

The ball can be statically placed on the ground between the player and the goal or launched from the feeder. Most scenarios begin with the player in the goal, but some also start with the player outside the goal having to rush back to goal to swoop the ball before it clears the goal line. Once making contact with the ball, the ball will vaporize ~1 second later, so even if after making contact with the ball and it is still headed into the goal, as long as the ball does not clear the goal line before that ~1 second, it will count as a save. The player only needs to make contact with the ball so that it doesn't go into the goal. The ball is launched from the feeder in such a way that if untouched it will reach the goal. Not only does the player have to make contact with the ball, but it needs to go into the goal within the time limit of ~10 seconds.
Prolevel pinball moves pro#
The ball is statically placed in all rookie level scenarios and some pro level scenarios. The ball can be statically placed in the air between the player and the goal or launched into the air by the feeder. They are time based, at the end of the training player is achieving their score of how well they finished the training pack. It features lots of Community created training maps that can help you master various skills from defending to scoring and mastering all different mechanics. You can choose which training pack to do Custom Training in, and it will put you in that arena with nothing but the ball. Unlike the other training modes detailed below, there are no time-sensitive targets, and scoring a goal resets the player to one of the standard starting positions. The player's battle-car is also decked out in a black-and-white version of its decal and paint finish.

You can choose which arena to do Free Play in, and it will put you in that arena with nothing but the ball.
