BANG BACKS and DEATH SAVES by Dave Stewart November 1, 1993 When playing pinball, we of course try as hard to avoid draining, so that we can keep playing on the same quarters and create nightmares for operators trying to control ball time. However, what can you do after the ball drains? Do you just give up hope and swear at the machine? There are some techniques for saving a ball AFTER it drains. That is, after the ball goes down an outlane or center drain, it is sometimes possible to get the ball back in play. In fact, some games (notably DE's Rocky&Bullwinkle and Jurassic Park) even give you extra points for successfully getting the ball back in play, not to mention all the extra points from your last second 'extra ball' :-). The various techniques I know of for saving a ball after a drain are given below. I know that some people call bang backs 'death saves', and vice versa. The terminology I use in this post is the terminology I have heard partly on rec.games.pinball, and it is the terminology that was primarily used when talking to others at the PAPA and AMOA tournaments. Technique 1: The Sproing Save This technique only works on games that have an outlane kickback. If the kickback is lit, and the ball drains either down the center or in the right outlane, it is sometimes possible to get the ball to bounce over to the left outlane, where it hits the switch, and causes the kickback to send the ball back into play. Sometimes this happens through luck, but it is possible to increase the possibilties of it happening: If you have a right outlane drain, and the ball is travelling quickly, then the ball will be headed towards the center. When the ball is under the tip of the right flipper, bump the machine forward, which causes it to hit the metal under the left flipper, and roll up the left side to the kickback switch. If you have a right outlane drain, and the ball is travelling slowly, then you can bang the machine in the same way as you would for a bang back (as described below). With a bang back you try to send the ball onto the left flipper; but if you miss, you may send it up towards the left outlane kickback switch. The sproing save can also happen on a center drain. If the ball is draining down the middle, but coming from the left hand side of the playfield, bump the machine as the ball hits the through. It may hit the corner of the metal on the right side of the through and roll up towards the left outlane. If you have a plastic post in the drain area, like on most Gottlieb machines, then the ball can really fly to the left outlane; the problem is that most Gottlieb machines don't have the left kickback :-(. If the ball is draining down the middle coming from the right hand side of the playfield, and you don't think that a slap save would work (or especially if your slap saves are not working for you that day) you can hold up the left flipper. As the ball passes by the right flipper, slide the machine to the left. If the ball just hits the tip of the flipper, it will bounce up the left outlane to the kickback switch. Technique 2: The Death Save This technique is used to save a ball after a right outlane drain (and on gottlieb machines a left outlane drain also). Death saves are usually easiest on Data East games, although they are sometimes possible on other manufacturers games when the Tilt setting is not very sensitive. If you are just learning the technique, then definitely practice on a DE game before trying it on other games. There are a few variations to this technique, but they all have the same basic concept. Immediately below the flippers, there is a piece of metal facing up and to the right. It is designed to help balls roll into the ball through (which is where balls are stored and fed to the plunger). When the ball drains down the right outlane, it will collide head on with that plate. By pushing the machine forward (and possibly to the right, see variations below) really hard as the ball collides, the ball can bounce back into the playfield through the space between the flippers. The variations with this technique deal with how you move the machine and what to do with your flippers. Variation 1: With this variation, don't hold either flipper while the ball travels down the outlane. As the ball hits the metal plate, bump the machine on both sides equally. The ball will travel straight up the playfield a few inches, going passed the flippers. Since your timing is never absolutely perfect and the ball often has a spin, it will actually travel up slightly to the right or left, enough so that after the ball has gone a bit passed the flippers, you can then flip the flipper that is closest to the ball to send the ball up the playfield. This variation is the one that tolerate a more sensitive tilt mechanism then the other variations, but is not always as successful. Variation 2: With this variation, hold the left flipper up. As the ball hits the metal place, move the machine hard forward and to the right (therefore you will be placing more force with your left hand then with your right hand). As with variation 1, the ball goes up passed the flippers; but because you are also pushing the machine to the right, the ball always heads towards the right flipper. Holding up the left flipper is done so that the ball doesn't hit it then head back towards the drain. This technique is usually more successful then variation 1, but because the machine has both forward and sideways motion, there is more possibility to tilt the machine. Variation 3: This is just like variation 2, except that it can be used on games with practically no tilt or unsensitive tilt settings. Instead of just using your arms to move the machine, use your body. That is, you hip check the machine to get more force. If you use this technique, make sure you don't hit the coin box or you'll slam tilt the machine. Also, make sure there is no bar across the front of the machine (operators often put bars to make it more difficult to break into the coin box), as that can really hurt! Variation 4: The "Gottlieb Death Save". Many recent Gottlieb machines have a plastic post on the right hand side of the ball through. As a result, that post can be used to do a death save of a ball coming down the left outlane. Use the technique from one of the previous variations, and time it such that you hit the machine as the ball hits the plastic post. The biggest problem is that recently Gottlieb's have had very sensitive tilts, and so you are much more prone to tilting. In all cases above, it is not how far forward you hit the machine, but how quickly you accelerate it. Sometimes even on machines with only moderate tilt settings, you can get away with a single 'danger' warning, and therefore do two death saves per ball (most games tilt after 2 warnings). If you are going to attempt death saves, pull the machine away from the wall, otherwise your efforts will be futile. The exception is on games where the legs are not very tight, and the game bounces around without the base of the legs moving. I've actually been more successful in getting death saves on those 'bouncy' machines then on sturdy machines that I have to pull away from a wall. Technique 3: The Bang Back This technique involves bumping the ball back into play after it goes down the left or right outlane. I would have never thought that this would work from word descriptions, until Rick Stetta showed be how to do it. I then spent a month practicing it continuously until I got by first one. Now I can get them consistently on some machines, and not at all on others. I still have not figured out what characteristics of a machine allow you to do bang backs. I get them very consistently on a Twilight Zone (TZ) at one local bar, but can't get them at all on a TZ at a different local bar, and only sometimes on yet another TZ. All these games are set against the wall, and tilt settings seem to be about the same. Anyhow, for the technique: If the ball is heading down the right outlane, hold up the right flipper. When the ball is below the flipper, hit the metal lockdown bar quickly, hard, slightly upward, and sligtly to the left, immediately below where the ball is. The ball which was travelling towards the drain will change directions from the hit, and travel diagonally upwards instead, towards the playfield above the left flipper. Once the ball is above the left flipper, you flip, and the ball is back in play. Since you want to hit towards the left, it is often easier (at least for me) to cross your hands: hold the right flipper with your left hand, and hit the bar with your right hand. On TZ, which is a wide body, you can also hit a little below the lockdown bar right on the wooden cabinet between the coin-box door and the plunger. On regular width games, there really isn't any room there, so you must hit the lockdown bar. You don't want to hit the coin door, because 1) you may slam tilt, and 2) it hurts like hell! The trick to the bang back is not to hit as hard as you can. The timing, direction of the hit, and force acceleration are the most important. You must hit the ball at just the right time. You must make sure you hit up and to the left. And you want to hit the machine 'quickly', not 'hard', so that the force is 'instantaneous' instead of being spread out over a quarter second or so. When I started doing the bang backs, I kept tilting the machine and never succeeded. As I've gotten better, I never tilt that same machine (not even a warning) and I've got over 75% success on balls going down the right outlane. And just to show that you don't have to hit hard: one time I did hit really hard, and yeah, I saved the ball, it went all the way up the left inlane and back down the left outlane. A bang back also works for balls coming down the left outlane. In this case, hold up the left flipper (optionally cross hands to do so), and hit upwards and to the right, so that the ball travels onto the right flipper. Bang backs are also possible on center drains. In the same way that a ball can travel up to the left outlane for a sproing save, you can get a draining ball to travel towards the left or right outlane. As long as the ball goes a little beyond the flipper, it will have to roll back down to the through, and hence you can perform a bang back as it rolls back down. I have (surprisingly) found that the slower the ball is moving, the easier it is to do the bang back. Mainly a slower moving ball gives me more time to cross my hands and better chance at getting the timing just right. On twilight zone, bang backs are much easier from the right outlane, because the right outlane is much narrower than the left outlane. However, bang backs are still possible from the left outlane; you just have to have your timing that much more accurate, and you must hit a little harder. Yes, I have hurt my hand doing bang backs, but in each case where I did hurt myself I did not hit the machine at the right place (e.g. caught the edge of the coin-box door), and did not succeed in getting the bang back. When I did succeed, there was no pain at all (although I guess that because I succeeded even if there was pain I wouldn't notice it :-) ). Before you attempt any bang backs, look over that machine closely. For example, I was used to doing the bang back on TZ. I tried one on The Addams Family, but because it is not a wide body, the plunger is closer to the center. Around the plunger is a square steel plate that is protruding, and I caught the corner of that; OUCH!!!! So if you are going to try bang backs, look at the game closely beforehand so you know exactly where you will hit the game. Summary: Different techniques work better on different games. If you play a new game, just try the various techniques and see which one works for you. I hope this helps. I know I was never able to do any of these saves until I saw someone else do it first (maybe it was only psychological :-)). But even if you aren't able to do them yourself, hopefully you will have a better understanding of the different techniques in case other r.g.p.netters talk about them. ~dave