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Everything you need to know about training with LevelUp.

Choose from 5 curated training plans — from beginner basics to tournament prep — or build your own custom plan. Each plan contains drills grouped by skill. Browse plans on the Plans page, pick one that matches your level, and configure your training.

Want to try it without signing up? Use the Quick Session button on the landing page — pick your skill level, number of drills, and optionally focus on a specific skill. You'll get random drills to practice right away, no account needed.

Your drills are grouped into sessions. A sprint calendar at the top of your plan shows your training rhythm. Proposed dates are suggestions — train whenever it fits your schedule. The calendar updates automatically: completed sessions move to the date you actually trained.

You don't have to follow the session order! Pick any drill from any session — they're all equally accessible. Sessions with some progress show an "In progress" badge. Completed sessions move below a divider.

At the machine, tap a drill to see the confirm overlay:

• Optionally rate the drill with 1–5 stars (tap to pre-select, tap again to deselect) • Got it! — The drill clicks. It's marked as completed. • Repeat — You want more practice. The drill moves to the end of your list. • Skip — Move on for now.

One tap submits everything — completion and rating together. No forms, no logging. After finishing your drills, just play and have fun!

Don't want a preset plan? Build your own. Describe your goals and let the LevelUp Assistant suggest drills — review the suggestions, remove what you don't need, then add more from the full catalog below. You can mix and match AI suggestions with manual picks to build your perfect plan.

Your training dashboard shows days remaining, sessions completed, and overall progress. Each drill tracks whether it's done, repeated, or still open. Completed sessions move below an "Completed" divider and collapse to keep focus on what's open.

When all drills are done, you'll be prompted to end the training (saves a summary to your history) or restart with the same drills. Past training plans are saved in your history — you can start them again or delete them.

Your account page shows your profile and training stats. Use the language selector in the header to switch between English and German. Toggle dark or light mode with the theme button. LevelUp is invite-only — if you need access, contact an admin.

All your actions — drill completions, sprint starts, plan changes, logins — are logged for admin reporting.

Authors can contribute to the drill catalog. If you have the author role, you get access to the admin area with these capabilities:

Create drills — Add new drills with name, description, and goal in English and German. Assign them to a lesson/skill. • Edit drills — Edit your own drills or any unapproved drill. You cannot edit other authors' approved drills. • Version history — Every edit is saved as a version snapshot. You can view the full history and revert if needed. • Scout recommendations — Review AI-suggested drills from the Drill Scout. Accept them into the catalog (with edits) or reject them.

Authors see Drills and Scout in the admin nav. Drill management (approval, deletion) and user/plan administration require admin access.

All edits are logged and versioned. When you accept a Scout recommendation, it becomes a real drill in the catalog.

Machine PartsCabinet — The main wooden body of the machine that houses the playfield and electronics. • Backbox — The vertical box at the rear holding the display, speakers, and backglass artwork. • Playfield — The angled playing surface inside the cabinet where the ball rolls. • Apron — The metal/plastic cover at the bottom of the playfield that hides the ball trough. • Flipper — The player-controlled mechanical levers used to strike the ball. • Plunger — The spring-loaded rod used to launch the ball onto the playfield. • Auto-plunger — A solenoid-driven mechanism that launches the ball automatically. • Shooter Lane — The 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. • Pop Bumper (Jet Bumper) — Round mushroom-shaped bumpers that use a solenoid ring to actively kick the ball away on contact. • Dead Bumper — A passive bumper with no solenoid; the ball simply ricochets off it. • Inlane — Narrow lanes on either side that guide the ball safely back to the flippers. • Outlane — Outer lanes on each side that lead directly to the drain. • Lane Guide — Wire guides that channel the ball along a specific path. • Habitrail — A wireform track that transports the ball through the air, often returning it to an inlane. • Ramp — An elevated lane the ball rolls up above the main playfield. • Orbit — A curved lane the ball travels around in a loop. • Spinner — A rotating target that scores each time the ball passes through. • Drop Target — A target that drops below the playfield surface when hit; often in banks that must be cleared. • Standup Target — A fixed target that registers hits but stays in place. • Bash Toy — A large themed mechanical feature designed to be hit repeatedly. • Captive Ball — A ball trapped in a confined area, scored by hitting it with the main ball to transfer momentum. • VUK (Vertical Up Kicker) — A mechanism that shoots the ball straight up from a hole, usually to feed a ramp. • Kickback — A solenoid in the outlane that kicks the ball back into play. • Rubber — Elastic rings/sleeves on posts and flippers that bounce the ball. • Tilt Bob — A pendulum sensor that detects excessive machine movement.

Ball ControlCradle — Holding the ball still in the pocket where the flipper meets its base. • Trap — Catching and holding the ball in a cradle between shots. • Dead Bounce (Dead Flip) — Keeping the flipper DOWN so the ball bounces off the rubber to the other side, slowing its momentum. • Micro Flip — A tiny flipper tap to nudge a slow-rolling ball. • Shielding — Holding a flipper UP to block the center and redirect a fast ball.

PassingPost Pass — Shooting gently into the slingshot post so the ball bounces to the other flipper. • Ski Pass — Letting the ball roll down a raised flipper so it slides across. • Tap Pass — The lightest possible flipper tap to send the ball through the inlane. • Loop Pass — Shooting around an orbit so the ball arrives at the opposite flipper. • Alley Pass — Shooting the ball up the opposite inlane so it feeds down to the other flipper. Also called a Shatz.

CatchingDrop Catch — Dropping a raised flipper as the ball arrives to absorb its momentum. • Live Catch — Flipping at the exact moment the ball makes contact, killing its momentum and trapping it. • Post Catch — Pinching the ball between the flipper and slingshot post.

Saves & NudgingSlap Save — Nudging the machine while flipping to extend reach and save a draining ball. • Nudge — Physically pushing the machine to influence the ball's trajectory without triggering a tilt. • Tilt — A penalty triggered by excessive machine movement, disabling the flippers and forfeiting end-of-ball bonus. • Double Danger — A warning state before a full tilt; one more nudge will tilt. • Center Drain — When the ball goes straight down between both flippers. • Drain — When a ball falls off the playfield through any outlet. • Ball Search — An automatic sequence where the machine fires all solenoids to dislodge a stuck ball.

Scoring & Game ConceptsSkill Shot — A high-value target hit during the initial launch, before hitting other targets. • Multiball — When two or more balls are in play simultaneously. • Ball Lock — A sequence where the machine captures balls until a condition releases them all at once, triggering multiball. • Jackpot — A high-value target available during multiball. Can escalate to Super Jackpot. • Combo — A sequence of shots made in rapid succession that build in value. • Mode — A timed scoring objective activated by completing certain targets. • Hurry-up — A mode where a point value rapidly decreases until the player makes the required shot. • Wizard Mode — A special mode unlocked by completing all regular modes — the ultimate challenge. • Ball Save — A brief grace period after launch where a drained ball is returned for free. • Extra Ball — An award that gives you an additional ball to play. • End-of-ball Bonus — Points awarded when a ball drains, based on achievements during that turn. • Bonus Multiplier — A multiplier applied to your end-of-ball bonus score. • Replay — A free game awarded for reaching a certain score threshold. • Match — A random chance at game end: if your last two score digits match the machine's number, you win a free game.

Advanced TechniquesShatzing (Alley Pass) — Shooting from one flipper up the opposite inlane and catching on the other flipper. • Bangback — An illegal move where hitting the front of the cabinet pops a draining ball back up between the flippers. • Death Save — An illegal move where violently jarring the machine bounces a ball from the outlane back into play.

The Product Backlog is a developer/PM tool that shows the full feature inventory of LevelUp — organized as Scrum epics and user stories with story points, acceptance criteria, and source file references. Access it via the Layers icon in the desktop header. Use the search bar and priority filters to explore specific features.