Tin Pin Slammer (or Tin Pin) is a mini-game enabled when you receive the sticker (S) Tin Pin Versus. Tin Pin can be played against NPC opponents, or, using Mingle Mode, against real opponents. The rewards from the game include pins and MPP. There are books in-game that tell you tips about this game (in the Swag List), but most of the information has been complied onto this page. Tin Pins can also be used as psychs during battle, each with a unique ability as always, though most Tin Pins don't evolve at all. Read on for more information about Tin Pin gameplay, rules, and pin stats.
Rules & Abilities
Tin Pin Slammer is won by knocking all of your opponent's pins off of the battlefield, or having the highest score when time runs out. You gain a point for stunning your opponent's pin with a technique, and you gain two points by eliminating an opponent's pin. If all of your pins are eliminated, your score will be reduced to zero. When one of your pins are eliminated, it will be replaced by the next pin in your deck, going from left to right. When a new pin comes in to play, it will flicker and be unable to act for a short time (invincibility period). During this period of time, enemy attacks will pass through it.
There are four techniques (special moves) which pins can make use of. In order to use these abilities, you must press the D-pad in the direction of the move you wish to use. Each pin has a set amount of times they can use each technique, ranging anywhere from not at all to dozens of times. The techniques are as follows:
Stinger (Right):The stinger causes your pin to enlarge and grow spikes. You can not move your pin while it is in this state. If an opponent's pin touches your pin while the stinger is activated, the opponent's pin will be stunned. The amount of time the stinger lasts varies from pin to pin.
Dive Bomber (Up): When you use the bomber, your pin will leap off the screen and a cross hair will take it's place. You can then direct the cross hair by pressing anywhere on the touch screen. After an amount of time, which varies from pin to pin has passed, your pin will crash down onto the field like a meteor, stunning anything it impacts upon. This does not bypass the stinger effect however, and your pin will be stunned if it collides with somebody using the stinger.
Sledgehammer (Left):When you use the hammer, a hammer will extend from your pin, and rotate around it. If the hammerhead strikes an opponent's pin, the pin will be stunned. However, the handle has no effect. The hammer's duration, rotation speed, number of rotations around your pin, and the handle's length all vary from pin to pin. You can use the hammer to strike a pin that's using stinger to disable the stinger effect and stun it.
Helping Hand (Down): The hand can only be used when your pin has been knocked off of the field. If used early on during your pin's fall to it's demise, a hand will form and knock your pin back onto the field.
Effectiveness Note:Dive Bombing is most effect against the Sledgehammer, the Stinger counters Dive Bombing every time, and the Sledgehammer will crush the Stinger to pieces. Each time you succeed in using a move (excludes the Helping Hand), you will gain one point.
Panels & Fields
Aside from regular panels, there are quite a few field variations and panel differentiations. Each panel/field is separate and unique, so use each one to your advantage!
Red L-Block:Also known as the invisible panel. When you send your Tin Pin into one of these, your pin will become invisible, but that doesn't mean you are invincible, you are still vulnerable to Pin Slams and abilities.
Red Fan: Sends your pin in the air for a brief period. Pins can soar over all obstacles and other pins while airborne
Blue Warping Circle: These panels teleport your Tin Pin to another Blue Warping Circle. Useful for getting away from opponents.
Bricks: These bricks are off the stage, but they act like walls and prevent Tin Pins from falling.
Metal Panels: Metal Panels are extremely slick and can send your pin skyrocketing off the edge if you're not careful.
Jungle:This field does not have any panels, but each panel is replaced with grass and other obstacles. It has a weird awkward shape and has trees, rocks, and bushes. The doodads are usually bouncy once you hit them, so beware.
Large Field:The large field isn't that different from the basic field. This field is longer (vertically) and is the only stage I know that contains bricks.
This is a list of all pins with Tin Pin-related information. You can sort this table by clicking on the arrows at the top of any column.