Pinball Glossary

Pinball terminology for beginners and advanced players.

Advanced Techniques

BangbackAn illegal move where hitting the front of the cabinet pops a draining ball back up between the flippers.
Death SaveAn illegal move where violently jarring the machine bounces a ball from the outlane back into play.
Shatzing (Alley Pass)Shooting from one flipper up the opposite inlane and catching on the other flipper.

Ball Control

CradleHolding the ball still in the pocket where the flipper meets its base.
Dead Bounce (Dead Flip)Keeping the flipper DOWN so the ball bounces off the rubber to the other side, slowing its momentum.
Micro FlipA tiny flipper tap to nudge a slow-rolling ball.
ShieldingHolding a flipper UP to block the center and redirect a fast ball.
TrapCatching and holding the ball in a cradle between shots.

Catching

Drop CatchDropping a raised flipper as the ball arrives to absorb its momentum.
Live CatchFlipping at the exact moment the ball makes contact, killing its momentum and trapping it.
Post CatchPinching the ball between the flipper and slingshot post.

Machine Parts

ApronThe metal/plastic cover at the bottom of the playfield that hides the ball trough.
Auto-plungerA solenoid-driven mechanism that launches the ball automatically.
BackboxThe vertical box at the rear holding the display, speakers, and backglass artwork.
Bash ToyA large themed mechanical feature designed to be hit repeatedly.
CabinetThe main wooden body of the machine that houses the playfield and electronics.
Captive BallA ball trapped in a confined area, scored by hitting it with the main ball to transfer momentum.
Dead BumperA passive bumper with no solenoid; the ball simply ricochets off it.
Drop TargetA target that drops below the playfield surface when hit; often in banks that must be cleared.
FlipperThe player-controlled mechanical levers used to strike the ball.
HabitrailA wireform track that transports the ball through the air, often returning it to an inlane.
InlaneNarrow lanes on either side that guide the ball safely back to the flippers.
KickbackA solenoid in the outlane that kicks the ball back into play.
Lane GuideWire guides that channel the ball along a specific path.
OrbitA curved lane the ball travels around in a loop.
OutlaneOuter lanes on each side that lead directly to the drain.
PlayfieldThe angled playing surface inside the cabinet where the ball rolls.
PlungerThe spring-loaded rod used to launch the ball onto the playfield.
Pop Bumper (Jet Bumper)Round mushroom-shaped bumpers that use a solenoid ring to actively kick the ball away on contact.
RampAn elevated lane the ball rolls up above the main playfield.
RubberElastic rings/sleeves on posts and flippers that bounce the ball.
Shooter LaneThe channel on the right side where the ball is launched from.
Slingshot (Kicker)A triangular mechanism above the flippers that forcefully kicks the ball sideways when hit.
SpinnerA rotating target that scores each time the ball passes through.
Standup TargetA fixed target that registers hits but stays in place.
Tilt BobA pendulum sensor that detects excessive machine movement.
VUK (Vertical Up Kicker)A mechanism that shoots the ball straight up from a hole, usually to feed a ramp.

Passing

Alley PassShooting the ball up the opposite inlane so it feeds down to the other flipper. Also called a Shatz.
Loop PassShooting around an orbit so the ball arrives at the opposite flipper.
Post PassShooting gently into the slingshot post so the ball bounces to the other flipper.
Ski PassLetting the ball roll down a raised flipper so it slides across.
Tap PassThe lightest possible flipper tap to send the ball through the inlane.

Saves & Nudging

Ball SearchAn automatic sequence where the machine fires all solenoids to dislodge a stuck ball.
Center DrainWhen the ball goes straight down between both flippers.
Double DangerA warning state before a full tilt; one more nudge will tilt.
DrainWhen a ball falls off the playfield through any outlet.
NudgePhysically pushing the machine to influence the ball's trajectory without triggering a tilt.
Slap SaveNudging the machine while flipping to extend reach and save a draining ball.
TiltA penalty triggered by excessive machine movement, disabling the flippers and forfeiting end-of-ball bonus.

Scoring & Game Concepts

Ball LockA sequence where the machine captures balls until a condition releases them all at once, triggering multiball.
Ball SaveA brief grace period after launch where a drained ball is returned for free.
Bonus MultiplierA multiplier applied to your end-of-ball bonus score.
ComboA sequence of shots made in rapid succession that build in value.
End-of-ball BonusPoints awarded when a ball drains, based on achievements during that turn.
Extra BallAn award that gives you an additional ball to play.
Hurry-upA mode where a point value rapidly decreases until the player makes the required shot.
JackpotA high-value target available during multiball. Can escalate to Super Jackpot.
MatchA random chance at game end: if your last two score digits match the machine's number, you win a free game.
ModeA timed scoring objective activated by completing certain targets.
MultiballWhen two or more balls are in play simultaneously.
ReplayA free game awarded for reaching a certain score threshold.
Skill ShotA high-value target hit during the initial launch, before hitting other targets.
Wizard ModeA special mode unlocked by completing all regular modes — the ultimate challenge.