Checkpoint




 

 

Checkpoint at IPDB
Rule Sheet at Pinball.org

 

Please leave tips, suggestions for strategy, and rule considerations in the comment section below. If you have questions regarding gameplay, PLEASE ASK! Someone out there is bound to know the answer.

If you have advice for other players, please share!

4 Responses to Checkpoint

  1. Rob Wintler-Cox says:

    OK, Bowen made a comment in another post about this game having weak flippers… was the droopy flipper at 2:08 and example of that?

  2. mark says:

    Can’t say what happened at 2:08 is a common occurrence. It actually has only happened once, and I happened to catch it on film. Bowen may be referring to something else, or this game is starting to show symptoms of something. Either way, the flipper is getting checked out prior to tournament time.

  3. Dave Stewart says:

    At 1:11, what was that 10M shot? I just played a Checkpoint last night … and there was a 1M shot right around the same point. Is that a machine setting? 1M seems to make the score more balanced than 10M for that shot.

  4. mark says:

    Dave,

    If you hit the ramp (i think 8 or 10) times in a row without hitting another switch (or from my experience you get one free sling, as shown in this video), the final ramp is worth 10m instead of 1m. Notice the flags flashing in the playfield. When they’re flashing, the 10m is still intact. When they change to being lit solidly, the final shot will only be worth 1m. If you’re ever wondering if you still have the 10m or 1m waiting at the end of the row of flags, look at see if they’re all flashing or solid.

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