scoop/saucer :A hole that catches the ball.
score motor :A motor in an EM pinball cabinet used primarily to ensure that score reels are updated correctly. It activates relays repeatedly until a specific task is completed. Also known as a "
cam timer".
score display :A type of display that was common in pinball games from the 1980s to the early 1990s. The early score display based games have standard numeric displays. Alphanumeric displays started appearing in mid 1980s games, though the first pinball game that used one was
Hyperball by
Williams in 1981.
score reels :Score reels are wheels on many EM pinball machines that represent the player's score. They started appearing on pinball machines in the 1950s, replacing the previous style of painted number scoring on the backglass where numbers would light up to indicate the score. Each player would have their own line of reels. Machines would range from having as few as three reels per player with others having up to seven. Some early score reel based games would represent 1000 points with an extra white square that would light up and show a number one when the player earns that many points.
shooter lane :The lane which leads from the trough/plunger to the playfield (see also:
lane.)
skill shot :A bonus awarded to the player for completing a specific task when releasing the ball. Most games that include skill shots require the player to either plunge the ball with just the right amount of force to hit a specific target, or to make a specific shot with the flippers as the first shot once the ball is on the playfield. (Not to be confused with "combo shot".)
slam tilt :This particular form of tilt is given if the machine is nudged with such violence that it risks damaging the hardware. Such an action generally sounds an alarm and causes the machine to reset, ending ALL players' games in progress (hence voiding the credit). A slam tilt is sometimes also given if force is applied to the coin box.
slingshot :objects on either side of the flippers (they are usually triangular shaped) that propel the ball toward the opposite side. They are also known as kicking rubbers on some older games.
solenoid :A coil, with another coil or magnet inside, used in flippers, kickers, and other mechanical devices. When the coils are energized, the opposing magnetic fields cause the inner piece to move. Solenoids are the principal method that pinball machines use to create movement in mechanical objects on the playfield. For their non-pinball use, see
solenoid.
solid-state :A pinball machine that relies on integrated circuits as opposed to relays and switches. This design was introduced in the mid-1970s. These are typically recognized by scoring displays that are digital as opposed to mechanical scoring reels. Older machines are referred to as
electro-mechanical (EM) pinball games.
Special :Some machines allow the player to earn a free game (called a
special in that context) by achieving a specific task (e.g. lighting all monsters and their instruments in
Monster Bash).
spinner :A target that is on the playfield and when hit by the ball, rotates and awards points with each rotation.
standup target (stand-up target, spot target) :A standing target on a playfield, similar to a
drop target, but which does not drop into the playfield when struck.
staging :A technique where a player partially depresses a flipper button to activate the lower flipper without activating the corresponding upper flipper.
stopper :A small metal post, often with a rubber ring, typically found between and slightly below the bottom flippers. If the ball hits the post, it will bounce up and away, saving it from draining. Skilled players can use the stopper to make trick shots. On some tables, the stopper is made available only as a reward. (See also:
peg,
magic post)
subway :A track underneath the playfield that moves the ball from one spot on the playfield to another. Usually the ball drops into a hole, and is then ejected from the subway back onto the playfield by a solenoid.
Superpin :The name of a line of Widebody games that was produced by Bally / Williams which featured more gameplay variety than a typical Widebody.
SUPERGAME :An alternative gameplay mode for the
Judge Dredd game where a two ball Multiball mode will begin automatically at the start of each ball. Two credits are required to activate this feature. ==T==