History Main / TropesInPinballGames

8th Aug '17 9:03:26 PM LucaEarlgrey
Is there an issue? Send a Message

Added DiffLines:

* SingleUseShield: Some tables offer a kickback that puts the ball back in play if it's headed for an outlane, but it only activates once. It may be available for free after the current ball is launched, but either way, once it's used it often has to be earned back by completing certain objectives. ''Pinball/TalesOfTheArabianNights'' will catch the ball with a "Shooting Star" and put it into the inlane below, while Stern's ''Star Wars'' has an "Escape" power-up that, when used up by way of a ball going into the right outlane, sends a replacement ball up the plunger lane.
13th Feb '17 5:58:49 PM ZombieAladdin
Is there an issue? Send a Message


* ScoreMultiplier: Has been ubiquitous throughout the medium for decades. Bonus multipliers are probably the most common type, which will multiply the player's end-of-ball bonus. Playfield multipliers are also common, which will (usually temporarily) multiply all scoring while they are active. Some games, especially Creator/SternElectronics' recent games, have shot multipliers - Any points scored on a specific shot will be multiplied.
* SelfImposedChallenge: Quite common in tournaments to reduce play times, or to make an otherwise [[GoldenSnitch one-shot game]] more balanced by {{Nerf}}ing that shot. Turning off extra balls is almost always done, and sometimes the software will be set to harder-than-normal settings. Other adjustments include putting extra-wide posts on the entrances of ramps and other shots to make them narrower (or in some cases, blocking them off or disabling their switches entirely), using "lightning" flippers (1/8 of an inch shorter than normal flippers) on games that don't normally use them, making the playfield steeper, replacing the normal balls with [[Pinball/TheTwilightZone powerballs]], or putting extra-bouncy rubbers on flippers.
* SequelDifficultySpike: Pinball has been subject to this for some time, with the growing sophistication of computer-controlled rulesets and the boom in private collectors fueling the trend. When ''Pinball/TheTwilightZone'' was released in 1993, it was lauded as the most complicated pinball game ever made. It was surpassed ten years later by ''Pinball/TheSimpsonsPinballParty'' and ''Pinball/TheLordOfTheRings,'' which were in turn eclipsed by 2013's ''Pinball/TheWizardOfOz''. Home collectors relish these complex rules, as they help ensure that their multi-thousand-dollar tables will provide years of gameplay to discover all of the secrets and strategies possible.

to:

* ScoreMultiplier: Has been ubiquitous throughout the medium for decades. Bonus multipliers are probably the most common type, which will multiply the player's end-of-ball bonus. Playfield multipliers are also common, which will (usually temporarily) multiply all scoring while they are active. Some games, especially Creator/SternElectronics' recent games, have shot multipliers - Any points scored on a specific shot will be multiplied.
multiplied. Stern became more extreme with this mechanic from ''{{ACDC}}'' and onwards, with the ability to stack multipliers upon multipliers, each of which have their own name. ''Pinball/KissStern'', for instance, has Combo Multipliers, Playfield Multipliers, Song Multipliers, on top of the usual Jackpots, Double Jackpots, Super Jackpots, and such, all of which can be active at once. They also all stack via multiplication rather than addition, allowing for some truly ludicrous values for single shots with lots of descriptors behind them.
* SelfImposedChallenge: Quite common in tournaments to reduce play times, or to make an otherwise [[GoldenSnitch one-shot game]] more balanced by {{Nerf}}ing that shot. Turning off extra balls is almost always done, and sometimes the software will be set to harder-than-normal settings. Other adjustments include putting extra-wide posts on the entrances of ramps and other shots to make them narrower (or in some cases, blocking them off or disabling their switches entirely), using "lightning" flippers (1/8 of an inch shorter than normal flippers) on games that don't normally use them, making the playfield steeper, replacing the normal balls with [[Pinball/TheTwilightZone powerballs]], or putting extra-bouncy rubbers on flippers.
flippers. Most competitions, or games set for competition practice, will have their tilt sensors turned up very high as well.
* SequelDifficultySpike: SequelDifficultySpike:
**
Pinball has been subject to this for some time, with the growing sophistication of computer-controlled rulesets and the boom in private collectors fueling the trend. When ''Pinball/TheTwilightZone'' was released in 1993, it was lauded as the most complicated pinball game ever made. It was surpassed ten years later by ''Pinball/TheSimpsonsPinballParty'' and ''Pinball/TheLordOfTheRings,'' which were in turn eclipsed by 2013's ''Pinball/TheWizardOfOz''. Home collectors relish these complex rules, as they help ensure that their multi-thousand-dollar tables will provide years of gameplay to discover all of the secrets and strategies possible.possible.
** In a more direct sense, some also argue that [[https://cheaptalk.org/2009/11/17/the-economics-of-pinball/ the rising skill of the pinball experts, the people most likely to spend large amounts of money, caused machines to become tougher and tougher to complete as well.]]
13th Feb '17 5:46:55 PM ZombieAladdin
Is there an issue? Send a Message


* CompetitiveBalance: Machines made after flash memory became cheap and widespread mostly have at least one patch released after the machine itself for the purpose of {{Nerf}}ing some things and giving other things {{Balance Buff}}s. This is attributable to the large amounts of pinball competitions, where balance is very important. One such example is ''Pinball/{{ACDC}}'''s Thunderstruck mode: Originally, all three Thunderstruck targets could activate the mode, but one patch reduced it to just one, which would switch left to right every few seconds.



* NoAntagonist: Played with; older games tended to play the trope straight, or restrict the antagonist to an inactive character as part of the theme (such as Ming the Merciless from ''Pinball/FlashGordon''). While computer controllers and display screens allowed for later games to have antagonists who thwarted the player (the Genie from ''Pinball/TalesOfTheArabianNights''), many games may still avoid an antagonist according to the theme.

to:

* NoAntagonist: NoAntagonist:
**
Played with; older games tended to play the trope straight, or restrict the antagonist to an inactive character as part of the theme (such as Ming the Merciless from ''Pinball/FlashGordon''). While computer controllers and display screens allowed for later games to have antagonists who thwarted the player (the Genie from ''Pinball/TalesOfTheArabianNights''), many games may still avoid an antagonist according to the theme.theme.
** Games designed by Creator/MarkRitchie tend not to have antagonists, as he prefers to design machines with mundane, everyday-life themes. The goals are equally mundane, such as "[[Pinball/{{Diner}} serve the right orders to all of the people in the restaurant]]" or "[[Pinball/{{Taxi}} bring all of the taxi passengers to their destinations]]."



* NoPlotNoProblem: Prevalent in early pinballs, due to technical limitations; the machine's theme would often have little to no bearing on the gameplay itself. Eschewed by modern pinball games, however, as software programming allows for more elaborate stories and rules to support [[WizardMode progressively more difficult modes]].

to:

* NoPlotNoProblem: Prevalent in early pinballs, due to technical limitations; the machine's theme would often have little to no bearing on the gameplay itself. Eschewed by modern pinball games, however, as software programming allows for more elaborate stories and rules to support [[WizardMode progressively more difficult modes]]. There are still a few machines released well into the 2010's with no story though, most notably music-themed ones like ''Pinball/{{ACDC}}''.



** Averted in ''Pinball/TheWizardOfOz''; the lowest score available is 1 point.

to:

** Averted in ''Pinball/TheWizardOfOz''; ''Pinball/TheWizardOfOz'' and Jersey Jack's other machines; the lowest score available is 1 point.point. Now that Stern is doing monitor displays instead of dot-matrix displays too, however, the sky is the limit, with both ''Batman '66'' and ''Aerosmith'' having the more pronounced scoring Stern has implemented as of late in contrast to Jersey Jack.


Added DiffLines:

* RandomEventsPlot: Due to the non-linear nature of mode progression on most machines, if the game [[NoPlotNoProblem has a story at all]], the sequences will almost always be interchangeable and independent of each other, even if they're based on an existing story. For instance, in ''Pinball/PiratesOfTheCaribbean'', you could be playing Liar's Dice with other pirates, then fight the Kraken, then go encounter Davy Jones and sink his ship, then go back to playing Liar's Dice. Or in ''Pinball/TheFlintstones'', playing as Fred, you could be bowling at the Bedrock Bowl-O-Rama one second and chasing Dino around the house the next, or even both simultaneously.
9th Feb '17 3:47:58 PM ZombieAladdin
Is there an issue? Send a Message


** A lot of the post-1995 Williams/Bally games also have a Midnight Madness mode if you start a game at midnight.

to:

** A lot of the post-1995 Williams/Bally games also have a Midnight Madness mode if you start a game at midnight. Later becomes a RunningGag InsideJoke, with machines like ''Pinball/TheatreOfMagic'' having a non-secret mode called Midnight Madness. Still later, even virtual pinball would join the fun, with ''VideoGame/SorcerersLair'' adopting this name for the Wizard Mode.


Added DiffLines:

** Pinball terminology, as a whole, is astonishingly direct and straightforward compared to terminology in video games and sports. A "drop target" is a target that drops when hit. A "plunger" is a spring that plunges the ball into play. A "replay score" is a score that allows someone to play the game again. An "extra ball" is a bonus ball on top of the balls normally played. A "VideoMode" is a mode played on a video screen. A good 70% to 80% of all pinball terminology is like this.
9th Feb '17 3:37:01 PM ZombieAladdin
Is there an issue? Send a Message

Added DiffLines:

** In a different sense, there are some machines whose modes are all color-coded. Most of these machines were made by Stern/{{Stern}}. For instance, in ''Pinball/GameOfThrones'', lights for House Lannister are yellow, lights for House Greyjoy are lavender, lights for House Stark are white, lights for House Martell are green, lights for Blackwater Multiball are chartreuse, and so forth.
9th Feb '17 12:27:48 PM ZombieAladdin
Is there an issue? Send a Message

Added DiffLines:

** Some games have a solenoid in the left outlane known as a "kickback" or "laser kick": If the ball would otherwise drain down there, the solenoid will propel the ball back into the main playfield. These aren't active all the time, of course. Some other games have a "virtual kickback," where the ball drains as normal but the game immediately provides another ball as if there was a kickback. A few games have a mode that begins when a ball drains down an outlane, where the game gives another ball and asks you to clear a TimedMission--clear it, and the game continues as if it never drained. Let time run out, and the flippers freeze, voiding the ball. Examples of this last one include:
*** ''Pinball/TheWizardOfOz'': "There's No Place Like Home" for the left outlane and "Toto" for the right outlane, triggered by hitting every switch in the corresponding outlane on the way down. Both require you make a series of shots within 60 seconds.
*** ''Pinball/WHODunnit'': "Second Chance Slots" by going down an outlane, which sometimes starts the slot machine. If the left reel and center reel display the same image, you are allowed another ball for roughly 30 seconds to stop the right reel. If the right reel matches the left and center reels, you'll get the appropriate award and continue playing on the current ball.
*** ''NBA Fastbreak'': "Million-Dollar Shot" is activated if the last ball in the game drains down the right outlane. When this happens, you're given 10 seconds to shoot the center ramp and get the ball in the basket. Get it in there, and you get an extra ball.
3rd Feb '17 6:03:56 PM ZombieAladdin
Is there an issue? Send a Message

Added DiffLines:

* DancingBear: In general, as pinball machines were originally marketed to operators, who would put them out in public for people to play, advertising for them tended to be more about unique gimmicks and other novelties than about the gameplay itself, as operators were not necessarily players and thus were more likely persuaded on these gimmicks and novelties than how good the game actually played. Rather than talk about, say, ''Pinball/TheAddamsFamily'''s intricate depth, its challenging yet fair difficulty, or its scoring oriented around CompetitiveBalance, it was easier to convince operators to buy the game because Thing comes out of a box and grabs the ball! Or hidden magnets swing the ball around in unpredictable directions!
23rd Aug '16 1:00:53 PM tadaru
Is there an issue? Send a Message


* DoWellButNotPerfect: If you want your high scores to save into a machine's memory, particularly on most older solid-state games, you better not get a score that will go over the maximum that can be displayed. A score that's slightly over a million points on a six-digit display probably will not save, though some games are nice enough to save this as the maximum displayable score.

to:

* DoWellButNotPerfect: If you want your high scores to save into "Nining-out" a machine's memory, particularly game is a popular SelfImposedChallenge, especially on most older solid-state games, you better not get games. That is, getting a score that will go as close as possible to without going over the maximum that can be displayed. A score that's slightly over a million points on a six-digit display probably will not save, though some games are nice enough to save this as the maximum displayable score.
3rd Aug '16 6:13:29 PM tadaru
Is there an issue? Send a Message


* ScoreMultiplier: Ubiquitous throughout the medium. Bonus multipliers are probably the most common type, which will multiply the player's end-of-ball bonus. Playfield multipliers are also common, which will (usually temporarily) multiply all scoring while they are active. Some games, especially Creator/SternElectronics' recent games, have shot multipliers - Any points scored on a specific shot will be multiplied.

to:

* ScoreMultiplier: Ubiquitous Has been ubiquitous throughout the medium.medium for decades. Bonus multipliers are probably the most common type, which will multiply the player's end-of-ball bonus. Playfield multipliers are also common, which will (usually temporarily) multiply all scoring while they are active. Some games, especially Creator/SternElectronics' recent games, have shot multipliers - Any points scored on a specific shot will be multiplied.
3rd Aug '16 6:11:33 PM tadaru
Is there an issue? Send a Message


* ScoreMultiplier: Ubiquitous throughout the medium. Bonus multipliers are probably the most common type, which will multiply the player's end-of-ball bonus. Playfield multipliers are also common, which will (usually temporarily) multiply all scoring while they are active. Some games, especially ''Creator/SternElectronics''' recent games, have shot multipliers - Any points scored on a specific shot will be multiplied.

to:

* ScoreMultiplier: Ubiquitous throughout the medium. Bonus multipliers are probably the most common type, which will multiply the player's end-of-ball bonus. Playfield multipliers are also common, which will (usually temporarily) multiply all scoring while they are active. Some games, especially ''Creator/SternElectronics''' Creator/SternElectronics' recent games, have shot multipliers - Any points scored on a specific shot will be multiplied.
This list shows the last 10 events of 104. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.TropesInPinballGames