Instructions & Tips for the kickPin Gizmo

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© 2007 Braid Art Labs LLPhttp://www.braid.com

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:

  1. A key strategy is deciding which Target Ball to aim for. They are harder to hit at certain times in their bouncing cycle.

  2. 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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