History Main / TropesInPinballGames

17th May '16 7:23:42 PM cornycrunch
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** This is certainly a CyclicTrope. Until rolling score counters became commonplace in TheFifties, pinball tables gradually increased the minimum scoring unit from 100 to 1,000 to 10,000 and then 100,000. When rolling counters were introduced, 3- and 4-digit scores became commonplace (though some early rolling counter pins would "paint on" some zeroes). This gradually increased to 5 digits and then 6. The transition from electromagnetic to solid-state games in 1977 picked up scoring-wise where the electromagnetic games ended, though in the early 80s score counters expanded to 7 digits and then when the score display was consolidated, to 8 digits. The 1991 game ''Pinball/TheMachineBrideOfPinbot'' went really over the top with the possibility of getting a billion points, though the transition to dot-matrix displays accelerated this trope; most could display up to 10 digits and high scores in the billions became common. A few pins like ''Pinball/JackBot'', ''Pinball/JohnnyMnemonic'', and ''Pinball/AttackFromMars'' could display up to ''11'' digits with the knowledge that scores of 10 billion or more would be reasonably common (''Johnny Mnemonic'' can display '''12''' digits; it will happily render scores in the hundred billions in either the main game or high score tables). ''Pinball/TalesOfTheArabianNights'' dialed back a good game to being in the tens of millions of points, and most other pins up to the modern day have had scores of roughly the same magnitude.

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** This is certainly a CyclicTrope. Until rolling score counters became commonplace in TheFifties, pinball tables gradually increased the minimum scoring unit from 100 to 1,000 to 10,000 and then 100,000. When rolling counters were introduced, 3- and 4-digit scores became commonplace (though some early rolling counter pins would "paint on" some zeroes). This gradually increased to 5 digits and then 6. The transition from electromagnetic to solid-state games in 1977 picked up scoring-wise where the electromagnetic games ended, though in the early 80s score counters expanded to 7 digits and then when the score display was consolidated, to 8 digits. The 1991 game ''Pinball/TheMachineBrideOfPinbot'' went really over the top with the possibility of getting a billion points, though the transition to dot-matrix displays accelerated this trope; most could display up to 10 digits and high scores in the billions became common. A few pins like ''Pinball/JackBot'', ''Pinball/JohnnyMnemonic'', and ''Pinball/AttackFromMars'' could display up to ''11'' digits with the knowledge that scores of 10 billion or more would be reasonably common (''Johnny Mnemonic'' can display '''12''' digits; it will happily render scores in the hundred billions in either the main game or high score tables). ''Pinball/TalesOfTheArabianNights'' dialed back a good game to being in the tens of millions of points, and most other pins up to the modern day have had scores of roughly the same magnitude. Stern's latest titles, such as ''Pinball/TheWalkingDead'' and ''Pinball/GameOfThrones'' have started to make billion-point scores a reality once again.
17th May '16 7:18:51 PM cornycrunch
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** Older electro-mechanical games and early solid-state games with multiball often kept locked balls between players, out of 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.

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** Older electro-mechanical games and early solid-state games with multiball often kept locked balls between players, out of 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. Some later machines may still use "physical" locks with appropriate theme integration, but the software still keeps track of each player's progress, and is always ready to "do the right thing".
17th May '16 7:10:38 PM cornycrunch
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* ArtificialBrilliance: To an extent. The pseudo-random awards given in many pins really do deserve the "pseudo" in their name and will usually try to give you the most helpful award that it reasonably can (for instance, in ''Pinball/AttackFromMars'', if you have Martian Attack lit at the same time, you usually get a [[SmartBomb martian bomb]] for use in that mode). [[AIRoulette Seemingly just as often though, it will just give you a mediocre amount of points]].

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* ArtificialBrilliance: To an extent. The pseudo-random awards given in many pins really do deserve the "pseudo" in their name and will usually try to give you the most helpful award that it reasonably can (for instance, in ''Pinball/AttackFromMars'', if you have Martian Attack lit at the same time, you usually get a [[SmartBomb martian bomb]] for use in that mode). [[AIRoulette Seemingly just as often though, it will just give you a mediocre amount of points]]. On the other hand, if you're currently having a really good game, you're more likely going to get one of the less desirable rewards.
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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Added DiffLines:

* 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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Added DiffLines:

** 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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Added DiffLines:

* 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.
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