When a ball travels up a ramp only part of the way but doesn’t pass the apex and heads back toward the player.
New Pinball Dictionary: Scorekeeper Teeter-Totter / Scorekeeper See-Saw
When all the scorekeepers congregate to one side of the qualifying area only to have multiple players from the other side raising their hand to get the scorekeeper’s attention …
New Pinball Dictionary: Slingshort
When the ball hits a slingshot hard enough that it should fire, but it doesn’t, and the ball heads down the middle.
New Pinball Dictionary: Slingtown / Slingtown Express
When the ball enters the slingshot area and volleys back and forth between them. While this is happening, The Player can: …
New Pinball Dictionary: Kill Shot
A dangerous shot that often leads to a drain if missed, but is often important to make in order do well in the game.
New Pinball Dictionary: Postmaster General
During gameplay, The Player hits a number of posts, pins, rubbers and other non-scoring elements in a row for a noticeable period of time.
New Pinball Dictionary: Maroon
“A ball being stuck on a part of the [virtual] play table without being stuck in any element or mechanic of the table.”
New Pinball Dictionary: Dead Zone
“An area of a [virtual] table where you can commonly lodge a live [ball] in a way that requires a strong nudge to dislodge at the very least, … “
New Pinball Dictionary: Bricklayer / Bricklaying / Brickhouse
A series of unsuccessful shots occurring over an extended period of playtime. This can result in extreme frustration, colorful language or skyrocketing levels of near insanity as play continues.
New Pinball Dictionary: Warden
An advanced flipper technique which involves slightly moving a cradled ball to leave enough room to also capture another ball that is incoming, so that both balls are on the same flipper.
New Pinball Dictionary: Tilt Karma
Occurs when the player makes a miraculous save of the ball that uses up all of their tilt warnings …
New Pinball Dictionary: Straitjacket
The invisible force that can be felt by a player when pinball games are staged as close as possible. Especially when games are right next to each other, with active players on each side, and/or behind them.











