Instructions & Tips for the kickPin Gizmo
We are always adding new features and updating our Gizmos. Please check back often.
Instructions & Tips for the kickPin Gizmo
We are always adding new features and updating our Gizmos. Please check back often.
kickPin Elements
1. Flipper
Trigger this Flipper (see Using a Flipper, below) with the ‘1’ key to kick the Pin [3], towards the Target Balls [4], & Obstacles [5].
2. Ball & Pin Feeders
The Pin [3] is repeatedly dropped from the center Feeder — two small balls [4] are repeatedly dropped on the left & right.
3. Pin
This is your projectile. Kick it with the Flipper [1] towards the Target Balls [4], & Obstacles [5].
4. Target Balls
These are the main scoring objects. Hit them with the Pin and knock them into the Moat [6], to score (you’ll need to knock the Obstacles [5] out of the way first.
5. Obstacles
Clear these out of the way by hitting them with the Pin [1].
6. Moat
When the Target Balls fall into the Moat you score big. The Pin and Target Balls are reset when they fall into this Moat.
kickPin Game Play:
Trigger the Flipper to kick the dropped Pin towards the Target Balls [4], & Obstacles [5]. The goal is to knock the Target Balls into the Moat as many times as you can.
Tips:
•A key strategy is deciding which Target Ball to aim for. They are harder to hit at certain times in their bouncing cycle.
•Be careful when trying to hit a Target Ball at the high point of its bounce — you can accidentally hit the ring Obstacles bringing them back into play.
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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