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* The "Graveyard"/"Nightmare" table from ''VideoGame/PinballDreams'' is a copy of Creator/WilliamsElectronics' highly popular ''Pinball/Terminator2JudgmentDay'' pinball.
* Many early [[DigitalPinballTable computer pinball games]] were near-direct copies of arcade pinball machines:
** ''VideoGame/RasterBlaster'' is a digital copy of ''Pinball/{{Firepower}}''.
** ''VideoGame/DavidsMidnightMagic'' was written to follow the popularity of ''VideoGame/RasterBlaster''.
** ''Night Mission Pinball'' is largely derived from ''Pinball/{{Flight 2000}}'', though there are some differences.
* {{Pinball}} got hit with this trope early in its formation, as the success of ''Pinball/BaffleBall'' led to countless imitators.
* Similarly, the success of ''Pinball/{{Contact}}'' led to other games copying its electro-mechanical features, leading to the widespread use of solenoids, chimes, and the tilt anti-cheating mechanism.
* After ''Pinball/HumptyDumpty'' was released, it instantly made flipperless pinballs obsolete. Creator/{{Gottlieb}}'s competitors all scrambled to put out their own flipper games. In only three months, nearly all pinball manufacturers had a flipper pinball available, and they were standard equipment soon after that.
* The aforementioned ''Firepower'' was a trendsetter in more than one way: It also popularized the multiball, a mode in which multiple balls would enter play at the same time. It was not the first pinball machine to have multiball (and had existed for decades prior), but it was the first one in which it was a central gameplay feature and not simply a gimmick, to where Williams Electronics trademarked the word. Competitors grew adept at WritingAroundTrademarks, though, and before long, machines like ''Pinball/HauntedHouse'' and ''Pinball/{{Cyclone}}'' would be criticized for ''not'' having multiball modes.
* Williams' ''Pinball/BlackKnight'' would create a short-lived trend of the split-level playfield, in which the upper third of the playfield is elevated compared the the lower two-thirds. When news of ''Black Knight'''s production got accidentally leaked, both Bally and Stern got on board, with Bally making ''Pinball/FlashGordon'' and Stern making ''Split Second''.
* ''Pinball/TheAddamsFamily'' was a major game-changer, quite literally, in that it was the first popular machine to have different modes, which would be started one by one by the player, in which the rules would be slightly different, and a WizardMode waiting at the end for whomever could finish all of the modes. This would soon become the standard for nearly all pinball made after that, with the only subsequent exceptions being [[{{Retraux}} deliberate throwbacks]] to pre-''Addams'' gameplay, like ''Pinball/WhoaNellieBigJuicyMelons'' and ''Pinball/TotalNuclearAnnihilation''.
* ''Pinball/SpaceShuttle'' had a high-quality (for the time) scale model of a NASA space shuttle sitting on the playfield. As ''Space Shuttle'' sold so well compared to other machines released before it, the scale model shuttle incentivized future pinball designers to put models of objects and characters onto the playfield, which would subsequently be known as "toys," to where any machine made after ''Space Shuttle'' would be immediately dismissed as bland-looking if it didn't have at least one such thing in it. In turn, there was ''Pinball/FunHouse'', in which the player could hit the toy, the head of a character named Rudy, with the ball. This gave rise to the toy that the ball interacts with directly or is otherwise influenced by the player's actions (such as parts that move in response to actions elsewhere on the machine). Toys that are meant to be hit with the ball, in particular, became so common that the term "bash toy" was created to specifically define them.
* Bally's ''Rapid Fire'' was inspired by Williams' earlier game, ''Pinball/{{Hyperball}}''. Williams' employees derisively called ''Rapid Fire'' "Operation Xerox" or "Project Xerox".

to:

* The "Graveyard"/"Nightmare" table from ''VideoGame/PinballDreams'' is a copy of Creator/WilliamsElectronics' highly popular ''Pinball/Terminator2JudgmentDay'' pinball.
* Many early [[DigitalPinballTable computer pinball games]] were near-direct copies of arcade pinball machines:
** ''VideoGame/RasterBlaster'' is a digital copy of ''Pinball/{{Firepower}}''.
** ''VideoGame/DavidsMidnightMagic'' was written to follow the popularity of ''VideoGame/RasterBlaster''.
** ''Night Mission Pinball'' is largely derived from ''Pinball/{{Flight 2000}}'', though there are some differences.
* {{Pinball}} got hit with this trope early in its formation, as the success of ''Pinball/BaffleBall'' led to countless imitators.
* Similarly, the success of ''Pinball/{{Contact}}'' led to other games copying its electro-mechanical features, leading to the widespread use of solenoids, chimes, and the tilt anti-cheating mechanism.
* After ''Pinball/HumptyDumpty'' was released, it instantly made flipperless pinballs obsolete. Creator/{{Gottlieb}}'s competitors all scrambled to put out their own flipper games. In only three months, nearly all pinball manufacturers had a flipper pinball available, and they were standard equipment soon after that.
* The aforementioned ''Firepower'' was a trendsetter in more than one way: It also popularized the multiball, a mode in which multiple balls would enter play at the same time. It was not the first pinball machine to have multiball (and had existed for decades prior), but it was the first one in which it was a central gameplay feature and not simply a gimmick, to where Williams Electronics trademarked the word. Competitors grew adept at WritingAroundTrademarks, though, and before long, machines like ''Pinball/HauntedHouse'' and ''Pinball/{{Cyclone}}'' would be criticized for ''not'' having multiball modes.
* Williams' ''Pinball/BlackKnight'' would create a short-lived trend of the split-level playfield, in which the upper third of the playfield is elevated compared the the lower two-thirds. When news of ''Black Knight'''s production got accidentally leaked, both Bally and Stern got on board, with Bally making ''Pinball/FlashGordon'' and Stern making ''Split Second''.
* ''Pinball/TheAddamsFamily'' was a major game-changer, quite literally, in that it was the first popular machine to have different modes, which would be started one by one by the player, in which the rules would be slightly different, and a WizardMode waiting at the end for whomever could finish all of the modes. This would soon become the standard for nearly all pinball made after that, with the only subsequent exceptions being [[{{Retraux}} deliberate throwbacks]] to pre-''Addams'' gameplay, like ''Pinball/WhoaNellieBigJuicyMelons'' and ''Pinball/TotalNuclearAnnihilation''.
* ''Pinball/SpaceShuttle'' had a high-quality (for the time) scale model of a NASA space shuttle sitting on the playfield. As ''Space Shuttle'' sold so well compared to other machines released before it, the scale model shuttle incentivized future pinball designers to put models of objects and characters onto the playfield, which would subsequently be known as "toys," to where any machine made after ''Space Shuttle'' would be immediately dismissed as bland-looking if it didn't have at least one such thing in it. In turn, there was ''Pinball/FunHouse'', in which the player could hit the toy, the head of a character named Rudy, with the ball. This gave rise to the toy that the ball interacts with directly or is otherwise influenced by the player's actions (such as parts that move in response to actions elsewhere on the machine). Toys that are meant to be hit with the ball, in particular, became so common that the term "bash toy" was created to specifically define them.
* Bally's ''Rapid Fire'' was inspired by Williams' earlier game, ''Pinball/{{Hyperball}}''. Williams' employees derisively called ''Rapid Fire'' "Operation Xerox" or "Project Xerox".
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* ''Pinball/TheAddamsFamily'' was a major game-changer, quite literally, in that it was the first popular machine to have different modes, which would be started one by one by the player, in which the rules would be slightly different, and a WizardMode waiting at the end for whomever could finish all of the modes. This would soon become the standard for nearly all pinball made after that, with the only subsequent exceptions being [[{{Retraux}} deliberate throwbacks]] to pre-''Addams'' gameplay, like ''Pinball/WhoaNellieBigJuicyMelons'' and ''Total Nuclear Annihilation''.

to:

* ''Pinball/TheAddamsFamily'' was a major game-changer, quite literally, in that it was the first popular machine to have different modes, which would be started one by one by the player, in which the rules would be slightly different, and a WizardMode waiting at the end for whomever could finish all of the modes. This would soon become the standard for nearly all pinball made after that, with the only subsequent exceptions being [[{{Retraux}} deliberate throwbacks]] to pre-''Addams'' gameplay, like ''Pinball/WhoaNellieBigJuicyMelons'' and ''Total Nuclear Annihilation''.''Pinball/TotalNuclearAnnihilation''.
Is there an issue? Send a MessageReason:
None


* ''Pinball/SpaceShuttle'' had a high-quality (for the time) scale model of a NASA space shuttle sitting on the playfield. As ''Space Shuttle'' sold so well compared to other machines released before it, the scale model shuttle incentivized future pinball designers to put models of objects and characters onto the playfield, which would subsequently be known as "toys," to where any machine made after ''Space Shuttle'' would be immediately dismissed as bland-looking if it didn't have at least one such thing in it. In turn, there was ''Pinball/FunHouse'', in which the player could hit the toy, the head of a character named Rudy, with the ball. This gave rise to the toy that the ball interacts with directly or is otherwise influenced by the player's actions (such as parts that move in response to actions elsewhere on the machine). Toys that are meant to be hit with the ball, in particular, became so common that the term "bash toy" was created to specifically define them.

to:

* ''Pinball/SpaceShuttle'' had a high-quality (for the time) scale model of a NASA space shuttle sitting on the playfield. As ''Space Shuttle'' sold so well compared to other machines released before it, the scale model shuttle incentivized future pinball designers to put models of objects and characters onto the playfield, which would subsequently be known as "toys," to where any machine made after ''Space Shuttle'' would be immediately dismissed as bland-looking if it didn't have at least one such thing in it. In turn, there was ''Pinball/FunHouse'', in which the player could hit the toy, the head of a character named Rudy, with the ball. This gave rise to the toy that the ball interacts with directly or is otherwise influenced by the player's actions (such as parts that move in response to actions elsewhere on the machine). Toys that are meant to be hit with the ball, in particular, became so common that the term "bash toy" was created to specifically define them.them.
* Bally's ''Rapid Fire'' was inspired by Williams' earlier game, ''Pinball/{{Hyperball}}''. Williams' employees derisively called ''Rapid Fire'' "Operation Xerox" or "Project Xerox".
Is there an issue? Send a MessageReason:
None


* The aforementioned ''Firepower'' was a trendsetter in more than one way: It also popularized the multiball, a mode in which multiple balls would enter play at the same time. It was not the first pinball machine to have multiball (and had existed for decades prior), but it was the first one in which it was a central gameplay feature and not simply a gimmick, to where Williams Electronics trademarked the word. Competitors grew adept at WritingAroundTrademarks, though, and before long, machines like ''Pinball/HauntedHouse'' and ''Pinball/{{Cyclone}}'' would be criticized for ''not'' having multiball modes.

to:

* The aforementioned ''Firepower'' was a trendsetter in more than one way: It also popularized the multiball, a mode in which multiple balls would enter play at the same time. It was not the first pinball machine to have multiball (and had existed for decades prior), but it was the first one in which it was a central gameplay feature and not simply a gimmick, to where Williams Electronics trademarked the word. Competitors grew adept at WritingAroundTrademarks, though, and before long, machines like ''Pinball/HauntedHouse'' and ''Pinball/{{Cyclone}}'' would be criticized for ''not'' having multiball modes.modes.
* Williams' ''Pinball/BlackKnight'' would create a short-lived trend of the split-level playfield, in which the upper third of the playfield is elevated compared the the lower two-thirds. When news of ''Black Knight'''s production got accidentally leaked, both Bally and Stern got on board, with Bally making ''Pinball/FlashGordon'' and Stern making ''Split Second''.
* ''Pinball/TheAddamsFamily'' was a major game-changer, quite literally, in that it was the first popular machine to have different modes, which would be started one by one by the player, in which the rules would be slightly different, and a WizardMode waiting at the end for whomever could finish all of the modes. This would soon become the standard for nearly all pinball made after that, with the only subsequent exceptions being [[{{Retraux}} deliberate throwbacks]] to pre-''Addams'' gameplay, like ''Pinball/WhoaNellieBigJuicyMelons'' and ''Total Nuclear Annihilation''.
* ''Pinball/SpaceShuttle'' had a high-quality (for the time) scale model of a NASA space shuttle sitting on the playfield. As ''Space Shuttle'' sold so well compared to other machines released before it, the scale model shuttle incentivized future pinball designers to put models of objects and characters onto the playfield, which would subsequently be known as "toys," to where any machine made after ''Space Shuttle'' would be immediately dismissed as bland-looking if it didn't have at least one such thing in it. In turn, there was ''Pinball/FunHouse'', in which the player could hit the toy, the head of a character named Rudy, with the ball. This gave rise to the toy that the ball interacts with directly or is otherwise influenced by the player's actions (such as parts that move in response to actions elsewhere on the machine). Toys that are meant to be hit with the ball, in particular, became so common that the term "bash toy" was created to specifically define them.
Is there an issue? Send a MessageReason:
None


* The aforementioned ''Firepower'' was a trendsetter in more than one way: It also popularized the multiball, a mode in which multiple balls would enter play at the same time. It was not the first pinball machine to have multiball (and had existed for decades prior), but it was the first one in which it was a central gameplay feature and not simply a gimmick, to where Williams Electronics trademarked the word. Competitors grew adept at WritingAroundTrademarks, though, and several years later, machines like ''Pinball/{{Cyclone}}'' would be criticized for ''not'' having a multiball mode.

to:

* The aforementioned ''Firepower'' was a trendsetter in more than one way: It also popularized the multiball, a mode in which multiple balls would enter play at the same time. It was not the first pinball machine to have multiball (and had existed for decades prior), but it was the first one in which it was a central gameplay feature and not simply a gimmick, to where Williams Electronics trademarked the word. Competitors grew adept at WritingAroundTrademarks, though, and several years later, before long, machines like ''Pinball/HauntedHouse'' and ''Pinball/{{Cyclone}}'' would be criticized for ''not'' having a multiball mode.modes.
Is there an issue? Send a MessageReason:
None


* After ''Pinball/HumptyDumpty'' was released, it instantly made flipperless pinballs obsolete. Creator/{{Gottlieb}}'s competitors all scrambled to put out their own flipper games. In only three months, nearly all pinball manufacturers had a flipper pinball available, and they were standard equipment soon after that.

to:

* After ''Pinball/HumptyDumpty'' was released, it instantly made flipperless pinballs obsolete. Creator/{{Gottlieb}}'s competitors all scrambled to put out their own flipper games. In only three months, nearly all pinball manufacturers had a flipper pinball available, and they were standard equipment soon after that.that.
* The aforementioned ''Firepower'' was a trendsetter in more than one way: It also popularized the multiball, a mode in which multiple balls would enter play at the same time. It was not the first pinball machine to have multiball (and had existed for decades prior), but it was the first one in which it was a central gameplay feature and not simply a gimmick, to where Williams Electronics trademarked the word. Competitors grew adept at WritingAroundTrademarks, though, and several years later, machines like ''Pinball/{{Cyclone}}'' would be criticized for ''not'' having a multiball mode.
Is there an issue? Send a MessageReason:
None


* After ''Pinball/HumptyDumpty'' was released, it instantly made flipperless pinballs obsolete. Creator/{{Gottlieb}}'s competitors all scrambled to put out their own flipper games. In only three months, nearly all pinball manufacturers had a flipper pinball available, and they were standard equipment soon after that..

to:

* After ''Pinball/HumptyDumpty'' was released, it instantly made flipperless pinballs obsolete. Creator/{{Gottlieb}}'s competitors all scrambled to put out their own flipper games. In only three months, nearly all pinball manufacturers had a flipper pinball available, and they were standard equipment soon after that..that.
Is there an issue? Send a MessageReason:
None


* Similarly, the success of ''Pinball/{{Contact}}'' led to other games copying its electro-mechanical features, leading to the widespread use of solenoids, chimes, and the tilt anti-cheating mechanism.

to:

* Similarly, the success of ''Pinball/{{Contact}}'' led to other games copying its electro-mechanical features, leading to the widespread use of solenoids, chimes, and the tilt anti-cheating mechanism.mechanism.
* After ''Pinball/HumptyDumpty'' was released, it instantly made flipperless pinballs obsolete. Creator/{{Gottlieb}}'s competitors all scrambled to put out their own flipper games. In only three months, nearly all pinball manufacturers had a flipper pinball available, and they were standard equipment soon after that..
Is there an issue? Send a MessageReason:
None


** ''David's Midnight Magic'' uses the same layout and rules as the arcade ''Pinball/BlackKnight''

to:

** ''David's Midnight Magic'' uses ''VideoGame/DavidsMidnightMagic'' was written to follow the same layout and rules as the arcade ''Pinball/BlackKnight''popularity of ''VideoGame/RasterBlaster''.

Added: 292

Changed: 123

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* The Apple II [[DigitalPinballTable pinball game]] ''David's Midnight Magic'' uses the same layout and rules as the arcade ''Pinball/BlackKnight'' pin.

to:

* The Apple II Many early [[DigitalPinballTable computer pinball game]] games]] were near-direct copies of arcade pinball machines:
** ''VideoGame/RasterBlaster'' is a digital copy of ''Pinball/{{Firepower}}''.
**
''David's Midnight Magic'' uses the same layout and rules as the arcade ''Pinball/BlackKnight'' pin.''Pinball/BlackKnight''
** ''Night Mission Pinball'' is largely derived from ''Pinball/{{Flight 2000}}'', though there are some differences.



* Similarly, the success of ''Pinball/{{Contact}}'' led to other games copying its electro-mechanical features, leading to the widespread use of solenoids, chimes, and the tilt anti-cheating mechanism.

to:

* Similarly, the success of ''Pinball/{{Contact}}'' led to other games copying its electro-mechanical features, leading to the widespread use of solenoids, chimes, and the tilt anti-cheating mechanism.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Pinball}} got hit with this trope early in its formation, as the success of ''Pinball/BaffleBall'' led to countless imitators.
* Similarly, the success of ''Pinball/{{Contact}}'' led to other games copying its electro-mechanical features, leading to the widespread use of solenoids, chimes, and the tilt anti-cheating mechanism.
Is there an issue? Send a MessageReason:
None


* The Apple II [[DigitalPinballTable pinball game]] ''David's Midnight magic'' uses the same layout and rules as the arcade ''Pinball/BlackKnight'' pin.

to:

* The Apple II [[DigitalPinballTable pinball game]] ''David's Midnight magic'' Magic'' uses the same layout and rules as the arcade ''Pinball/BlackKnight'' pin.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The "Graveyard"/"Nightmare" table from ''VideoGame/PinballDreams'' is a copy of Creator/WilliamsElectronics' highly popular ''Pinball/Terminator2JudgmentDay'' pinball.
* The Apple II [[DigitalPinballTable pinball game]] ''David's Midnight magic'' uses the same layout and rules as the arcade ''Pinball/BlackKnight'' pin.

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