel.

  1. Raise the sending bat before arrival.
  2. Let the rolling feed do the work.
  3. Choose the receiver from the actual landing speed.

If it misses: Do not flip into an arrival that you intended to let pass.

Try this drill: Compare a fast and slow inlane feed. Predict which will clear.

Ski pass: motion and key frames
The inlane feed rolls toward an already raised left flipper
01 The inlane feed rolls toward an already raised left flipperLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
The guide carries the ball onto the held flipper
02 The guide carries the ball onto the held flipperLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
The ball crosses passively from the tip
03 The ball crosses passively from the tipLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Choose the receiving action from the ball’s actual speed
04 Choose the receiving action from the ball’s actual speedLeft flipper up; right flipper upBall A on the right sideOpen full-size frame ↗
Ski passWatch the inlane feed roll across a flipper that is already held up; the sending flipper does not strike the ball.Animation by MAYA Pinball / Nick C
11

Control lesson

Nudge-assisted ski pass

A nudge can assist the approaching rolling feed; it is not a guaranteed rescue for every short transfer.

Use it when: Recognize this as a variation of an already-understood ski pass.

  1. Keep the sending bat raised.
  2. Identify the remaining contact opportunity.
  3. Follow the landing, including a shortfall.

If it misses: Do not copy a physical cabinet impulse into an untested VPX key value.

Try this drill: Watch the linked assistance segment, then identify its setup before testing yours.

Nudge-assisted ski pass: motion and key frames

This frame sequence teaches the baseline and decision point. Exact nudge direction is not animated without verified geometry.

The inlane feed rolls toward an already raised left flipper
01 The inlane feed rolls toward an already raised left flipperLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
The guide carries the ball onto the held flipper
02 The guide carries the ball onto the held flipperLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
The ball crosses passively from the tip
03 The ball crosses passively from the tipLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Choose the receiving action from the ball’s actual speed
04 Choose the receiving action from the ball’s actual speedLeft flipper up; right flipper upBall A on the right sideOpen full-size frame ↗
Nudge-assisted ski passWatch the raised flipper and the cabinet movement work together before the ball crosses.Animation by MAYA Pinball / Nick C
12

Control lesson

Tip pass / microflip transfer

Briefly release and re-engage a held bat as the rolling ball approaches its tip; a later microflip can produce a transfer.

Use it when: Add a little bat action to a feed that will not cross passively.

Also called: Flick-pass terminology varies; match the start and contact, not only the name.

  1. Start with the bat UP.
  2. Release briefly, then re-engage near the tip.
  3. Read the landing instead of assuming a perfect catch.

If it misses: Too much action can produce a wild shot; too little can leave a shortfall.

Try this drill: Compare the transfer with the earlier regather lesson using the same feed.

Tip pass / microflip transfer: motion and key frames
The ball rolls toward the tip of the raised flipper
01 The ball rolls toward the tip of the raised flipperLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Release the button briefly before the ball reaches the tip
02 Release the button briefly before the ball reaches the tipLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Press again to give the ball a small impulse from the tip
03 Press again to give the ball a small impulse from the tipLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Prepare the other flipper for the short transfer
04 Prepare the other flipper for the short transferLeft flipper up; right flipper upBall A on the right sideOpen full-size frame ↗
Tip passWatch the ball roll toward the raised tip, then the short release and re-press that sends it across.Animation by MAYA Pinball / Nick C
FLICK PASSWatch the small flipper action near the tip and the resulting transfer.Animation by DEAD FLIP / Jack Danger
13

Control lesson

Tip backhand / cancel the pass

An earlier microflip can stop the rolling feed instead of transferring it.

Use it when: Keep the ball on this side when its next shot is preferable.

Also called: Tip Backhand (Maya)

  1. Keep the held-bat starting state visible.
  2. Use the earlier release/re-engage shown.
  3. Watch whether it returns to a cradle.

If it misses: A guide rebound or unintended transfer changes your next job.

Try this drill: Alternate a deliberate transfer and same-side regather from one feed.

Tip backhand / cancel the pass: motion and key frames
Rolling along a held bat
01 Rolling along a held batLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Release/re-engage EARLIER than a transfer
02 Release/re-engage EARLIER than a transferLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Watch the small return
03 Watch the small returnLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Regather on the same side
04 Regather on the same sideLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Tip backhandWatch the earlier tip action stop the transfer and return the ball to the same side.Animation by MAYA Pinball / Nick C
14

Control lesson

Shatz: shoot the opposite inlane

From a cradle, release toward the tip and shoot into the opposite inlane.

Use it when: Use it only when that lane award is worth the risk.

Also called: Alley pass

  1. Name the lane reward before attempting it.
  2. Use the diagram to distinguish inlane from sling.
  3. Protect the returning side.

If it misses: A miss toward the sling can return quickly; a late ball can drain.

Try this drill: First trace the correct destination on your table without shooting.

Shatz: shoot the opposite inlane: motion and key frames
Choose the opposite INLANE, not the sling
01 Choose the opposite INLANE, not the slingLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Release: allow a controlled roll
02 Release: allow a controlled rollLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Tip contact sends ball across
03 Tip contact sends ball acrossLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Ball climbs the opposite inlane
04 Ball climbs the opposite inlaneLeft flipper up; right flipper upBall A above the flippersOpen full-size frame ↗
ShatzWatch the controlled ball leave the tip and travel into the opposite inlane, not the slingshot.Animation by MAYA Pinball / Nick C
ALLEY PASSWatch the ball travel toward the opposite inlane. This course also identifies that destination as a Shatz shot.Animation by DEAD FLIP / Jack Danger
15

Control lesson

Rolling Shatz

Start with a moving feed and the bat down; time the tip shot toward the opposite inlane.

Use it when: It uses a different start from the settled Shatz.

  1. Identify the incoming speed.
  2. Follow the ball to the tip.
  3. Read the inlane return or miss.

If it misses: Do not borrow settled-ball timing for a fast roll.

Try this drill: Compare the two Shatz storyboards before practicing either.

Rolling Shatz: motion and key frames
Start with a rolling return
01 Start with a rolling returnLeft flipper down; right flipper downBall A above the flippersOpen full-size frame ↗
Let the ball travel along the lowered bat
02 Let the ball travel along the lowered batLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Time the tip shot
03 Time the tip shotLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Protect the return from the opposite inlane
04 Protect the return from the opposite inlaneLeft flipper up; right flipper upBall A above the flippersOpen full-size frame ↗
Rolling ShatzWatch the moving feed reach the lowered flipper before the tip shot sends it toward the opposite inlane.Animation by MAYA Pinball / Nick C
16

Control lesson

Tap pass

Release a cradle, then use a short button pulse for a small transfer.

Use it when: Consider it only on a machine where the small stroke is controllable.

  1. Let the ball begin rolling.
  2. Pulse rather than hold a full stroke.
  3. Watch the receiving ball.

If it misses: A pulse can do too little or send the ball much higher than intended.

Try this drill: Record whether the bat actually moved on each attempt.

Tap pass: motion and key frames
Settle before starting
01 Settle before startingLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Release and let the ball roll
02 Release and let the ball rollLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
A short pulse: partial stroke
03 A short pulse: partial strokeLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Track the low crossing
04 Track the low crossingLeft flipper down; right flipper upBall A on the right sideOpen full-size frame ↗
Tap passWatch the ball begin rolling from a cradle, then a short flipper pulse moves it across without a full shot.Animation by MAYA Pinball / Nick C
TAP PASSWatch the short flipper pulse move the ball across without producing a full shot.Animation by DEAD FLIP / Jack Danger
17

Control lesson

Rolling tap pass

The tap transfer begins with a moving ball instead of a settled cradle.

Use it when: Treat this as a demanding moving-feed variation.

  1. Identify the feed first.
  2. Keep the partial stroke visibly distinct from a full flip.
  3. Track the landing.

If it misses: A new feed speed changes the experiment.

Try this drill: Compare start-state frames with the ordinary tap pass.

Rolling tap pass: motion and key frames
Read the speed and angle of the moving feed
01 Read the speed and angle of the moving feedLeft flipper down; right flipper downBall A above the flippersOpen full-size frame ↗
The ball reaches the useful part of the flipper
02 The ball reaches the useful part of the flipperLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Use a short pulse instead of holding a full flip
03 Use a short pulse instead of holding a full flipLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Prepare the other flipper for the actual landing
04 Prepare the other flipper for the actual landingLeft flipper down; right flipper upBall A on the right sideOpen full-size frame ↗
Rolling tap passWatch the moving feed reach the useful part of the flipper before the short pulse sends it across.Animation by MAYA Pinball / Nick C
18

Control lesson

Microflip regather and prepared backflip

Earlier microflip action can regain same-side control; a prepared backflip is distinct from an ordinary cradled backhand.

Use it when: Choose whether you want control or a transfer before the pulse.

  1. Begin with the bat held.
  2. Choose the intended endpoint.
  3. Read the return before adding another pulse.

If it misses: A metal-guide bounce is a real failure path.

Try this drill: Practice one endpoint at a time, then alternate only after it is repeatable.

Microflip regather and prepared backflip: motion and key frames
Rolling along a held bat
01 Rolling along a held batLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Release/re-engage EARLIER than a transfer
02 Release/re-engage EARLIER than a transferLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Watch the small return
03 Watch the small returnLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Regather on the same side
04 Regather on the same sideLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
BACK FLIPWatch the prepared moving-ball shot. It is different from an ordinary backhand taken from a settled cradle.Animation by DEAD FLIP / Jack Danger
19

Control lesson

Delayed drop catch

A delayed drop catch can send the return toward the inlane; its next shot timing differs.

Use it when: Recognize the new feed rather than force the usual drop-catch follow-up.

  1. Identify the approach.
  2. Release through the catching phase.
  3. Read the inlane return before choosing the next input.

If it misses: Do not assume the ball will stop after the first contact.

Try this drill: Compare the ordinary and delayed diagrams and name their different endpoints.

Delayed drop catch: motion and key frames

Schematic of the narrated variant; not a calibrated timing recipe.

Approach held bat
01 Approach held batLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Release through contact
02 Release through contactLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Delayed return travels toward the inlane
03 Delayed return travels toward the inlaneLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Read this feed before the next action
04 Read this feed before the next actionLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Abe · Drop catch00:20–00:25; delayed catch 01:15–01:42; tip shot 01:44–01:57; captions
20

Control lesson

Drop-catch tip shot

A tip drop catch can lead directly into a shot, including when another ball is cradled.

Use it when: It is an advanced immediate follow-up, not a mandatory cradle.

  1. Watch the tip contact.
  2. Separate the release from the follow-up press.
  3. Track the shot after it leaves.

If it misses: A missed contact may remain a live rebound.

Try this drill: Frame-step the two inputs before attempting a moving-ball version.

Drop-catch tip shot: motion and key frames
Approach near tip
01 Approach near tipLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Release into contact
02 Release into contactLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Immediate follow-up shot
03 Immediate follow-up shotLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Track return; do not assume a cradle
04 Track return; do not assume a cradleLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Abe · Drop catch00:20–00:25; delayed catch 01:15–01:42; tip shot 01:44–01:57; captions

03 · Control more than one ball

Keep every ball in the plan.

Art from Attack from Mars
21

Control lesson

From chaos to control

A parked ball reduces the moving traffic, but returning balls can reach its occupied flipper.

Use it when: Your first task is the next dangerous arrival, not perfect parking.

  1. Count balls you can identify.
  2. Catch a suitable arrival while watching the others.
  3. Recount after every collision or drain.

If it misses: If control breaks, return to reading the next arrival.

Try this drill: Start with two lettered balls; predict which reaches the bats first.

From chaos to control: motion and key frames
Two live balls: find the next arrival
01 Two live balls: find the next arrivalLeft flipper down; right flipper downBall A above the flippers; Ball B above the flippersOpen full-size frame ↗
A reaches left first
02 A reaches left firstLeft flipper up; right flipper downBall A on the left side; Ball B above the flippersOpen full-size frame ↗
A settles; B is still your next job
03 A settles; B is still your next jobLeft flipper up; right flipper downBall A on the left side; Ball B on the right sideOpen full-size frame ↗
Now choose control or the lit shot
04 Now choose control or the lit shotLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
22

Control lesson

One trapped, one live

Keeping one ball controlled leaves another to play, but the occupied-side return remains a threat.

Use it when: Use the free side for a planned shot when its return is manageable.

  1. Keep A visible and held.
  2. Follow B all the way back.
  3. Abandon the park if keeping it prevents a useful recovery.

If it misses: A held button does not protect A from another ball.

Try this drill: Replay once watching A, once B, then both.

One trapped, one live: motion and key frames
A parked; B is live
01 A parked; B is liveLeft flipper up; right flipper downBall A on the left side; Ball B above the flippersOpen full-size frame ↗
Keep watching B while holding A
02 Keep watching B while holding ALeft flipper up; right flipper downBall A on the left side; Ball B above the flippersOpen full-size frame ↗
Prepare the free-side contact
03 Prepare the free-side contactLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
A remains visible throughout
04 A remains visible throughoutLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
23

Control lesson

Dual cradles: choose which side shoots

Two deliberate cradles are a controlled starting state, not panic double-flipping.

Use it when: Turn a pause into a target decision.

  1. Choose the next lit shot.
  2. Release only its shooting side.
  3. Keep tracking the launched ball while holding the other.

If it misses: If the returned ball hits the parked one, recount.

Try this drill: Use the diagram to plan a left target, then a right target.

Dual cradles: choose which side shoots: motion and key frames
Two deliberate cradles
01 Two deliberate cradlesLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
Choose right shot: release only right
02 Choose right shot: release only rightLeft flipper up; right flipper downBall A on the left side; Ball B on the right sideOpen full-size frame ↗
Right contact; left remains held
03 Right contact; left remains heldLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
Track the shot return
04 Track the shot returnLeft flipper up; right flipper upBall A on the left side; Ball B above the flippersOpen full-size frame ↗
Original coaching exercise · not a universal game rule
24

Control lesson

Two balls on one flipper

The illustrated separation lifts one ball while another stays, then transfers the lifted ball.

Use it when: First identify which ball is near the heel and which is nearer the tip.

  1. Name A and B before touching anything.
  2. Watch the small separation action.
  3. Track both balls through the crossing.

If it misses: If both leave, switch to the failed-separation lesson.

Try this drill: Pause at the lifted frame and name where both balls should go.

Two balls on one flipper: motion and key frames
A at heel; B nearer tip
01 A at heel; B nearer tipLeft flipper up; right flipper downBall A on the left side; Ball B on the left sideOpen full-size frame ↗
Briefly release, then re-engage to lift B
02 Briefly release, then re-engage to lift BLeft flipper up; right flipper downBall A on the left side; Ball B above the flippersOpen full-size frame ↗
B meets the held bat before crossing
03 B meets the held bat before crossingLeft flipper up; right flipper downBall A on the left side; Ball B on the left sideOpen full-size frame ↗
Transfer B to the other bat
04 Transfer B to the other batLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
25

Control lesson

Two-ball separation

Separation attempts can be too small or too large; successful control is not automatic.

Use it when: Transfer one ball without losing track of the one you meant to retain.

  1. Begin with a stable pair.
  2. Try the small release/re-engage.
  3. Judge the actual result before repeating.

If it misses: Too little: settle before retrying. Both released: manage two live balls.

Try this drill: Compare one successful attempt with the failure lesson.

Two-ball separation: motion and key frames
A at heel; B nearer tip
01 A at heel; B nearer tipLeft flipper up; right flipper downBall A on the left side; Ball B on the left sideOpen full-size frame ↗
Briefly release, then re-engage to lift B
02 Briefly release, then re-engage to lift BLeft flipper up; right flipper downBall A on the left side; Ball B above the flippersOpen full-size frame ↗
B meets the held bat before crossing
03 B meets the held bat before crossingLeft flipper up; right flipper downBall A on the left side; Ball B on the left sideOpen full-size frame ↗
Transfer B to the other bat
04 Transfer B to the other batLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
CRADLE SEPARATIONFollow both balls: one leaves the two-ball cradle while the other remains controlled.Animation by DEAD FLIP / Jack Danger
Craig Pullen · Multiball02:34–03:13 failed/successful separation; 03:26–03:41 over-under; posted transcript corroborates captions
26

Control lesson

Over-under

Lift one ball, move the remaining ball while the first is away, then regather the returning ball.

Use it when: Use the separation window to change which ball is on each side.

  1. A begins at the heel; B is lifted.
  2. Move A underneath while tracking B.
  3. Recover B as A reaches the other side.

If it misses: If the window is too short, prioritize the returning ball over completing the intended pattern.

Try this drill: Frame-step and say each ball’s letter at every action.

Over-under: motion and key frames
Read the time window:First lift ball B away from the cradle. While B is away, pass ball A underneath it. Follow B as it returns and catch it on the original side.This plan view does not claim that one ball makes a measured vertical jump over the other.
Two on right: A will lift; B stays held
01 Two on right: A will lift; B stays heldLeft flipper down; right flipper upBall A on the right side; Ball B on the right sideOpen full-size frame ↗
Loft A above held B
02 Loft A above held BLeft flipper down; right flipper upBall A above the flippers; Ball B on the right sideOpen full-size frame ↗
Post-pass B underneath toward the left
03 Post-pass B underneath toward the leftLeft flipper down; right flipper upBall A on the left side; Ball B above the flippersOpen full-size frame ↗
Catch returning A right; B is cradled left
04 Catch returning A right; B is cradled leftLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
OVER UNDERFollow the lifted ball while the other ball passes underneath and changes sides.Animation by DEAD FLIP / Jack Danger
27

Control lesson

Tap-back / Valet: make room

Move stored balls before an arriving ball crowds their space. Expert examples show this as a contextual choice, not a universal pulse recipe.

Use it when: Prevent an occupied-side collision from surprising you.

Also called: Tap-back and Valet are related community labels; exact usage varies.

  1. Spot the incoming ball early.
  2. Choose whether there is time to make room.
  3. Recount after the arrival.

If it misses: If contact is already occurring, do not blindly continue the planned pulse.

Try this drill: At 39:02 in the interview, identify what the player is making room for.

Tap-back / Valet: make room: motion and key frames

Original explanatory sequence; pulse magnitude and timing are not calibrated.

Stored balls leave little room for arriving C
01 Stored balls leave little room for arriving CLeft flipper up; right flipper downBall A on the left side; Ball B on the left side; Ball C above the flippersOpen full-size frame ↗
Microflip A and B before C arrives
02 Microflip A and B before C arrivesLeft flipper up; right flipper downBall A above the flippers; Ball B on the left side; Ball C on the left sideOpen full-size frame ↗
C enters the opened heel area
03 C enters the opened heel areaLeft flipper up; right flipper downBall A above the flippers; Ball B above the flippers; Ball C on the left sideOpen full-size frame ↗
Regather and recount all three
04 Regather and recount all threeLeft flipper up; right flipper downBall A on the left side; Ball B on the left side; Ball C on the left sideOpen full-size frame ↗
Valet / tap-back: make room before the next ball arrivesWatch the player move the parked ball just before another ball reaches the occupied flipper, then regain control. Use the sequence to study the decision, not as a universal timing recipe.AbeFlips interview with Johannes
28

Recognition and decision lesson

How different teachers name catches

Teachers use catch names differently. The reviewed post-catch cartoon does not establish a specific hidden post or spin mechanism.

Use it when: Match the arrival, flipper state, contact and outcome before borrowing a label.

Also called: Live catch is also called stall by some teachers; not all these names are synonyms.

  1. Trace the inlane return.
  2. Identify visible contact separately from flipper motion.
  3. Describe the result in plain language.

If it misses: Do not add an invented post collision just to make the name fit.

Try this drill: Compare the linked demonstrations and list only contacts you can actually see.

How different teachers name catches: motion and key frames
Inlane return, heel and guide visible
01 Inlane return, heel and guide visibleLeft flipper up; right flipper downBall A above the flippersOpen full-size frame ↗
Identify where contact occurs
02 Identify where contact occursLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Observe the bat and rebound separately
03 Observe the bat and rebound separatelyLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Name the observed result, not hidden physics
04 Name the observed result, not hidden physicsLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
POST CATCHWatch the visible guide, flipper, and ball contacts. The clip does not prove an unseen mechanism.Animation by DEAD FLIP / Jack Danger
29

Control lesson

When separation goes wrong

After a failed separation, the new ball positions determine the next move.

Use it when: Recover the game instead of finishing a rhythm that no longer fits.

  1. No separation? Stabilize before retrying.
  2. Both released? Recount and track both.
  3. Incoming ball on an occupied side? Reconsider the park.

If it misses: Repeated blind pulses turn one failed attempt into several.

Try this drill: Pause after frame two and name the next arriving ball.

When separation goes wrong: motion and key frames
Attempt begins with two on one side
01 Attempt begins with two on one sideLeft flipper up; right flipper downBall A on the left side; Ball B on the left sideOpen full-size frame ↗
Too much movement releases both
02 Too much movement releases bothLeft flipper down; right flipper downBall A above the flippers; Ball B above the flippersOpen full-size frame ↗
Abandon the planned rhythm; track both
03 Abandon the planned rhythm; track bothLeft flipper down; right flipper downBall A on the left side; Ball B above the flippersOpen full-size frame ↗
Recover by the next arriving ball
04 Recover by the next arriving ballLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
Original coaching exercise · not a universal game rule
30

Control lesson

Two-ball tactics: protect continuation

Use this original practice scenario to choose between a planned shot and control. Actual multiball-ending rules come from the table guide.

Use it when: A target choice includes its return path.

  1. Name the next award.
  2. Choose the shooting flipper.
  3. After a drain, check save/grace/restart state before assuming multiball ended.

If it misses: Do not count a lost ball as replaced until the game actually serves it.

Try this drill: Explain your target and recovery plan before pressing Play.

Two-ball tactics: protect continuation: motion and key frames
Two deliberate cradles
01 Two deliberate cradlesLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
Choose right shot: release only right
02 Choose right shot: release only rightLeft flipper up; right flipper downBall A on the left side; Ball B on the right sideOpen full-size frame ↗
Right contact; left remains held
03 Right contact; left remains heldLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
Track the shot return
04 Track the shot returnLeft flipper up; right flipper upBall A on the left side; Ball B above the flippersOpen full-size frame ↗
Original coaching exercise · not a universal game rule
31

Control lesson

Three-ball tactics: 2 + 1 and split control

Practice tracking a held pair plus one live ball, then one held on each side with a third live.

Use it when: The parked count does not erase the returning ball.

  1. Identify A, B and C.
  2. Choose which return needs the free side.
  3. Recount when a collision releases the pair.

If it misses: If the pair breaks apart, stop calling the situation 2 + 1.

Try this drill: Compare the three-ball storyboard with two-ball control.

Three-ball tactics: 2 + 1 and split control: motion and key frames
Three balls: do not lose track of C
01 Three balls: do not lose track of CLeft flipper up; right flipper downBall A on the left side; Ball B on the left side; Ball C above the flippersOpen full-size frame ↗
A and B held; C approaches
02 A and B held; C approachesLeft flipper up; right flipper downBall A on the left side; Ball B on the left side; Ball C above the flippersOpen full-size frame ↗
Use the free side for C
03 Use the free side for CLeft flipper up; right flipper upBall A on the left side; Ball B on the left side; Ball C on the right sideOpen full-size frame ↗
Recount: held pair plus controlled C
04 Recount: held pair plus controlled CLeft flipper up; right flipper upBall A on the left side; Ball B on the left side; Ball C on the right sideOpen full-size frame ↗
Original coaching exercise · not a universal game rule
32

Control lesson

Four or more: prioritize the next contact

This original exercise adds traffic while preserving every ball’s identity.

Use it when: Aim for useful control, not an imaginary guarantee that everything can be parked.

  1. Count known held and moving balls.
  2. Identify the next dangerous lower-playfield contact.
  3. Update that choice after each collision.

If it misses: If a ball disappears behind a toy in real play, acknowledge the uncertainty.

Try this drill: Pause every frame and call the next two arrivals.

Four or more: prioritize the next contact: motion and key frames
Four live balls: pick the next threat
01 Four live balls: pick the next threatLeft flipper down; right flipper downBall A above the flippers; Ball B above the flippers; Ball C above the flippers; Ball D above the flippersOpen full-size frame ↗
Catch A while other balls stay visible
02 Catch A while other balls stay visibleLeft flipper up; right flipper upBall A on the left side; Ball B on the right side; Ball C above the flippers; Ball D above the flippersOpen full-size frame ↗
A and B controlled; C and D still live
03 A and B controlled; C and D still liveLeft flipper up; right flipper upBall A on the left side; Ball B on the right side; Ball C above the flippers; Ball D above the flippersOpen full-size frame ↗
Occupied-side return forces a new choice
04 Occupied-side return forces a new choiceLeft flipper up; right flipper upBall A on the left side; Ball B on the right side; Ball C on the right side; Ball D on the right sideOpen full-size frame ↗
Original coaching exercise · not a universal game rule
33

Recognition and decision lesson

Air defense: recognize an uncertain rescue

Ball-to-ball interception has been described as an uncertain rescue, not a reliable save.

Use it when: Learn to recognize the opportunity without treating a collision as guaranteed.

  1. Identify the threatened ball and the available ball.
  2. Ask whether their paths can actually meet.
  3. Track both after any contact.

If it misses: A miss can lose the threatened ball and disturb the other.

Try this drill: Use the illustrated missed-save scenario to explain why this is not a beginner drill.

Air defense: recognize an uncertain rescue: motion and key frames

Conceptual decision sequence, not a demonstrated successful air-defense recipe.

Cradle A on the right; B approaches
01 Cradle A on the right; B approachesLeft flipper down; right flipper upBall A above the flippers; Ball B on the right sideOpen full-size frame ↗
Roll A toward the right tip as B arrives
02 Roll A toward the right tip as B arrivesLeft flipper down; right flipper upBall A on the right side; Ball B above the flippersOpen full-size frame ↗
Flip A into B: ball-to-ball deflection
03 Flip A into B: ball-to-ball deflectionLeft flipper down; right flipper upBall A above the flippers; Ball B on the right sideOpen full-size frame ↗
Track and recover both balls after contact
04 Track and recover both balls after contactLeft flipper up; right flipper upBall A above the flippers; Ball B on the right sideOpen full-size frame ↗
AIR DEFENSEWatch one ball deflect another, then notice that both balls still require recovery.Animation by DEAD FLIP / Jack Danger

04 · Turn control into points

A controlled ball needs a useful target.

Art from Attack from Mars
34

Control lesson

Planned jackpot play

Use this original scenario: the next valuable shot changes sides after collection.

Use it when: Control is useful when it helps you collect something specific.

  1. Read the current lit award.
  2. Choose and make its shot.
  3. After collection, update the target before repeating.

If it misses: A previously correct shot may no longer be the valuable one.

Try this drill: Say “target, shooting side, return” before each attempt.

Planned jackpot play: motion and key frames
Two deliberate cradles
01 Two deliberate cradlesLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
Choose right shot: release only right
02 Choose right shot: release only rightLeft flipper up; right flipper downBall A on the left side; Ball B on the right sideOpen full-size frame ↗
Right contact; left remains held
03 Right contact; left remains heldLeft flipper up; right flipper upBall A on the left side; Ball B on the right sideOpen full-size frame ↗
Track the shot return
04 Track the shot returnLeft flipper up; right flipper upBall A on the left side; Ball B above the flippersOpen full-size frame ↗
Original coaching exercise · not a universal game rule
35

Control lesson

Ball save, add-a-ball and restart timing

A ball save replaces an eligible drain; add-a-ball introduces another ball; a restart resumes an ended feature. Their gates and timers vary by table.

Use it when: Prepare the award, then collect it when it will help.

  1. Before multiball: read the table’s exact save and add-ball rules.
  2. During play: track the active indicator and balls actually served.
  3. After a drain: check grace/restart eligibility immediately.

If it misses: Do not deliberately drain based only on a generic timer graphic.

Try this drill: Use your table guide to fill in start trigger, collection shot and expiry condition.

Ball save, add-a-ball and restart timing: motion and key frames

The diagram is a three-ball counting exercise. It does not assert a universal timer or award sequence.

Three balls: do not lose track of C
01 Three balls: do not lose track of CLeft flipper up; right flipper downBall A on the left side; Ball B on the left side; Ball C above the flippersOpen full-size frame ↗
A and B held; C approaches
02 A and B held; C approachesLeft flipper up; right flipper downBall A on the left side; Ball B on the left side; Ball C above the flippersOpen full-size frame ↗
Use the free side for C
03 Use the free side for CLeft flipper up; right flipper upBall A on the left side; Ball B on the left side; Ball C on the right sideOpen full-size frame ↗
Recount: held pair plus controlled C
04 Recount: held pair plus controlled CLeft flipper up; right flipper upBall A on the left side; Ball B on the left side; Ball C on the right sideOpen full-size frame ↗
Original coaching exercise · not a universal game rule
36

Recognition and decision lesson

Stage flipping: lower held, upper controlled

A two-stage flipper button can keep the lower flipper held while the upper flipper is released, then fire the upper flipper with the second stage.

Use it when: Use the lower flipper as a stable cradle while choosing when the upper flipper acts.

  1. Verify that shallow and full button travel are mapped as separate stages.
  2. Press fully to raise both, then ease back to the first stage so the lower stays held and the upper releases.
  3. Press through the second stage again to fire the upper while preserving the lower cradle.

If it misses: Independent left/right lower flippers are not stage flipping; the technique depends on upper/lower control on one side.

Try this drill: With no live ball, verify released, full, first-stage and full-again states. Then practice only if the hardware mapping is repeatable.

Stage flipping: lower held, upper controlled: motion and key frames

Requires compatible staged-button hardware and separate VPX lower/upper mappings.

Button released: lower and upper flippers are down
01 Button released: lower and upper flippers are downLower flipper down; upper flipper downOpen full-size frame ↗
Full press: lower and upper flippers fire
02 Full press: lower and upper flippers fireLower flipper up; upper flipper firedOpen full-size frame ↗
Ease to the first stage: hold lower, release upper
03 Ease to the first stage: hold lower, release upperLower flipper up; upper flipper downOpen full-size frame ↗
Press through again: fire upper while lower stays held
04 Press through again: fire upper while lower stays heldLower flipper up; upper flipper firedOpen full-size frame ↗
VPX · Changelog10.8.1 heading: redesigned nudging and VR/XR; development branch, not proof of installed build

05 · Prevent the drain

Intervene while a real contact can still change the outcome.

Art from Red & Ted’s Road Show
37

Control lesson

Nudging: change the next contact

A nudge changes where a real playfield surface meets the moving ball. Make one cabinet movement before contact, then stop and play the rebound it creates.

Use it when: Use it when a post, rubber, guide, or flipper can still turn a dangerous path into a reachable return.

  1. Name the next surface the ball will touch.
  2. Move the cabinet so that surface meets the ball sooner or at a more useful point.
  3. Release the cabinet, follow the new path, and prepare the receiving flipper.

If it misses: Once the ball has passed the last useful contact, more force cannot rescue it through empty space.

Try this drill: Compare an untouched return with one small nudge on the same kind of feed. On the next attempt, change only the timing.

Nudging: change the next contact: motion and key frames

The drawing shows when the contact occurs. Direction and force must be learned from the response of the table you are playing.

Baseline: identify the next surface
01 Baseline: identify the next surfaceLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Contact opportunity at the resting bat
02 Contact opportunity at the resting batLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Watch the resulting crossing
03 Watch the resulting crossingLeft flipper down; right flipper downBall A on the right sideOpen full-size frame ↗
Prepare receiving control
04 Prepare receiving controlLeft flipper down; right flipper upBall A on the right sideOpen full-size frame ↗
Abe · Nudging, part 200:09–00:47 contact/position; 01:10–01:44 reach/orbit; captions; exact filmed directions not visually certified
38

Control lesson

Prevent trouble earlier

An orbit return can often be redirected while it is still above the slingshots. Waiting until the ball reaches the lower drain area removes useful contacts and leaves fewer recovery choices.

Use it when: Use the first predictable contact to prevent trouble instead of waiting for a desperate final save.

  1. Read the ball while it is still above the slingshots.
  2. Predict the post, rubber, or guide it will meet next.
  3. Make one restrained nudge before that contact, then prepare the flipper that will receive the changed return.

If it misses: If you wait until the ball is already crossing the center gap, the earlier preventive opportunity has passed.

Try this drill: After a drain, replay the return and point to the first contact where a small movement might have changed the path.

Prevent trouble earlier: motion and key frames

This sequence teaches when to look for an opportunity. The best direction still depends on the table’s geometry and the ball’s approach.

Notice the return before the sling
01 Notice the return before the slingLeft flipper down; right flipper downBall A above the flippersOpen full-size frame ↗
Pause: predict its next contact
02 Pause: predict its next contactLeft flipper down; right flipper downBall A above the flippersOpen full-size frame ↗
Inspect the sling contact
03 Inspect the sling contactLeft flipper down; right flipper upBall A above the flippersOpen full-size frame ↗
Guard and read the resulting feed
04 Guard and read the resulting feedLeft flipper down; right flipper upBall A on the right sideOpen full-size frame ↗
Abe · Nudging, part 200:09–00:47 contact/position; 01:10–01:44 reach/orbit; captions; exact filmed directions not visually certified
39

Recognition and decision lesson

Outlane decisions depend on the posts

The useful opportunity depends on contact geometry; a switch position is not a universal rescue boundary.

Use it when: Recognize when a shown opportunity has already passed.

  1. Find posts, divider and drain route.
  2. Pause before the threatened contact.
  3. Below this example’s opening, review the earlier decision.

If it misses: “Toward the inlane” is incomplete unless cabinet motion and ball direction are distinguished.

Try this drill: Point to the last actual contact available in this particular drawing.

Outlane decisions depend on the posts: motion and key frames
Above divider: an earlier decision exists
01 Above divider: an earlier decision existsLeft flipper down; right flipper downBall A above the flippersOpen full-size frame ↗
At a post: inspect the contact
02 At a post: inspect the contactLeft flipper down; right flipper downBall A above the flippersOpen full-size frame ↗
Below this opening: shown opportunity gone
03 Below this opening: shown opportunity goneLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Review the earlier frame; no magical rescue
04 Review the earlier frame; no magical rescueLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Original coaching exercise · not a universal game rule
40

Control lesson

Single and double slap decisions

A cabinet slap and a flipper action are separate inputs. The return determines whether a second action is useful.

Use it when: Keep the ball within a reachable, understandable sequence.

  1. Identify which bat can still meet the ball.
  2. Watch the first contact.
  3. Use the other side only if the resulting return needs it.

If it misses: Do not turn every center drain into a command to hit harder.

Try this drill: Frame-step and name cabinet input, first contact and receiving action separately.

Single and double slap decisions: motion and key frames

Conceptual reachable-ball example, not a promise of recovery from below the bats.

Ball still within left flipper reach
01 Ball still within left flipper reachLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Separate cabinet input from button input
02 Separate cabinet input from button inputLeft flipper up; right flipper downBall A on the left sideOpen full-size frame ↗
Follow the deflection toward the other bat
03 Follow the deflection toward the other batLeft flipper up; right flipper downBall A on the right sideOpen full-size frame ↗
Second action only if this return needs it
04 Second action only if this return needs itLeft flipper up; right flipper upBall A on the right sideOpen full-size frame ↗
SLAP SAVE (SINGLE)Watch one urgent cabinet-and-flipper action move the center-bound ball into reach.Animation by DEAD FLIP / Jack Danger
SLAP SAVE (DOUBLE)Watch the first save change the path, then the second flipper respond to that new return.Animation by DEAD FLIP / Jack Danger
Original coaching exercise · not a universal game rule
41

Recognition and decision lesson

Lazarus: a natural return is different

IFPA/PAPA rules allow an unassisted natural rebound. Deliberately induced death saves and bangbacks are prohibited under the cited competition rules.

Use it when: Recognize the distinction without practicing induced returns.

  1. Keep the natural rebound and player input separate.
  2. Resume on a legitimately returning ball.
  3. Refer disputed conduct to the tournament director.

If it misses: Warning-free does not automatically mean permitted; machine-abuse rules also apply.

Try this drill: In the diagram, identify whether any player input caused the rebound.

Lazarus: a natural return is different: motion and key frames
Ball has gone below the flippers
01 Ball has gone below the flippersLeft flipper down; right flipper downBall A on the right sideOpen full-size frame ↗
No player input: natural rebound
02 No player input: natural reboundLeft flipper down; right flipper downBall A on the right sideOpen full-size frame ↗
Ball re-enters play without an induced save
03 Ball re-enters play without an induced saveLeft flipper down; right flipper downBall A on the left sideOpen full-size frame ↗
Resume play on the returning ball
04 Resume play on the returning ballLeft flipper down; right flipper upBall A on the right sideOpen full-size frame ↗

Lesson 6: Nudge with purpose

Move early enough to change the next contact, then stop and play the result.

Practice on your cabinet and learn from the ball’s actual response. The same movement can produce a different result when the ball’s speed, angle, or next contact changes.

1. Timing: move before the chance is gone

A nudge works by changing where the cabinet’s rubber, post, wall, or flipper meets the moving ball. Watch the next surface in the ball’s path. Make the cabinet movement just before that contact, while a small change can still alter the rebound.

Ball situation: A slow ball is drifting toward the left outlane divider. If it is still approaching the rubber or post, a brief nudge can change where it strikes. Once it has passed below the last useful contact, a desperate shove is late and only spends your tilt margin.

2. Direction: move the useful surface

Do not imagine that you are pushing the ball through empty space. Choose the post, rubber, guide, or flipper that can help. Move the cabinet so that surface meets the ball sooner or at a better point. The rebound may travel in a different direction from your hands.

Ball situation: A return is about to graze the outside edge of a post and fall toward an outlane. Your aim is to bring more of that post into the contact, giving the rubber a chance to send the ball back toward the inlane. Read the actual rebound before making another move.

3. Strength: use the smallest useful motion

Begin with one clean, modest impulse. If the ball’s contact does not change, increase the motion a little on the next comparable return. If the rebound becomes wild or the game warns, reduce it. No measurement can promise the same result on every table because speed, angle, rubber, geometry, and tilt sensitivity all matter.

Ball situation: On repeated orbit returns, compare an untouched feed with one small nudge made at the same approaching contact. You are looking for a visible change in the rebound, not the largest cabinet movement you can get away with.

4. Restraint: make one move, then become quiet

Repeated shaking makes the next rebound harder to read and can add up to a tilt. After one deliberate nudge, release the cabinet, watch the ball, and let any warning guide your next decision. Save your movement for a contact that can actually prevent a drain.

Ball situation: Your first nudge turns a dangerous side feed into a return toward the flippers. Stop moving. The save is now a flipper problem, and another cabinet motion may spoil the usable return you just created.

5. Recovery: the nudge changes your next flipper decision

Do not admire the save. Follow the new ball path immediately. Decide which flipper will receive it, whether that flipper should stay down for a dead bounce, rise to guard the side, or catch the ball. If the nudge did not change the contact enough, switch at once to the best remaining flipper defense instead of repeating the same cabinet motion.

Ball situation: A small side nudge turns a center-bound return toward the right flipper. Track the new angle. If the ball will reach the face of the flipper, guard or catch it. If it remains near the center gap but is still within reach, prepare the slap-save sequence taught in the previous chapter.

Practice one decision at a time

  1. Name the next surface. Before moving, say which post, rubber, guide, or flipper can still touch the ball.
  2. Choose the purpose. Decide whether you are improving a rebound, keeping the ball out of an outlane, or bringing a flipper into reach.
  3. Use one small motion. Move just before contact, then let go and keep your eyes on the ball.
  4. Play the new path. Prepare the receiving flipper instead of assuming the nudge completed the save.
  5. Review the result. On the next comparable feed, change only timing, direction, or strength. Do not change all three at once.
Use tilt warnings as coaching

A warning means your movement crossed the game’s current warning threshold. It does not tell you that another identical move is safe. After a warning, stop moving and play with the flippers if you can; repeated nudges can add up to a tilt.

After the ball, ask a useful question: Was the nudge late, stronger than the contact required, or followed by unnecessary extra movement? That answer gives you something specific to change next time.

Tables and settings differ, so there is no universal safe force, number of warnings, or waiting time. Your goal is to make the smallest move that changes a dangerous contact.

Abe’s nudging lesson discusses warnings, prevention, and differences between machines. Craig Pullen’s demonstration shows contact-based saves and continuing tilt-bob motion.

Put it to work: Guardians’ Orb opening

A real example where taking too long to park everything costs you.

  1. Know the collection before the start. In your copied Guardians 2.1.1 script, Orb’s opening lights Broker and starts a falling hurry-up.
  2. Control enough to collect promptly. Hitting Broker during that opening adds the third ball and fixes the ordinary jackpot base at the collected value.
  3. Then change to jackpot play. Recount the served ball, read the lit arrows and choose the next useful shooting side.

My coaching: a quick, reliable cradle can help you make Broker; spending the whole opening arranging a perfect multiball formation defeats the purpose. After collection, use the one-held/one-live and three-ball lessons to organize the next return.

Static installed-script trace: Guardians lines 9590–9606, 9664–9667 and 14500–14518. Saved settings and live timing were not cabinet-tested. Read the complete Orb rules →

Your next-move checklist

Use it at a pause. Then practice recognizing it quickly.

One ball

  1. Where is the next contact? Identify bat, guide, sling or open drain.
  2. Which side do I want? Keep it, transfer it or shoot?
  3. Does this feed support that move? Use a practiced response.
  4. What happened? Read the actual endpoint before the next input.

Multiball

  1. How many and where? Count held, moving and uncertain balls.
  2. Which arrival is most urgent? Do not stare only at the parked pair.
  3. What is worth shooting now? Check objective, save and add-ball state.
  4. Did the situation change? Recount after contact, drain or a served ball.

A practice ladder you can actually finish

These are original coaching drills. Progress by control, not a perfect score.

Art from Red & Ted’s Road Show
  1. Session 1 · ReadPredict five feeds. Name the receiving side and contact.
  2. Session 2 · KeepPractice a cradle and one reliable bounce. Record the failures.
  3. Session 3 · MoveChoose one transfer that suits your table. Try both directions.
  4. Session 4 · CountFollow A and B through the two-ball lessons before adding C.
  5. Session 5 · RecoverExplain your response to no separation, both released, and an occupied-side return.
  6. Session 6 · ScorePrepare one real table award. State the next shot and its return before collecting.

Where this came from

The explanation is here. The source lets you check it.

All fourteen techniques in MAYA Pinball’s baseline are included with their published animations. Seventeen DEAD FLIP animations appear beside matching or closely related lessons, with the publisher’s exact title retained whenever the move is different. Some advanced community names remain recognition lessons because the evidence does not establish a complete repeatable recipe. Those limits appear beside the lesson.

The frame-by-frame diagrams are original schematics. The local publisher clips show motion but do not supply calibrated timing or guarantee the same result on every machine. Other listed coaching videos were checked through their captions or posted transcripts; precise contact geometry was not inferred from a title. This page, its original replays, and all embedded MAYA and DEAD FLIP clips work from local files.

Full source list and exact locators

No cabinet calibration or live table playtest is claimed. Physics, wear, table geometry, simulator version and mappings affect which techniques transfer. Read the game-specific guide for actual award, save and restart rules.

Technique School ·

Names you will hear that I could not pin down

Three moves get talked about without a settled definition. They are listed here so the name is familiar when you meet it, not taught as technique.

  1. Newton-style regathering. Players use the name for ball-to-ball control, but there is no single agreed recipe for it.
  2. Three-ball cluster, or “snowman”. The exact arrangement is not agreed on.
  3. Over-post-pass-under. The name turns up in advanced lists without a complete sequence anyone states the same way twice.