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Pinball Tournaments Are Rad!

by Gordon

Readers of Skill Shot may have noticed that Seattle has a lot of pinball tournaments. Whether at bars, private homes, or public arcades, if you play pinball you’re bound to come across either a tournament while it is happening or a flyer for one that is going to happen soon. This is a good thing because tournaments are fun and they make pinball more exciting than any other arcade game. But for new players, or those who have never participated in a tournament, they can be a little intimidating.

Head-to-Head pinball tournaments are popular in Seattle and the kind of contest you will find in bars like Shorty’s and at the Annual Georgetown Pinball Tournament (which is held at multiple bars). Head-to-Head tournaments put two players against each other in what is a best two-out-of-three match-up. During a single elimination Head-to-Head tournament, the winners keep advancing until there are only two players left for the final game that decides the winner.

In a Double Elimination Head-to-Head tournament, two different brackets are used: a winners’ bracket and a losers’ bracket. The first time a player loses they move into the losers’ bracket and continue to play matches (against other losers) until they lose again and are eliminated from the tournament (hence the name Double Elimination). The players in the losers’ bracket keep advancing until there is only one player left, and the top loser then plays against the final winner from the winners’ bracket. During the final match of a Double Elimination Tournament, the final loser has to win two of the games while the final player from the winners’ bracket only has to win one.

Yet another variation in Head-to-Head is sudden-death, which is simply a single game match instead of the best-of-three. This version is mostly used when time is running out (because the bars close at 2AM).

For more casual tournaments that happen regularly (such as in pinball leagues), the Vancouver Regional Pinball Association style of tournament is popular. The VRPA league point system was developed by Eden Stamm of Vancouver BC, and is a group/point format that has been adapted by many and is especially good for social groups and pinball leagues.

The basics: During the qualifying rounds of the tournament, participants are divided by their skill level into groups of three or four to play a series of matches. Players are then awarded points according to how they placed during each match of the series (1st place gets 7 points, 2nd place gets 5 points, etc). At the end of the qualifying rounds, the total number of points each player acquired are added up to determine who goes on to the next round, ultimately leading to the final match-up that determines the winner of the tournament.

The points that all participants received at past events are averaged together and are carried over to the next (league) tournament so that the players with the highest rankings/number of points can be grouped together. This system is a way of making tournaments in a regular group setting a bit more fair, as it usually places players against each other who have similar pinball skills and insures that all participants have a chance to get further in the qualifying rounds, as opposed to the more random head-to-head style, where a first time player could potentially be matched against a champion.

The Seattle Pinball League uses a version of the VRPA style where the points gained from past tournaments are averaged to determine a player’s ranking. But instead of awarding points gained from each individual match, SPL points are awarded according to how a participant placed in each individual tournament. SPL does it this way because the host of each tournament has the ability to decide what kind of tournament style they wish to have (at their house). Many of the SPL tournaments are done in the VRPA style, but occasionally a tournament style is chosen where counting points during matches is impractical, such as a Round Robin tournament (where only a single point is awarded during each match). While this system may seem confusing at first, like the VRPA, the SPL averages the rankings of the players this way to insure that all members of the league have an equal chance to compete regardless of their skill level.

The Northwest Pinball Championship is the yearly tournament held at PAGS (the Northwest Pinball and Gameroom Show). This is an Open Qualifying tournament where participants buy an entry for the qualifying rounds, which allows them to play one of the designated 7 machines set aside specifically for the tournament. Once their game has been played, the score is recorded and compared to that of the other players, with the highest scorers receiving specified points for how they placed at the end of the qualifying rounds (which end at midnight on Saturday). On Sunday the players with the most points advance to the tournament’s final matches, where the champion is determined by the player with the most points (usually the winner of the final match).

Because this is an open qualifying tournament, contestants are free to purchase entry games as often as they want, with their highest score on any particular machine being the one that is counted. Often players will continuously play qualifying games during the event in order to maintain (or surpass) their ranking on that game. Besides the NW Pinball Championship, PAGS also has other side contests, such as a classics tournament (held on older machines), the highest ranking woman, the highest qualifying score, and a tournament for novice players.

One of the most influential pinball tournaments in the country, the World Pinball Championship, is hosted each year in Pennsylvania by the Professional /Amateur Pinball Association. This is an Open Qualifying tournament held at the PAPA facility, which is used almost exclusively for this event and maintains over 400 pinball machines. PAPA has an extensive rule set for the tournament (over 20 pages) and many of the specific rules concerning game play, machine settings, malfunctions, and player conduct have been adopted  by other pinball tournaments around the world (including PAGS and VRPA).

Although many pinball tournaments use the PAPA rules governing the machines and players, it’s the rules of the qualifying rounds at PAPA that can truly boggle the mind. Participants buy an entry in the qualifying round, and then play a total of five different pins (from 10 or 11 designated games). Once they are finished with the five games, their scores are used to determine their ranking on each individual machine and these rankings are then awarded points which are added together to determine an individual entry’s total points. Because the qualifying rounds are continuously happening, it is likely that an individual’s ranking on a particular pin will decrease as the tournament progresses, unless they get a really high score.

Since each entry contains the total scores of five games, each time a player submits a new entry it is possible for them to affect their previous ranking on a pin and also lower their previous points. Their earlier scores are not omitted, no matter how many times they may play a particular machine and each individual entry is considered unique unto itself. While it is not possible for contestants to void a single game, they are allowed to void a whole entry, and this necessitates a strategic game play. While it certainly is a confusing system, it was developed by PAPA as a way to award consistently good players and once the qualifying rounds are over they go back to scoring individual players and their rankings in a more recognizable manner. (Whew!)

Needless to say, pinball tournaments can be as easy or as complicated as the organizer wishes them to be.  They may seem intimidating at first but new players shouldn’t be afraid to give them a try, because playing at tournaments is a fun way to learn more about pinball and a good way to meet other people who also love this great sport!

Other Pinball Tournament games and styles:

PIN Golf. Organizers set out (18) pins and then pick a score (par) for each. Players then try to reach that score in the fewest balls (strokes) possible. The winner is the person who uses the lowest number of balls when totaled after all the games are played (just like golf). A danger of this style of tournament is when the scores for the machines are set too high and players need many balls to reach it. If a player needs more than 3 (or 5) balls to hit the target score then the previous game total must be computed into the next game’s score.

Round Robin: A tournament where all participants play against each other, with the winner being determined by who has won the most matches. This style works best when there is a limited number of players and a lot of pinball machines, because it can last a long time. It was recently used at the Tiger Lounge during the Galactic Girl release party.

The Ballard Pinball Tournament: Pub crawl style. Head-to-Head, double eliminations held at a series of bars in the Ballard neighborhood. Players in the losers’ bracket often found themselves playing their rounds in the least desirable locations! (aka places with broken pins)

Price is Right: A specific score is chosen on each game and players must get as close as they can to that score without going over. Come on down!

Siamnese Twin Half and Half: Two-player teams go head-to-head against each other while wearing one XXXL t-shirt. Each team member can have only one arm out of the sleeves, but both of their heads have to come out of the top.

Quarter Qualifying: Set up a group of machines and let people play them for a set period of time using quarters.  You can spend as much as you want to qualify, contributing to the prize fund at the same time.  This also works very well for a “side tournament”, where one machine is set up and everyone tries to get the best score up to a certain time.  At the end, the person with the highest score gets all the money that was put into the game during the tournament!

Tommy Pinball: A team contest where the person controlling the flippers is blindfolded, while their teammate directs them what to do. The first annual Tommy Tournament happened at Shorty’s this past April.

Pat Hand: Also known as one-handed pinball. Only one hand can be used during each ball. Named after a 1975 William’s pinball machine.

Powder Puff Tournament: A bi-annual Double Elimination Head-to-Head tournament held at Shorty’s for the “anatomically female only”.

Weekly Sunday Tournament: A head-to-head, double elimination tournament that happens every Sunday at Shorty’s and begins at 6PM.

Single Qualifying Tournament:  Each player gets one chance to qualify on a single machine and the four players with the highest scores moves on to the final match-up, which is then a four player game. Highest score wins.  Recently used at the Iron Man tournament.

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news & gossip reviews

One Hand In My Pocket

by Bernard Blvd.

“I could beat your score with one hand tied behind my back.”  Is it a triple dog dare, or….  Pat Hand!

Pat Hand is a great way to play pinball. The concept is simple:  Each player uses one hand per ball.  You are allowed to change hands between balls.  Pat Hand works the best on EM games, but you can play it on all types.  It was even employed by Cayle and Eden in the finals at the last Georgetown tournament.

Pat Hand takes some time to get used to, so take baby steps.  Make sure that you are watching the ball.  You have to be able to anticipate which flipper the ball is going to land on, so that you can switch flippers if necessary.  Nudging the machine is really useful with Pat Hand, because you can push the ball back up into the playfield, giving yourself more reaction time.  Just keep that other hand occupied, because if you slip up and use it, you will be disqualified.  Nobody likes losers!

So yeah, that’s it.  Play with one hand.  What you do with your free hand is up to you.  Many people will hold their beer, or put their hand in their pocket.  I put mine in my man-purse.  Other suggestions:  Eat a hot dog.  Talk on your cell phone.  High-five.  Apply chapstick.  Slap somebody.  Drum for Def Leppard.  Give the Peace sign.  Count to five.  The possibilities are endless.

Let’s all stick our hands in our man-purses and play some Pat Hand!

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news & gossip reviews

A Rather Short Guide To Pinball At Shorty’s

Originally published in Skill Shot issue 11, October 2009

by Uglúk

Note: This list of pinball machines will surely change. Hopefully extra balls will be turned off for the annual tournament but there’s no telling.

SPEAKEASY:  Pinball gambling. Pay attention to the roulette wheel, especially after every ball, and avoid the dreaded Subtract-A-Ball “feature” at all costs. Leans to the left.

REVENGE FROM MARS:  Advancing to (and doing well in) Bonus Wave Multiball is handy for a solid score. Beware, this RFM’s tilt is dangerous and likes to carry over to the next player’s ball; always wait a minute or two before launching, especially after your opponent tilts.

CHAMPION PUB: Everyone’s favorite bare-knuckle boxing pinball machine! Shoot stuff and jump rope then hit the dude in the middle a bunch. Spitting gallery is easy points… door prize skill shot.

INDIANA JONES: Temple of Doom Multiball is a quick way to start racking points, I guess. Raiders of The Lost Ark Multiball is fun. Don’t ignore the Crystal Skull ramp. Shoot the Map Room a lot for more fun with bonus. EB’s abound.

’24’: Uhhhh, shooting the easy center ramp while it’s lit seems to do something. Suitcase Multiball is fairly lucrative. Moving on…

FATHOM: Now here’s a great machine for head-to-head battles. Lock the ball(s), then knock down those drop targets to release the locked ball(s) for old school multiball! (with 2X or even 3X playfield scoring!) It’s all there on the Instructions Card, if I remember correctly. Lighting and collecting the timed extra ball is a real challenge. Bonus is vital here, so don’t tilt… tilt too hard and you run the risk of tilting your competition’s turn, so be gentle or suffer the consequences!

THE ADDAMS FAMILY: Another classic game you don’t want to tilt because of the potentially gamebreaking bonus involved. Shoot the chair, shoot the ramp.  Kick ass at multiballs.  Victoly!

FAMILY GUY: Shoot the right spinner repeatedly to light the valuable TV modes. Stewie Pinball is where it’s really at, complete those shots for Stewie Multiball! A good Stewie Multiball coupled with Sexy Party or Good ‘Ol Boys (and/or Crazy Chris) should be enough for a dominating score.

BATMAN: Placing beer coasters over the searingly bright flashers so you can, you know, *see* is a good idea. Yeah. Lots of nudging is useful here. Balls like to get stuck in places, have fun with that.

STAR TREK: The Next Generation: Those outlanes are ruthless, keep ball away from them, obviously. Try forward nudges. Get comfortable with the right lock shot because Borg Multiball is the fast path to mountainous pinball success. Holodeck is easy points. Start Mission shot ain’t all that easy, timing out missions to get to The Final Frontier…?

EVEL KNIEVEL: Knock down them drop targets on the left for double bonus, then do it again for a precious EB. Shoot the lit spinner for rad points and stuff. And, seriously, don’t tilt ‘cuz it’ll make you lose.

SURF CHAMP: Rollover those rollover stars. Don’t even think of muscling this sucker around. Tilt it too hard and forfeit your whole game, fool.

NBA: New kooky pinball features spinning disc of random fun. Super fast game. I like shooting the right ramp.

MONSTER BASH: All the shots are very makeable. Collect monsters and instruments. Stay alive during multiballs to win.

TALES OF THE ARABIAN NIGHTS:  Spin the lamp to make it all lightningy.  Next, shoot the make-a-wish scoop and choose 3X lightnings. Now wail on the lamp and make mega-lightnings for massive points!! If that doesn’t work, a more conservative approach is in order…but I can’t help you there because I’m gonna make more mega-lightnings! Tilty.

MEDIEVAL MADNESS: Crush the castles! Both ramps are easy enough, don’t miss. No rubber on right outlane post makes it extra drainy lately.

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news & gossip reviews

Money Money Money

by Bernard Blvd.

It’s time for another great new way to play pinball with your friends:  Dollars!

Dollars is a multiple player game during which each player strategically puts one of their own dollars on the playfield of a chosen pinball machine in an attempt to sabotage the other player(s) game.  So say you’ve got four people on Indiana Jones (the newest one).  Your friends would probably put dollars in the most obvious spots like:  Over the two scoops (there are bumpers behind them and the Sankara Stone scoop isn’t always open), hiding the magnet in front of the arc (that’s a good way to distract other players from an easy target for multiball), or covering the flippers (duh).

Their choices leave you free to be more careful with your own dollar placement.  A good spot would be over the plunger lane because you can cover the five choices for the skill shot.  Another place that could handicap your opponents is over the pegs on top of the side drains.  That’s a spot where most champs can save their ball by nudging the machine, so placing a dollar there increases your chances of crippling the competition and winning FOUR BUCKS!

Of course, you can put more than one dollar down, and have each player put in a dollar at the start of every ball.  Although this option is more profitable for the winner, playing ball three with twelve dollars covering the playfield is hard.  And most people can’t afford to spend three dollars to play pinball in this economy.

But some people are still rich.  Why not play five dollars?  A hundred?  With the stakes a lot higher, players could get so into the game that they try to actually move the dollars by shaking the machine.  What about a million?  Maybe someday James Bond will bet one hundred million dollars on one ball in a big budget 007 movie.  My suggestion for the title:  Goldflipper.

So you put in a buck, pick a spot that you think would be hard for your competition to play without being able to see it, and lay your money down.  You could win a million dollars!  But remember, betting money on pinball is illegal and we only “play flipper skill games for fun and recreation”, so if the cops show up, grab that dough and run.  Don’t say I didn’t warn you.

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news & gossip reviews

Right Here Right Now

By Bernard Blvd.

Introducing another great new way to play pinball:  Skill Shot’s NOW!  The point of NOW! is to switch players mid-turn with whoever happens to be playing and standing closest to you.  When you reach a point during play where the ball is suspended for a period of time, loudly say “NOW!” and the player you choose to go next hops onto the flippers.  In choosing that player, you must believe in their ability to keep the ball in play, and to not get caught off guard and drain the ball immediately.  The surprise of the switch can sometimes throw people off, so everyone playing has to be prepared to jump in when they hear “NOW!”.

A good time to shout “NOW!” would be before a multiball (when the ball is locked and the dot-matrix display is going multiball crazy), when the ball lands in a scoop, or when the game starts up a mode.  More advanced players of NOW! can do it when the ball goes around a ramp or even when it is going up the playfield after hitting the flipper.  This last option leaves little time for the next player to react, so remember to only do that move if they are an expert of the game.

NOW! is great for playing with people in a bar or social setting, because you can stop playing in the middle of your turn without wasting the ball or giving up the game.  This might free you up when a friend shows up that you want to talk to, or if it is your turn to buy the next pitcher and your friends are getting thirsty.  NOW! is a Round and Round type of game, as the nature of it doesn’t allow for score keeping or typical three ball games.  NOW! is a fun way to interact socially while practicing America’s favorite pastime, Pinball!

Coming up next:  Dollars!

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news & gossip reviews

Room For Cream?

By Bernard Boulevard

It’s time for another new fun way to play pinball:  Skill Shot’s newest creation, HALF AND HALF!!

Known to some players as Flippers, Half and Half is a great way to find out which flipper works best for you in a pinball game.  If you suck playing only the left flipper, you might see that right flipper in a different light.

Each player takes a flipper, and an (optional) third player pulls the plunger.  The object of the game is the same as with any ball in any pinball game:  Keep the ball in play! Novices will find it strange to have no control over the opposite flipper, while experienced players will learn how to control the ball in a way that involves trusting the other player’s ability.  Being able to guess your partner’s next move is a key factor.  If you know that they can hit the trapped balls for Stewie Pinball with ease, you can bounce the ball from your flipper to your partner’s to the best effect.  But you must be sure!  If your partner isn’t paying attention or doesn’t know what he’s doing (hello Jerry!), the ball will just roll down the drain.

Playing Half and Half is the best in bars, because you have a free hand for your beer.  No more getting poisoned!  And you can include friends that normally wouldn’t play (like with Round and Round) because there is very little commitment or chance for embarrassment.  Half and Half is basically a Round and Round style game:  Each ball speaks for itself.  You can play a full game with Half and Half, but each player has to commit to a flipper.  There’s just no way to regulate the game play and scores when everyone switches flippers all the time.  The fun is in the interactivity of the game.  You are face to face with your partner, and can share ideas on the game.  Teamwork makes the dream work!

Other reasons why Half and Half rocks:

  1. To get rid of the last ball of a player who’s name just got called for pool.
  2. You can take your friend’s turn while they’re making out.
  3. If your partner drains the ball, you can blame it all on him/her.
  4. If you drain the ball, you can blame all it on Half and Half.

Coming up next:  Skill Shot’s NOW!

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reviews

Uncover the Clues

The first new Stern pinball release of 2009, CSI made its debut at Shorty’s recently and we were thrilled to finally get a chance to check it out. The first thing you will notice when seeing the game is the fairly unexciting back glass, which is just the television show’s logo and the faces of the various characters from the show. Unless you are a fan of CSI they are just a bunch of regular looking people looking back at you sternly. But that doesn’t matter since unlike other television and movie based pins the game itself isn’t about the characters but is actually about investigating a crime scene.

On CSI pinball there are different shots, such as the spinners, that will compare various finger prints or compile composite mug shots. Going to the pop bumpers is the equivalent of taking photographs of the crime scene, while hitting the scoop will take you to the Ballistics Lab where bullets are examined, or (if the drop targets have been hit) strands of DNA examined. Like other recent pins, starting these modes usually light up different shots on the playfield that are designated by flashing arrows that you then have to shoot for, all with the purpose of (supposedly) solving a crime. And of course, getting points.

There are lots of easy ways to get multi-balls on this game and the most obvious one is the big skull in the upper left corner. The only way to get to the skull is by going up the (only) center ramp, and once you’ve done it enough times the balls become trapped in the eye sockets and begin a multi-ball. If you are at a crime scene, there’s usually a dead body involved so that’s where the skull comes in. It’s nice to see a big skull in a pinball machine, even if it’s a sort of flat looking one. Too bad they didn’t put that on the back glass: a big skull (that’d be cool)!

The second obvious way to get a multi-ball on CSI is the centrifuge which is in the middle of the playfield. While the centrifuge is used for spinning blood samples on the show, in the game it’s for spinning (surprise) pinballs! Shoot the ball in the centrifuge and watch it spin around a bunch of times (a la Pirates of the Caribbean). Do the shot over and over, and when the centrifuge counts down to zero you’ll get a multi-ball. Just watch out for when the ball comes out of the centrifuge because it often drops straight down the middle. It’s a good idea to nudge the game a bit just as the ball is leaving the centrifuge because, while there is a center post just below the flippers, it rarely seems to work well and should only be relied on if you’re feeling lucky.

The third way to get a multi-ball is by shooting the microscope which has different colored flashing lights and a looping lane under it. Sometimes the ball just shoots through the lane and back to the flippers quickly! At other times a magnet stops the ball and begins a mode where different shots light up on the playfield that you need to hit in order to collect evidence. There are three different sections of evidence to collect that are designated by the different colors and once you’ve collected all of a particular color you get a multi-ball! The evidence collecting is our favorite because it mentions interesting things like insects, gun shot residue (GSR) and bite marks. It almost makes you want to watch the show!

The first shot of the game is of course the skill shot which is quite easy to see and figure out. It’s similar to the Wheel of Fortune skill shot because you have to shoot the ball just barely to the top of the playfield for it to drop back into the designated spot. Shoot it too hard and the ball goes to the pop bumpers and if you do it too softly it falls back to the flippers. One nice difference from the WoF skill shot is that when you shoot it too softly and it falls back to the flippers, you can let it drain without hitting anything and the game will let you do the shot over and over until you either make the skill shot or hit something that gives you points (like the pop bumpers). It’s a nice way to practice doing a skill shot, especially for people who don’t play pinball very often.

All in all the game was better than we expected it to be. While CSI isn’t as engagingly fun as Family Guy is with its Chicken Fight, Stewie Pinball and Farting, it does have multi-balls that are either easy to get or at least easy to figure out; the crime investigating theme is interesting; there’s a third flipper which hasn’t been seen on the past few Stern releases; and the looping lane adds a fun twist. There’s lots of animations that appear on the screen that are nicely done and the game gives you a bit of time to check them out before shooting the ball back into play (when it’s in the Lab). Plus there’s a big skull and that’s always cool! Did we already say that we think that Skulls are cool?

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reviews

We Love Spectrum!!

Spectrum is one of the coolest pinball games ever created!

The first time we saw Spectrum was at last summer’s Northwest Pinball and Game Room Show at the Seattle Center. It totally drew us in with its colorful playfield and back glass, and once we played it we realized there was a lot more to this game than we expected.

The first thing that comes to your attention when you play Spectrum is the fact that there is no plunger; instead, you hit one of the flippers, and that launches the ball from the drain area up into the playfield. The second feature that quickly becomes apparent is that there are no side drains, and instead there are hidden side lanes that, once the ball enters, prompt the game to eject a different ball just above the flippers.

While these two unique features are enough to confuse many people, it’s the object of the game that really makes this pin stand out. Unlike the typical way you get points on most games, with Spectrum the object is to figure out the secret color code that the machine randomly selects. Red, yellow, green, and blue are your choices, and you either guess correctly or not by hitting the appropriate targets on the play field. The more guesses you try before draining the ball determines your score.

Confusing? You bet! This game really opened our eyes to the potential of pinball and how most of the games we see and play today are just the tip of the iceberg. We look forward to all the other pinball machines we have yet to discover, both from the past and into the future. Spectrum kicks ass!

Spectrum Fun Facts:

Spectrum is based on the board game Mastermind.

Bally manufactured 994 machines, but due to low sales over half were dismantled.

Spectrum has a lot of speech programs that continually run while the game is played. Many clues concerning the hidden codes are given this way.

If you ever get a chance to play Spectrum, do it!

Originally published in Skill Shot issue 6.5, November 2008