History Main / TropesInPinballGames

25th Apr '16 3:24:14 PM Sammettik
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*** This would later be revisited for "Pinball/RedAndTedsRoadshow", where the titular construction workers comment on your gameplay.

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*** This would later be revisited for "Pinball/RedAndTedsRoadshow", ''Pinball/RedAndTedsRoadshow'', where the titular construction workers comment on your gameplay.



** "Pinball/ThePartyZone" features Captain B. Zarr, who comments while watching the ball with a fully rotating head.
* AntiFrustrationFeatures[=/=]MercyMode:

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** "Pinball/ThePartyZone" ''Pinball/ThePartyZone'' features Captain B. Zarr, who comments while watching the ball with a fully rotating head.
* AntiFrustrationFeatures[=/=]MercyMode:AntiFrustrationFeatures:
7th Feb '16 6:00:13 PM LucaEarlgrey
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* DifficultButAwesome: Nudging puts you at the mercy of [[NoFairCheating TILT]] penalties, and even barring that is just difficult to control, but a well-timed nudge can save a ball that would've made a beeline for the drain otherwise.
1st Jan '16 1:17:26 AM LucaEarlgrey
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** In more modern tables, if a particular target is out of order, it will be picked up by the game eventually and substitute it for a similar target if a particular objective normally requires that target to be hit.

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** In more modern tables, if a particular target is out of order, it will be picked up by the game eventually and substitute it substituted for a similar target if a particular objective normally requires that target to be hit.
1st Jan '16 1:17:02 AM LucaEarlgrey
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** In more modern tables, if a particular target is out of order, it will be picked up by the game eventually and substitute it for a similar target if a particular objective normally requires that target to be hit.
11th Nov '15 3:28:52 AM SenseiLeRoof
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* MacroGame: Prevalent in older games, but stopped as players' tastes changed. Most games after about 1993 did away with most gameplay-effecting macrogames.

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* MacroGame: Prevalent in older games, but stopped as players' tastes changed. Most games after about 1993 did away with most gameplay-effecting gameplay-affecting macrogames.
9th Oct '15 2:21:32 AM Morgenthaler
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** ''Pinball/JackBot'' is ''Pinball/PinBot'' with a casino theme. The whole game revolves around this trope, although you are always betting hypothetical points. For instance, you are given a chance to double-up the points you won on a casino game by shooting under the left ramp. The "Casino Run" WizardMode, which operates very similarly to the BonusRound of ''TheJokersWild'' has you spinning a slot machine and each time allowing you to take your "bank" of points (and maybe even extra balls and specials) or risk it. Getting a bomb on the slot machine or running out of time to shoot another hole costs you your bank.

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** ''Pinball/JackBot'' is ''Pinball/PinBot'' with a casino theme. The whole game revolves around this trope, although you are always betting hypothetical points. For instance, you are given a chance to double-up the points you won on a casino game by shooting under the left ramp. The "Casino Run" WizardMode, which operates very similarly to the BonusRound of ''TheJokersWild'' ''Series/TheJokersWild'' has you spinning a slot machine and each time allowing you to take your "bank" of points (and maybe even extra balls and specials) or risk it. Getting a bomb on the slot machine or running out of time to shoot another hole costs you your bank.
18th Aug '15 5:40:51 PM rjung
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* GoneHorriblyRight: This happened to Creator/WilliamsElectronics in TheNineties; although pinball remained a popular money-maker in various public venues, distributors and retailers weren't buying new games -- because the games they had bought in earlier years were still [[TonkaTough working fine]] and making money. Williams realized that their only way out was to invent a new form of pinball that would make existing games look antiquated by comparison; the result was the "Pinball 2000" platform and ''Pinball/RevengeFromMars,'' which superimposed video displays over the playfield.
20th May '15 4:48:25 AM LucaEarlgrey
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* NintendoHard: Most beginners' experiences can be summed up as "hit a few things, ball makes beeline for the drain or ends up helplessly in an outlane within 30 seconds, repeat for two more balls."
25th Feb '15 2:27:42 PM rjung
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** Played with in ''Pinball/TheWizardOfOz''; the lowest score available is 1 point, but operators can set the game to display gratuitous zeroes to inflate scores accordingly.

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** Played with Averted in ''Pinball/TheWizardOfOz''; the lowest score available is 1 point, but operators can set the game to display gratuitous zeroes to inflate scores accordingly.point.
25th Feb '15 2:26:59 PM rjung
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* MacroGame: Progressive jackpots that carried from game to game were popular on alphanumeric and early DMD games. ''Pinball/BlackKnight2000'' has the R-A-N-S-O-M letters carry from game to game. Most games after about 1993 did away with having any sort of gameplay-effecting macrogame.
* MiniGame: "VideoMode", a basic VideoGame controlled with the flipper and plunger buttons.
** Smaller playfields within the overall playfield (such as ''Pinball/TheTwilightZone''[='s=] "Battle The Power" section) also count to a degree.

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* MacroGame: Prevalent in older games, but stopped as players' tastes changed. Most games after about 1993 did away with most gameplay-effecting macrogames.
**
Progressive jackpots that carried increased from game to game were popular on alphanumeric and early DMD games. games.
** Some games would carry over {{Spelling Bonus}}es or counters from one game to another. To pick just three examples,
''Pinball/BlackKnight2000'' has the R-A-N-S-O-M letters carry from game to game. Most game, ''Pinball/SuperMarioBros'' carried over the number of castles destroyed, and ''Pinball/DrDude'' kept the Dude-O-Meter levels across games.
** Older electro-mechanical
games after about 1993 did away and early solid-state games with having any sort multiball often kept locked balls between players, out of gameplay-effecting macrogame.
mechanical necessity. If the first player locked a ball and then ended his turn, the second player could initiate multiball by "stealing" the locked ball from his opponent. Later pinballs avoided this by using "software locks" to keep track of separate ball locks for each player.
* MiniGame: "VideoMode", a basic VideoGame controlled with the flipper and plunger buttons.
**
buttons. Smaller playfields within on the overall playfield table (such as ''Pinball/TheTwilightZone''[='s=] "Battle The Power" section) section, or ''Pinball/BlackKnight's'' upper playfield) also count to a degree.



* NoFairCheating: Overdo the nudges and the game [=TILTs=], which locks off the paddles until you lose your ball and negated any end-of-ball bonuses. Older electro-mechanical pinball machines had no end-of-ball bonuses, so they would outright end the game then and there, regardless of whether or not you have any balls remaining.

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* NoFairCheating: NoFairCheating:
**
Overdo the nudges and the game [=TILTs=], which locks off the paddles flippers until you lose your ball ball, and negated any negates all end-of-ball bonuses. Older electro-mechanical pinball machines had no end-of-ball bonuses, so they would outright end the game then and there, regardless of whether or not you have any balls remaining.
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