1) Wish I could go to either. Living in Boston, it's pretty much too far without a second reason to make the trip, like a work week or something -- and I have a family commitment the same weekend as the NW show. I will be at California Extreme in July, which is a pretty great show. Thanks a ton for your offer, and I will probably have to take you up on that someday
Mmmm, imbibements.
2) Playing in a qualifying-style tournament like PAPA is different from almost any other pin play, since score is the only issue. It usually means very boring, systematic play. On some games a single strategy becomes dominant; on better games, Addams among them, you can still play a variety of things as long as the ball behaves
A big piece of advice is to see what other players are doing on a game, since you may find that you are spending a lot of effort for strategies that are too risky, or just don't score well.
Most games, especially qualifying, I have a set strategy in mind. For the five qualifying games at PAPA 11, these were my strategies:
Dirty Harry: modes are valuable, play if available; otherwise advance toward multiball. Some modes (Car Chase) can do both. On the left flipper, unless another shot is obvious, shoot Magna Force.
Getaway: Get Redline Mania by shooting RPM; ignore (time out) Supercharger round, since its shots could be used instead to advance toward Redline. Collect Burn Rubber awrds, since they give an additional Video Mode and multiball. Ignore the red-light targets.
Creature: Advance and start multiball. Super Jackpot on Creature is a dominating score award. Ignore anything else, other than "Unlimited Millions".
Congo: Advance MAP and ZINJ, collecting whenever available. Collect Lock whenever lit.
Tommy: Light and start modes, and play the free multiball available on Ball 3. Ignore modes in progress, other than multiball modes and "Silver Ball".
When the game starts, I'm basically trying to rack as many of those features as I can. I also like leaning on strategies that avoid bad games (take a small, sure award early) since at PAPA a "zero" qualifying game is worth avoiding.
A good qualifying run at PAPA is more about "staying on task" than almost anything else. It's very easy to wander on a game. When score is the only goal, some things get dropped completely, and others fall when compared to some big opportunity. I'd say to try playing a game with this in mind -- how valuable is each flip, each shot? Did you aim for the shot that was the most valuable in terms of risk-reward?
And on some machines, the one-note-ness of the strategy becomes obvious, then that game stops being part of the PAPA tournament -- the biggest example being Junkyard, where players shot for DOG video mode over and over... and over...
If I'm learning a game, I'm going to watch someone who has played a lot of it, and try to figure out what parts of their strategy I can adapt. Simple is always better in these cases.
3) Consistent aiming is probably the most important, and so is the ability to trap the ball, then stop and think about what to do next. Also critically important is a willingness to adjust, both timing and strategy. These adjustments are necessary because you're going to be playing machines for the first time; and you may find a shot is "earlier than you expect", or that an entire strategy changes due to the condition of the machine. For example, the Harem strategy for TOTAN is wiped out if the bumper action is poor; same is true on Creature. Or you may find the ramps on Demo Man are very hard to hit, requiring more precise timing or a strategy that doesn't rely on them so much. I think consistent good play in qualifying and final rounds can come down to making these adjustments appropriately before they cost you a ball.
4) Keep learning -- I know I am. There are definitely some flipper skills I can't do (the "staged flip" thing on games like Whirlwind) and some other skills I'm still figuring out (alley passing, tap passing). It's great that there is still a lot to learn.
Take it easy!
- Bowen