Instructions & Tips for the basketWall Gizmo
We are always adding new features and updating our Gizmos. Please check back often.
Instructions & Tips for the basketWall Gizmo
We are always adding new features and updating our Gizmos. Please check back often.
basketWall Elements
1. Flipper
Trigger this Flipper (see Using a Flipper, right) with the ‘1’ key to propel the two small balls towards the targets ([4], [5] & [7]).
2. Ball Feeder
Repeatedly drops Balls on to the Flipper [1].
3. Game Balls
(Shown in flight) Hit these with the Flipper [1] after the Ball Feeder drops them.
4. Scoring Discs
Hit these Discs to score and move them over to the Hoop [4b] (which sets up additional scoring see 6. Timer Ball below).
5. Basket
Flip the Balls into this Basket to Score. The score value is small, but sometimes the ball will rattle around in the Basket and rack up quite a few points.
6. Timer Ball
This ball circles its shallow funnel for about a minute, then falls through the hole and rolls down the ramp. If the Scoring Discs ([4], above), have been moved over to the Hoop [4b], the Timer Ball will hit each one — sending them back to their original locations and racking up a big score.
7. Over-the-Top
If you can flip the balls all the way up and over this fan, you’ll get some bonus points.
basketWall Game Play:
A good strategy is to move all of the Scoring Discs [4], over to the Hoop [4b] before the Timer Ball drops. If you get that done quickly, you can try to score some additional points by flipping Balls into the Basket or Over-the-Top while you wait for the Timer ball.
Tips:
•There are some lucky/skillfull shots that will land one of the Game Balls on the Timer Ball platform. This is often a good thing, increasing opportunities for hitting any Scoring Discs that are parked at the Hoop [4b].
•You can recycle the Balls with the ‘Z’ key at any time, but note that this simply forces them to recycle immediately, interrupting their current motion.
Using a Flipper:
This Gizmo has one user-controlled Flipper, [1].
A Gizmo ‘Flipper’ is an object triggered by either clicking on it, or pressing its key (Gizmos use the number keys 1-9, we usually assign the ‘1’ key to the most important Flipper, and higher numbers to any additional Flippers). The motion of Flippers is predefined, so it’s all about timing (much like a pinball machine). For best results use the keyboard, it provides the most accurate timing.
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