Lexicon

Hero Mode

If pinball were a wrestling match, you'd have a tag-team partner and the machine would be in for a world of punishment. A two-player team-based assault on pinball. Player one takes a ball, then player two. Sounds simple enough, but it involves crucial strategy and professional teamwork. Also makes an outing with a friend more friendly than parking on two different machines or playing against eachother. The first player has the responsibilty of locking down the extra ball so that equality in turn number is reached.

Magnet Crotch

A painful ailment afflicting more than 70% of the gaming public. Upon insertion of legal tender into a pinball machine, a strong magnetic field is generated within the loins causing multi-ball paralysis and loss of replay.

The Jedi Catch

A catch maneuver requiring above average skill and mastery of the force. As a ball is descending down the playfield, the appropriate flipper is raised at the exact moment the ball would come into contact with it - if done correctly no space will be left between the ball and flipper upon contact, which will nullify any momentum the ball previously had, bring it to a instant stop on the flipper, and allow a perfect setup for the next shot.

The Move

A pinball maneuver requiring above average skill. The ball is returned to an inline from a ramp. The flipper is held in the up position allowing the ball to roll up it, over it, and land on the opposite flipper. The next needed shot is then hit with the second flipper. Ideal for comboing one ramp repeatedly.

Professionals

Denotes a level of familiarity with a machine and calculated riskiness in one's play. Prime examples would be waiting to trigger a multiball on Attack From Mars or Lord of the Rings until a saucer is opened or video mode started, respectively, in order to ensure the completion of the latters. By maximizing the potential of certain key features within a machine, such as multiballs, a player is said to be behaving like a professional.

Anti-heros

A game played in hero mode where one player pulls most of the weight. Whenever one person is playing well the other isn't.

Right-style

A successful peripheral shot made with a flipper on the same side as the target. Examples would be right flipper --> sword lock on Lord of the Rings, or left flipper --> frankenstein ramp on Monster Bash. Use "right style" to describe shots on either side because that's what cool kids do.

Third Ball Pressure

Hitting a lit extra ball is always harder on the third ball. Heros do not collapse when third ball pressure is on.

Third Ball Miracle

When the first two balls drain unnaturally quickly and the entire reply needs to be achieved on the third ball. Heros shine here as well.

Battle Mode

The opposite of Hero Mode. When a machine has two credits in the presence of two pinball players, they may opt to do battle as opposed to sharing the two games ala hero mode. Almost always results in players performing better than if they were playing together, to the frustration and detriment of all. Bragging rights and sometimes free lunch is awarded to the victor.

Death Save

The pinnacle of pinball professionalism which requires godlike skill, patience, and precision. As a ball rolls down an outlane and approaches the drain, the player nudges the machine forward exceptionally hard while simultaneously raising the flipper nearest the ball. If performed successfully the pinball will strike the wall of the opposite outlane, bounce forward, and with the aid of the player's nudge, will be propelled up onto the playfield within striking distance of a flipper thus putting the ball back into play. Warning: This move has a high probability of causing a TILT.