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The playfield is a planar surface inclined upward from three to seven degrees (current convention is six and a half degrees), away from the player, and includes multiple targets and scoring objectives. The ball is put into play by use of the plunger, a spring-loaded rod that strikes the ball as it rests in the trough, or, in some newer games, by a button that controls a solenoid attached to a piece of metal that strikes the ball; with both devices the result is the same: The ball is propelled upwards onto the playfield. Once a ball is in play, it tends to move downward towards the player, although the ball can move in any direction, sometimes unpredictably, as the result of contact with objects on the playfield or by the player's own actions. To return the ball to the upper part of the playfield, the player makes use of one or more flippers. Manipulation of the ball may also be accomplished by nudging (physically pushing the cabinet). However, nudging is considered cheating by some, and excessive nudging is penalized by loss of control or game (known as tilting).
The game ends when a specified number of balls have been lost off the bottom of the playfield.
This number of balls played was up to ten in very old machines, usually five in games of the 1940s through 1970s, and typically became three balls in the late 1970s or early 1980s. In more modern games, it can be either three or five, at the operator's discretion.
NB.: This number is per player. So in a two-player game, each player gets three balls to play. Score is kept separately for each player.
In games with more than one player, players alternate turns playing, one ball per turn. (Exception: during the course of play, a player can sometimes earn extra balls, and in those cases, the extra balls are played immediately.)
The plunger is a spring-loaded pin used to propel the ball into the playfield. The player can control the amount of force used for launching by pulling the plunger a different distance (thus changing the spring compression). This is often used for a "skill shot", in which a player attempts to launch a ball so that it exactly hits a specified target. Once the ball is in motion in the main area of the playfield, the plunger is not used again until another ball must be brought onto the playfield. In modern machines, an electronically-controlled launcher is sometimes substituted for the plunger.
The flippers are one or more small mechanically or electromechanically-controlled levers, roughly 3 to 7 cm in length, used for redirecting the ball up the playfield. They are the main control that the player has over the ball. Careful timing and positional control allows the player to intentionally direct the ball in a range of directions with various levels of velocity. With the flippers, the player attempts to move the ball to hit various types of scoring targets, and to keep the ball from disappearing off the bottom of the playfield. The very first pinball games appeared in the early 1930s and did not have flippers; after launch the ball simply proceeded down the playfield, directed by static nails (or "pins") to one of several scoring areas. (These pins gave the game its name). In the mid-1940s the first mechanical flippers appeared and by the early 1950s the familiar two-flipper configuration was standard.
The backglass is a vertical panel mounted at the back of the machine. This area features the scoring display and eye-catching graphics including the name of the machine. Games are generally built around a particular theme, such as a sport or character. Recent machines are typically "tied-in" to other enterprises such as a popular film series, toy, or brand name. The entire machine is designed to be as eye-catching (some would say gaudy) as possible; every possible space is filled with graphics, blinking lights, and themed objects.
Contact with or manipulation of scoring elements scores points for the player. Electrical switches embedded in the scoring elements detect contact and relay this information to the scoring mechanism. Older pinball machines used an electromechanical system for scoring wherein a pulse from a switch would cause a complex mechanism to ratchet up the score. In later games these tasks have been taken over by semiconductor chips and displays are made on electronic segmented or dot-matrix displays.
The key attribute of a successful pinball game is an interesting and challenging layout of scoring opportunities. Many types of targets and features have been developed over the years.
Common scoring targets include:
There are other idiosyncratic features on many pinball playfields. Pinball games have become increasingly complex and multiple play modes, multi-level playfields, and even progression through a rudimentary "plot" have become common features on recent games. Pinball scoring objectives can be quite complex and require a series of targets to be hit in a particular order. Recent pinball games are distinguished by increasingly complex rule sets that require a measure of strategy and planning by the player for maximum scoring.
Common features in modern pinball games include the following:
When a machine says "SHOOT AGAIN" on the scoreboard, it means that you have an extra ball to shoot. In a multiplayer game, the player who just lost his ball is the same one to shoot again.
Pinball designers also entice players with the chance to win an extra game or replay. Ways to get a replay might include:
When an extra game is won, the machine typically makes a single loud bang.