Daffie (Williams, 1968)
UTAD to complete 1 through 5, repeat. Shoot the center standup for 5K when it’s up. Go-To Flipper: Balanced.
Similar to Doozie, but a few differences, so I list it separately.
Skill Shot: get the ball to hit the #5 rollover at the top, then drop into any of the lanes numbered 1 through 4 that you still need. If you have none of 1-4 at the moment, try for the 1. This puts the ball closest to the “open gate” standup target.
Your first order of business after plunging is to try to nudge the ball as it’s initially banging around the bumpers to hit the “open gate” target at the upper left. This opens the gate at the upper right to return balls to the plunger lane. Once the gate is open, you want the ball to go through it either from a flipper shot or further bumper action.
Your basic scoring goal is to get the numbers 1 through 5 as many times as you can, mostly via the center rollovers. You can get two numbers on the plunge, the 5 via the top rollover and one of the other four via a top lane; your Skill Shot is to do that. While the center rollovers give you numbers, you’re better off not shooting at them! Just go the UTAD route. If you’re lucky, you may get a lane via the ball getting popped up it from below by the bumpers, and when the ball comes back down, it will probably hit one of the rollovers in the middle. Shooting the rollovers directly risks getting a bad kick off of the bottom of one of the bumpers, which is a high drain risk.
While the game does have zipper flippers that can close, I tend to not risk shooting at the “close flippers” standup targets since 1. they’re narrow shots and the rebounds, hit or miss, can be dangerous, and 2. most balls drain out the sides anyway. If you get the flippers closed by accident, fine, use the closed flippers to help trap the ball easier and use microflips to set up shots to the top. You’ll find that a UTAD strategy via the sides may get the flippers closed anyway, since if you miss low, the close flippers targets are just below the side gaps to the top of the game.
The center drop target is worth 5000 points, so go ahead and hit it whenever it’s up. Once hit, it stays down until you either complete a 1 to 5 set or go through the gate, which pops it back up. Finishing all 5 numbers scores 3000 points, so that’s your top goal, both for the points and to reenable the drop target. The game saves your partial number sets between balls, e.g. if you have all but the 4 when you drain, you’ll just need that one when you start your next ball.
When going UTAD, I take a different path on Daffie vs. its near-twin Doozie. I find it’s better to shoot up the sides than try to split the gap next to the center triangular wedge behind the drop target. Hitting the edge of the wedge gets the ball going side to side in the lower half of the game, greatly raising your drain risk.