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Real Pinball
First Pinball machine with missions/stages
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<blockquote data-quote="shutyertrap" data-source="post: 275772" data-attributes="member: 134"><p>Hmmmm. Using Victory as an example means you could go all the way back to Eight Ball or Big Shot, since the 'story' of sinking all the balls as your goal reflects the theme. I don't think that's what you are after though. Using your examples of RBION and Starship Troopers, there's a clear progression happening that leads to a major event and it carries over across all 3 balls. So let's use that as a baseline folks.</p><p></p><p><strong><u>Defenition of Story Progression Table</u></strong></p><p></p><p>1. Story must tie into overall theme, beyond just sound matching art (Xenon vs BoP for example)</p><p>2. Table must have modes, not simply scoring progressions (a mode start hole as opposed to just knocking down all the drop targets)</p><p>3. Progression of modes must carry over ball to ball, minimal reset upon drain</p><p>4. Once all mode conditions are met, a final mode is available before the entire table resets to starting table conditions</p><p></p><p>Yes, these are my arbitrary rules but otherwise we'll be all over the map! So let's start here, see what everyone can come up with and agree upon. <strong>Then</strong> maybe we can push those definitions to see how much earlier we can go. Agreed?</p><p></p><p>I'll start, without the benefit of even looking anything up, with Earthshaker! from 1989. </p><p>1. Theme is carried out with a story, that of predicting the next earthquake</p><p>2. Table does have modes that start certain scoring conditions, and targets have to be hit to enable next mode</p><p>3. Once a mode has been lit, it does carry over to next ball. Same with any balls locked</p><p>4. It does not have a special wizard mode, but it does allow for the reset of all lit modes back to initial state</p></blockquote><p></p>
[QUOTE="shutyertrap, post: 275772, member: 134"] Hmmmm. Using Victory as an example means you could go all the way back to Eight Ball or Big Shot, since the 'story' of sinking all the balls as your goal reflects the theme. I don't think that's what you are after though. Using your examples of RBION and Starship Troopers, there's a clear progression happening that leads to a major event and it carries over across all 3 balls. So let's use that as a baseline folks. [B][U]Defenition of Story Progression Table[/U][/B] 1. Story must tie into overall theme, beyond just sound matching art (Xenon vs BoP for example) 2. Table must have modes, not simply scoring progressions (a mode start hole as opposed to just knocking down all the drop targets) 3. Progression of modes must carry over ball to ball, minimal reset upon drain 4. Once all mode conditions are met, a final mode is available before the entire table resets to starting table conditions Yes, these are my arbitrary rules but otherwise we'll be all over the map! So let's start here, see what everyone can come up with and agree upon. [B]Then[/B] maybe we can push those definitions to see how much earlier we can go. Agreed? I'll start, without the benefit of even looking anything up, with Earthshaker! from 1989. 1. Theme is carried out with a story, that of predicting the next earthquake 2. Table does have modes that start certain scoring conditions, and targets have to be hit to enable next mode 3. Once a mode has been lit, it does carry over to next ball. Same with any balls locked 4. It does not have a special wizard mode, but it does allow for the reset of all lit modes back to initial state [/QUOTE]
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