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* ''Harley Davidson Third Edition'' has the match number being tattooed on the back of a woman.
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* ''Pinball/TeenageMutantNinjaTurtles'' has three regular turtles enter the screen, flipping their shells to reveal a number, changing several times before one eventually reveals the final number.
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* ''Pinball/SouthPark''[='=]s match sequence is (unsurprisingly) ToiletHumor-based: Terrance and Phillip fart out several numbers (contained within bubbles... somehow), one eventually popping.

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* ''Pinball/SouthPark''[='=]s match sequence is (unsurprisingly) ToiletHumor-based: Terrance and Phillip fart out several numbers (contained within bubbles... somehow), one eventually popping. On tamer settings, they burp the bubbles instead.




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* The ''Pinball/FamilyGuy'' sequence has Brian the dog eating from the garbage bin, then blowing a bubble gum bubble from his butt, which pops to reveal the number.
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!!Other Notable Match Sequences:
* The 8-bit version of ''VideoGame/SonicSpinball'' uses a very simple match animation.
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* Later software revisions of ''No Fear: Dangerous Sports'' implement the "dice roll" match feature, in additional to the standard match sequence.

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* Later software revisions of ''No Fear: Dangerous Sports'' ''Pinball/NoFearDangerousSports'' implement the "dice roll" match feature, in additional to the standard match sequence.

Added: 4

Changed: 9

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* ''Black Rose'' pulls an interesting twist on this: your score's last two digits ''will'' appear... but there are three numbers in all, and they appear on bombs which ignite as soon as all three are shown. One of the fuses is a fake: the other two aren't.

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* ''Black Rose'' ''Pinball/BlackRose'' pulls an interesting twist on this: your score's last two digits ''will'' appear... but there are three numbers in all, and they appear on bombs which ignite as soon as all three are shown. One of the fuses is a fake: the other two aren't.


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* In ''Pinball/SpaceShuttle,'' a pair of rapidly-changing digits chase each other across the various score displays, eventually settling down inside the "Match" display field.



* ''Pinball/TheAvengersStern'' has the Hulk (offscreen) smash the number into some sort of surface.

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* ''Pinball/TheAvengersStern'' has the Hulk (offscreen) smash the number into some sort of surface.
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Back when pinball was a controversial subject, this feature was often banned, as it was considered a form of gambling. While it's probably not ''that'' bad, the feature is specifically designed to get more money out of players: it has a disproportionately higher chance of giving player a match if two have just played, so the other player will deposit money and they will both play again.

to:

Back when pinball was a controversial subject, this feature was often banned, as it was considered a form of gambling. While it's probably not ''that'' bad, the feature is specifically designed to get more money out of players: it has a disproportionately higher chance of giving a player a match if two have just played, so the other player will deposit money and they will both play again.
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Added DiffLines:

* ''Pinball/TheAvengersStern'' has the Hulk (offscreen) smash the number into some sort of surface.
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* ''Pinball/IndianaJonesThePinballAdventure'' has Indy walking by several boxes, pushing a cart with more boxes on it, with one of them opening to reveal the number.

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* ''Pinball/IndianaJonesThePinballAdventure'' has Indy walking by several boxes, pushing a cart with more boxes on it, with one of them opening to reveal the number.number.
* In ''Pinball/TheShadow'', a flashlight shines on a brick wall, with a match number in the center. As it sweeps left and right, the number changes, and The Shadow appears and laughs if a match occurs.
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* ''Pinball/TronLegacy'' has a lightcycle drive towards the camera, ending with a flash of light and the number being revealed.

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* ''Pinball/TronLegacy'' has a lightcycle drive towards the camera, ending with a flash of light and the number being revealed.revealed.
* ''Pinball/IndianaJonesThePinballAdventure'' has Indy walking by several boxes, pushing a cart with more boxes on it, with one of them opening to reveal the number.
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* ''Pinball/StarTrekTheNextGeneration'' has a surprisingly generic one: the number is chosen on a space background.

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* ''Pinball/StarTrekTheNextGeneration'' has a surprisingly generic one: the number is chosen on a space background.background.
* ''Pinball/TronLegacy'' has a lightcycle drive towards the camera, ending with a flash of light and the number being revealed.
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* ''Pinball/WorldCupSoccer'' has Striker lighting a rocket, which spirals off and explodes, revealing the number.

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* ''Pinball/WorldCupSoccer'' has Striker lighting a rocket, which spirals off and explodes, revealing the number.number.
* ''Pinball/StarTrekTheNextGeneration'' has a surprisingly generic one: the number is chosen on a space background.
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* ''Pinball/{{Breakshot}}'' has a cue ball that bounces off the table, hits a glass, and knocks a lemon that lands [[VictoriasSecretCompartment between the brunette's breasts]] to reveal the match number.

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* ''Pinball/{{Breakshot}}'' has a cue ball that bounces off the table, hits a glass, and knocks a lemon that lands [[VictoriasSecretCompartment between the brunette's breasts]] to reveal the match number.
* ''Pinball/WorldCupSoccer'' has Striker lighting a rocket, which spirals off and explodes, revealing the
number.
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* ''Pinball/TheatreOfMagic'' has the magician produce two doves from her hands, which fly together and produce the number.

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* ''Pinball/TheatreOfMagic'' has the magician produce two doves from her hands, which fly together and produce the number.
* ''Pinball/{{Breakshot}}'' has a cue ball that bounces off the table, hits a glass, and knocks a lemon that lands [[VictoriasSecretCompartment between the brunette's breasts]] to reveal the match
number.

Added: 122

Changed: 1

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* ''Pinball/ScaredStiff'' has Elvira flipping through TV channels displaying different numbers (which also doubles as a shout out as the phrases heard are from previous Williams pinball games). After three clicks, if none of the numbers match, she says "Oh poo" and turns off the TV.

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* ''Pinball/ScaredStiff'' has Elvira flipping through TV channels displaying different numbers (which also doubles as a shout out as the phrases heard are from previous Williams pinball games). After three clicks, if none of the numbers match, she says "Oh "Oh, poo" and turns off the TV.TV.
* ''Pinball/TheatreOfMagic'' has the magician produce two doves from her hands, which fly together and produce the number.
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* ''Pinball/{{Monopoly}}'' has Uncle Pennybags slamming his fist on the table, causing two nearby dice to pop up and display the number.

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* ''Pinball/{{Monopoly}}'' has Uncle Pennybags slamming his fist on the table, causing two nearby dice to pop up and display the number.number.
* ''Pinball/PinballMagic'' does a "woman sawed in half" trick . When the halves separated they reveal the number.
* ''Pinball/NoGoodGofers'' has Buzz kicking the golf ball down a field where it lands on a yard stick. Interestingly the ball has an odd habit of suddenly rolling ''away'' from the intended number.
* ''Pinball/ScaredStiff'' has Elvira flipping through TV channels displaying different numbers (which also doubles as a shout out as the phrases heard are from previous Williams pinball games). After three clicks, if none of the numbers match, she says "Oh poo" and turns off the TV.
Is there an issue? Send a MessageReason:
None


* ''Black Rose'' pulls an interesting twist on this: your score's last two digits ''will'' appear... but there are three numbers in all, and they appear on bombs which ignite as soon as all three are shown. One of the fuses is a fake: the other two aren't.

to:

* ''Black Rose'' pulls an interesting twist on this: your score's last two digits ''will'' appear... but there are three numbers in all, and they appear on bombs which ignite as soon as all three are shown. One of the fuses is a fake: the other two aren't.aren't.
* ''Pinball/{{Monopoly}}'' has Uncle Pennybags slamming his fist on the table, causing two nearby dice to pop up and display the number.
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* In ''Pinball/TheTwilightZone'', one of the Invaders fires its laser gun to reveal the two numbers, and any non-matching scores instantly vaporize.

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* In ''Pinball/TheTwilightZone'', one of the Invaders fires its laser gun to reveal the two numbers, and any non-matching scores instantly vaporize.vaporize.
* ''Franchise/JurassicPark'' pinballs:
** ''Pinball/JurassicPark'' has the T-Rex lift up the car with its mouth, slamming it back down to reveal the number, then roaring while [[ParanoiaFuel staring straight at you.]]
** ''Pinball/TheLostWorldJurassicPark'' has a long-tailed dinosaur smash down a stone pillar saying "match" on it, slowly revealing the number.
* ''Black Rose'' pulls an interesting twist on this: your score's last two digits ''will'' appear... but there are three numbers in all, and they appear on bombs which ignite as soon as all three are shown. One of the fuses is a fake: the other two aren't.

Added: 289

Changed: 134

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* ''Pinball/Terminator2JudgmentDay'' shows a pair of walls closing together, repeatedly mashing a pair of digits between them to form the match.

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* ''Franchise/{{Terminator}}'' pinballs:
**
''Pinball/Terminator2JudgmentDay'' shows a pair of walls closing together, repeatedly mashing a pair of digits between them to form the match.match.
** ''Pinball/Terminator3RiseOfTheMachines'' has the word "match" shatter into pieces, and the pieces then melt and reform into the final number.

Changed: 223

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* ''Pinball/WhiteWater'' ends with {{Bigfoot|Sasquatch and Yeti}} bowling, with the pins being replaced with numbers, and the final number being revealed when the ball collides with the digits.
* ''Big Buck Hunter Pro'' has one [[http://www.youtube.com/watch?v=oNsN9zeYeXk declared to be the "best pinball match screen ever"]] - a cow farting twice, with the player shooting the farts to reveal the two digits.

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* ''Pinball/WhiteWater'' ends with {{Bigfoot|Sasquatch and Yeti}} bowling, with the pins being replaced with numbers, and by digits. When he rolls the final number being revealed when ball, he knocks away all but two, which forms the ball collides with the digits.
match.
* ''Big Buck Hunter Pro'' has one [[http://www.youtube.com/watch?v=oNsN9zeYeXk declared to be the "best pinball match screen ever"]] - a cow farting excretes twice, with the player shooting the farts cow pies to reveal the two digits.



* ''Pinball/AttackFromMars'' has several numbers flashing until a Martian ship comes and shoots it with a laser, stopping it on one number.

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* ''Pinball/AttackFromMars'' has several numbers flashing until a Martian ship comes and shoots it with a laser, stopping it on one number.the match.



** [[Pinball/StarWarsDataEast The Data East game]] has the Jawas walk up to R2-D2, pulling out numbers from him, and eventually leaving him as the final score. [[FridgeHorror The implication that they stripped him of all his parts, basically leaving him dead, can be rather unnerving.]]

to:

** [[Pinball/StarWarsDataEast The Data East game]] has the Jawas walk up to R2-D2, pulling out numbers digits from him, and eventually leaving him as nothing but the final score.match. [[FridgeHorror The implication that they stripped him of all his parts, basically leaving him dead, can be rather unnerving.]]



* In ''Pinball/TheAddamsFamily'', Thing drags a wagon carrying a bag of numbers, and when the wagon hits a bump, two numbers fall off the wagon and form the number.
* In ''Pinball/TheTwilightZone'', the "Extra Ball" robot fires its laser gun to reveal the two numbers, and any non-matching numbers instantly vaporize.

to:

* In ''Pinball/TheAddamsFamily'', Thing drags a wagon carrying a bag of numbers, and when the wagon hits a bump, two numbers fall off the wagon and form the number.
match.
* In ''Pinball/TheTwilightZone'', one of the "Extra Ball" robot Invaders fires its laser gun to reveal the two numbers, and any non-matching numbers scores instantly vaporize.
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[[caption-width-right:300:Hey kids! Knock a 20 off Stu's head for a free game!]]

to:

[[caption-width-right:300:Hey kids! Knock a 20 your score off Disco Stu's head for a free game!]]
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Added DiffLines:

* Later software revisions of ''No Fear: Dangerous Sports'' implement the "dice roll" match feature, in additional to the standard match sequence.
* In ''Pinball/TheAddamsFamily'', Thing drags a wagon carrying a bag of numbers, and when the wagon hits a bump, two numbers fall off the wagon and form the number.
* In ''Pinball/TheTwilightZone'', the "Extra Ball" robot fires its laser gun to reveal the two numbers, and any non-matching numbers instantly vaporize.
Is there an issue? Send a MessageReason:
None


* ''Pinball/Terminator2JudgmentDay'' shows a pair of walls closing together, repeatedly mashing a pair of digits between them to form the match.

to:

* ''Pinball/Terminator2JudgmentDay'' shows a pair of walls closing together, repeatedly mashing a pair of digits between them to form the match.match.
* In ''Pinball/MedievalMadness'', a pair of numbers quickly flash by, then an arrow is fired from off-screen, skewering a roasted marshmallow and stopping the numbers.
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A Match Sequence is a {{Pinball}} game mechanic where, at the end of a game, the last two digits of the players' scores (which will always be a multiple of 10) is compared against a "random" two-digit number (also a multiple of 10). If a player's digits match the game's, a free game is awarded (indicated with the [[JumpScare infamous knocker sound]]). The match bonus was first introduced in 1957, using the single digit of the scores; [[PinballScoring score inflation]] eventually elevated the match to the last two digits.

Not too surprisingly, matches occur fairly infrequently. Older games had the chance of getting the free game set at around 10%, but newer games will dynamically adjust the percentage to an operator set level, from a standard 7% to a paltry ''1%''.

to:

A Match Sequence is a {{Pinball}} game mechanic where, at the end of a game, the last two digits of the players' scores (which will always be a multiple of 10) is compared against a "random" random two-digit number (also a multiple of 10). If a player's digits match the game's, a free game is awarded (indicated with the [[JumpScare infamous knocker sound]]). The match bonus was first introduced in 1957, using the single digit of the scores; [[PinballScoring score inflation]] eventually elevated the match to the last two digits.

Not too surprisingly, matches occur fairly infrequently. Older games had the chance of getting the free game set at around 10%, but newer games will either dynamically adjust the percentage to an operator frequency of matches, or follow a level set level, by the operator, from a standard 7% to a paltry ''1%''.
'''1%'''.
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[[quoteright:300:[[Pinball/TheSimpsonsPinballParty http://static.tvtropes.org/pmwiki/pub/images/match-sequence_5328.jpg]]]]
[[caption-width-right:300:Hey kids! Knock a 20 off Stu's head for a free game!]]



* ''Pinball/Terminator2JudgmentDay'' shows a pair of walls closing together, repeatedly mashing a pair of digits between them to form the match.

to:

* ''Pinball/Terminator2JudgmentDay'' shows a pair of walls closing together, repeatedly mashing a pair of digits between them to form the match.
Is there an issue? Send a MessageReason:
None


A Match Sequence is a {{Pinball}} game mechanic where, at the end of a game, the last two digits of the players' scores (which will always be a multiple of ten) is compared against a "random" two-digit number (also a multiple of 10). If a player's digits match the game's, a free game is awarded (indicated with the [[JumpScare infamous knocker sound]]). The match bonus was first introduced in 1957, using the single digit of the scores; [[PinballScoring score inflation]] eventually elevated the match to the last two digits.

to:

A Match Sequence is a {{Pinball}} game mechanic where, at the end of a game, the last two digits of the players' scores (which will always be a multiple of ten) 10) is compared against a "random" two-digit number (also a multiple of 10). If a player's digits match the game's, a free game is awarded (indicated with the [[JumpScare infamous knocker sound]]). The match bonus was first introduced in 1957, using the single digit of the scores; [[PinballScoring score inflation]] eventually elevated the match to the last two digits.



Older electro-mechanical pinballs used either light-up digits (for single-digit matches) or random reels (for two digits). The arrival of alphanumeric [=LEDs=] and, later, dot-matrix displays allowed match sequences to become more and more elaborate, often animated or otherwise specialized to the game's theme. Less creative machines simply show the match number being generated, a practice that has all but fallen out of grace today.

to:

Older electro-mechanical pinballs used either light-up digits (for single-digit matches) or random score reels (for two digits). The arrival of alphanumeric [=LEDs=] and, later, dot-matrix displays allowed match sequences to become more and more elaborate, often animated or otherwise specialized to the game's theme. Less creative machines simply show the match number being generated, a practice that has all but fallen out of grace today.



* ''Pinball/Terminator 2JudgmentDay'' shows a pair of piston walls closing together, repeatedly mashing a pair of digits between them to form the match digits.

to:

* ''Pinball/Terminator 2JudgmentDay'' ''Pinball/Terminator2JudgmentDay'' shows a pair of piston walls closing together, repeatedly mashing a pair of digits between them to form the match digits.match.

Added: 247

Changed: 638

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A Match Sequence is a mechanic where, at the end of a {{pinball}} game, it takes the last two digits of the player's score (which will always be a multiple of ten), then displays another two-digit multiple of ten is displayed. If the two match up, a free game is awarded (indicated with the [[JumpScare infamous]] popping sound). Most of the time, however, they won't. In fact, older games had the chance of getting the free game set at around 10%, but newer games allow it to be lowered to a paltry ''1%'' (the general standard is 7%).

to:

A Match Sequence is a {{Pinball}} game mechanic where, at the end of a {{pinball}} game, it takes the last two digits of the player's score players' scores (which will always be a multiple of ten), then displays another ten) is compared against a "random" two-digit number (also a multiple of ten is displayed. 10). If the two a player's digits match up, the game's, a free game is awarded (indicated with the [[JumpScare infamous]] popping sound). Most infamous knocker sound]]). The match bonus was first introduced in 1957, using the single digit of the time, however, they won't. In fact, older scores; [[PinballScoring score inflation]] eventually elevated the match to the last two digits.

Not too surprisingly, matches occur fairly infrequently. Older
games had the chance of getting the free game set at around 10%, but newer games allow it will dynamically adjust the percentage to be lowered an operator set level, from a standard 7% to a paltry ''1%'' (the general standard is 7%).
''1%''.



The arrival of alphanumeric [=LEDs=] and, later, dot-matrix displays allowed match sequences to become more elaborate, often specialized to the game's theme. Less creative machines simply show the number being randomly generated, a practice that that has all but fallen out of grace today.

to:

Older electro-mechanical pinballs used either light-up digits (for single-digit matches) or random reels (for two digits). The arrival of alphanumeric [=LEDs=] and, later, dot-matrix displays allowed match sequences to become more and more elaborate, often animated or otherwise specialized to the game's theme. Less creative machines simply show the match number being randomly generated, a practice that that has all but fallen out of grace today.



!!Examples of Match Sequences Using Alphanumeric [=LED=] Displays:

to:

!!Examples of !!Notable Match Sequences Using Alphanumeric [=LED=] Displays:



!!Examples of Match Sequences Using Dot Matrix Displays:

to:

!!Examples of !!Notable Match Sequences Using Dot Matrix Displays:

Added: 391

Changed: 303

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When dot-matrix displays became commonplace, the sequence itself became specialized to the game's theme: less creative machines generally just show the number being randomly generated.

to:

When The arrival of alphanumeric [=LEDs=] and, later, dot-matrix displays became commonplace, the sequence itself became allowed match sequences to become more elaborate, often specialized to the game's theme: less theme. Less creative machines generally just simply show the number being randomly generated.generated, a practice that that has all but fallen out of grace today.



!!Examples:
* Despite not having a dot-matrix display, ''Pinball/BackToTheFuture'' does this reather creatively, given its limits. It starts with a weatherman reporting a severe thunderstorm headed for Hill Valley, then shows the lightning flying across the digit counters, then finally strikes a number.

to:

!!Examples:
!!Examples of Match Sequences Using Alphanumeric [=LED=] Displays:
* Despite not having a dot-matrix display, ''Pinball/BackToTheFuture'' does this reather creatively, given its limits. rather creatively. It starts with a weatherman reporting a severe thunderstorm headed for Hill Valley, then shows the lightning flying across the digit counters, then finally strikes a number.number.
* ''Pinball/{{Taxi}}'' shows a taxicab zipping across the display, pulling a pair of spinning boxes behind it. The boxes eventually settle down to form a pair of match digits.

!!Examples of Match Sequences Using Dot Matrix Displays:



* ''Pinball/SuperMarioBros'' simply has the two digits come together.

to:

* ''Pinball/SuperMarioBros'' simply has the two digits come together.together.
* ''Pinball/Terminator 2JudgmentDay'' shows a pair of piston walls closing together, repeatedly mashing a pair of digits between them to form the match digits.
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Added DiffLines:

A Match Sequence is a mechanic where, at the end of a {{pinball}} game, it takes the last two digits of the player's score (which will always be a multiple of ten), then displays another two-digit multiple of ten is displayed. If the two match up, a free game is awarded (indicated with the [[JumpScare infamous]] popping sound). Most of the time, however, they won't. In fact, older games had the chance of getting the free game set at around 10%, but newer games allow it to be lowered to a paltry ''1%'' (the general standard is 7%).

Back when pinball was a controversial subject, this feature was often banned, as it was considered a form of gambling. While it's probably not ''that'' bad, the feature is specifically designed to get more money out of players: it has a disproportionately higher chance of giving player a match if two have just played, so the other player will deposit money and they will both play again.

When dot-matrix displays became commonplace, the sequence itself became specialized to the game's theme: less creative machines generally just show the number being randomly generated.
----
!!Examples:
* Despite not having a dot-matrix display, ''Pinball/BackToTheFuture'' does this reather creatively, given its limits. It starts with a weatherman reporting a severe thunderstorm headed for Hill Valley, then shows the lightning flying across the digit counters, then finally strikes a number.
* ''Pinball/SouthPark''[='=]s match sequence is (unsurprisingly) ToiletHumor-based: Terrance and Phillip fart out several numbers (contained within bubbles... somehow), one eventually popping.
* ''Pinball/WhiteWater'' ends with {{Bigfoot|Sasquatch and Yeti}} bowling, with the pins being replaced with numbers, and the final number being revealed when the ball collides with the digits.
* ''Big Buck Hunter Pro'' has one [[http://www.youtube.com/watch?v=oNsN9zeYeXk declared to be the "best pinball match screen ever"]] - a cow farting twice, with the player shooting the farts to reveal the two digits.
* ''Pinball/TheSimpsonsPinballParty'' has Disco Stu dancing for a few seconds before the disco ball falls on him, breaking in half to reveal the digits.
* ''Pinball/AttackFromMars'' has several numbers flashing until a Martian ship comes and shoots it with a laser, stopping it on one number.
* ''Pinball/StarWars'' pinballs:
** [[Pinball/StarWarsDataEast The Data East game]] has the Jawas walk up to R2-D2, pulling out numbers from him, and eventually leaving him as the final score. [[FridgeHorror The implication that they stripped him of all his parts, basically leaving him dead, can be rather unnerving.]]
** [[Creator/{{Sega}} Sega Pinball's]] ''Pinball/StarWarsTrilogy'' similarly ends with a tube being lowered over R2 and sucking him up, leaving a number behind.
* ''Pinball/DoctorWho'' has a piston in the TARDIS repeatedly push up a number, eventually settling on one; afterwards, the background dissipates.
* ''Pinball/SuperMarioBros'' simply has the two digits come together.

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