(Topic ID: 291795)

Pingolf Objective Thread

By FLASHBALL

3 years ago



Topic Stats

  • 10 posts
  • 6 Pinsiders participating
  • Latest reply 2 years ago by brucipher
  • Topic is favorited by 2 Pinsiders

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#1 3 years ago

Tonight I watched Raymond Davidson dominate the Pinclash Pingolf tournament on FoxCities Pinball on Twitch and it got me thinking about Pingolf.

What games have you played in the Pingolf format?

What are some good score based objectives? Or goal based objectives?

I'm hoping to start a thread to get a good feel for both set score limits, and goals on different machines.

As a starting point, tell me what games you have played in a Pingolf Tournament and what the objectives were. Im tagging my own machines as well hoping to grab a few ideas for them as well.

#3 3 years ago
Quoted from TheLaw:

As a starting point - do a search

Yeah, I seen that. Didnt yield a ton of results. I was hoping to induce a bunch of people to give ideas for games they have played.

Example:

F-14 Tomcat objective: earn a Fighter Jackpot

Iron Maiden objective: earn Cyborg Multiball

Getaway objective: earn a Super Jackpot

#4 3 years ago
Quoted from FLASHBALL:

Yeah, I seen that. Didnt yield a ton of results. I was hoping to induce a bunch of people to give ideas for games they have played.
Example:
F-14 Tomcat objective: earn a Fighter Jackpot
Iron Maiden objective: earn Cyborg Multiball
Getaway objective: earn a Super Jackpot

Those are wayyyyyyy too hard for the average player.

Unless you plan to have Escher and KME show up to your place.

Obviously - it depends on who’s showing up - but you want to make things achievable for the average person who’s there.

For those games you mentioned, I would suggest:

F14: light three locks

Iron Maiden: start mummy Multiball

Getaway: start video mode

Those are all achievable.

Another idea is to do PINMASTERS style and set some achievable target scores.

The way they do it, using say F14 as an example:

Score 2,000,000 points

You get 5 balls to do it.

You do it on ball one, that’s a 1.

So on down to ball 5. (score 2,3,4,5)

If you don’t get 5, you still get a score based on what you got. It might be:

1.7 - 2m. 6

1.4m - 1.7m. 7

1.1 - 1.4. 8

800k - 1.1. 9

Under 800k. 10

Something like that.

You’ll find PINMASTERS on YouTube. If you’re lucky you’ll see my magnificent 7th place finish. Lollllll.

rd

#5 3 years ago

Monday Night Football, send a kick over the field goal

#6 3 years ago

Good suggestions! Keep them coming.

Pinbot

Tee'd Off

Stellar Wars

Paragon

High Speed

#7 3 years ago
Quoted from FLASHBALL:

Good suggestions! Keep them coming.
Pinbot
Tee'd Off
Stellar Wars
Paragon
High Speed

Pinbot - lock two balls (start multiball)

Teed Off - dunno that game

Stellar Wars - same

Paragon - get 5x Bonus, or spell Paragon

High Speed - start MB, or get freeway to 100k value.

You can always mix the goals too.

Make some objective, make some score based.

But make them achievable.

Or nobody will have any fun. And you’ll be there all night.

rd

#8 3 years ago

For Getaway, I would do either red light multiball (easier) or activate redline mania (get through all gears). Both are challenging, but achievable.

Others have suggested video mode (assuming not awarded), but that is pretty simple and only requires 6 orbits before activated (you get 3-4 orbits immediately on your first ball if you use the purposeful drain method).

#9 3 years ago
Quoted from Mr_Tantrum:

For Getaway, I would do either red light multiball (easier) or activate redline mania (get through all gears). Both are challenging, but achievable.
Others have suggested video mode (assuming not awarded), but that is pretty simple and only requires 6 orbits before activated (you get 3-4 orbits immediately on your first ball if you use the purposeful drain method).

It all comes down to what level of players the guy has playing.

It’s the sort of thing that he’ll have to experiment with, and adjust the goals for the next event, depending how they went.

Like the getaway goal - if everyone gets Video mode in 1-2 balls (which is unlikely) then next time go for a harder goal.

You’re much better to start with a more achievable target first time out, rather than a hard one that nobody can get. Because

1/ comp is quicker
2/ comp is more enjoyable for the players

If all the goals are not achievable for most, some players won’t come back for a second time.

rd

4 months later
#10 2 years ago

Hello Pingolfers! I am hosting my first small Pingolf tournament at my house on Saturday (just 6 players). I put together an 18 hole course using my 6 pins, and thought I would post my course here. I kind of just made up the "par" values for each hole (based on my gut feeling). Curious to get feedback. Thanks!

Hole score is determined by ball number in which hole is completed.
Each player has 5 balls per hole.
Each hole has a maximum score of 6, which is scored if hole is not completed after 5 balls.

• Hole 1 – Twilight Zone, Par 2
o Battle “The Power”
 Can be lit by picking up three Hitchhikers
• This side shot is made by the upper right flipper
 Can be lit by a door panel
 Can be lit at ever other spiral award
 Once lit, shoot right ramp

• Hole 2 – Rick and Morty, Par 3
o Enter a Dimension
 Charge portal gun by shooting spinner loop from upper right flipper
 Shoot garage shot from upper right flipper or right orbit shot

• Hole 3 – Medieval Madness, Par 2
o Start a “Madness” Multiball
 Complete one of five shot meters – Joust, Catapult, Peasant, Damsel, or Trolls
 Shoot Merlin hole to start multiball

• Hole 4 – Jurassic Park, Par 3
o Capture a dinosaur at a paddock
 Spell “MAP” by completing white shots
 Shoot left ramp to start paddock
 Rescue at least one staff by shooting orange shot
 Set trap by hitting one of two yellow stand up targets behind jeep
 Shoot yellow/green flashing shot to capture dinosaur

• Hole 5 – Dialed In!, Par 1
o Start a disaster
 Shoot QED/Moving Target to charge phone
 Shoot phone scoop

• Hole 6 – Scared Stiff, Par 1
o Start Terror from the Crate
 Shoot crate until multiball starts

• Hole 7 – Twilight Zone, Par 2
o Load the Gumball Machine
 Shoot left ramp once and right ramp once to light gumball
 Shoot right orbit to load gumball machine

• Hole 8 – Rick and Morty, Par 1
o Lock a ball
 Shoot the Flooble Crank shot once to light lock
 Shoot Rick/Morty horseshoe shot to lock a ball

• Hole 9 – Medieval Madness, Par 2
o Destroy a castle
 Shoot castle shot until castle is destroyed

• Hole 10 – Jurassic Park, Par 2
o Start a T-Rex Hurry Up
 Hit truck 3 times to light hurry up
 Hit left ramp to start hurry up

• Hole 11 – Dialed In!, Par 2
o Complete a Big Bang
 Shoot “Light Big Bang” target until Big Bang is lit
 Shoot Big Bang target

• Hole 12 – Scared Stiff, Par 3
o Start Stiff in the Coffin multiball
 Shoot left ramp to light lock
 Shoot left orbit to lock ball
 Complete 3 locks to start multiball

• Hole 13 – Twilight Zone, Par 2
o Score 100,000,000 points

• Hole 14 – Rick and Morty, Par 2
o Start 2 Adventures
 Start the first adventure by shooting the scoop
 Once adventure ends, relight adventure by shooting either ramp
 Start the second adventure by shooting the scoop

• Hole 15 – Medieval Madness, Par 3
o Start Castle Multiball
 Shoot castle lock 3 times

• Hole 16 – Jurassic Park, Par 4
o Start CHAOS Multiball
 Spell CHAOS by shooting letters in order
 Once spelled, shoot the Amber target to start Multiball

• Hole 17 – Dialed In!, Par 2
o Collect a Drone Delivery
 Shoot drones until delivery is sent
 Shoot Theater shot to collect delivery

• Hole 18 – Scared Still, Par 2
o Return of the Deadheads
 Light all three Deadhead rollover lanes

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