Pinball Rule Dynamics: Difference between revisions
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| | | Bonus || Extra points awarded at end of each ball (as long as you don't tilt) - the points are determined either by hitting specific bonus targets (in older games) or as a value based on switch hits + other game objectives. || | ||
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| | | Bonus Multiplier||Adding 2x, 3x or more to bonus || Sometimes a multiplier can be carried over to subsequent balls (on Raven, completing the top rollovers add a permanent bonus multiplier the remainder of the game, so achieving those features early is beneficial) | ||
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| | | Bonus Held || Bonus on one ball carries over to next ball || | ||
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| | | Bonus Carryover || A certain bonus amount, based on achieving goals, becomes a permanent carryover for each subsequent ball|Certain game features will incur permanent bonus for the rest of the game. This can include ladder objectives. | ||
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| | | Ladder Objective || An ongoing counter of accomplishments that adds to bonus and unlocks additional game features.|i.e. Yellow Brick Road in WOZ, Zombie Kills in TWD, Ramps and combo shots in Rush. In some cases achieving x of these will grant things like extra balls and other game features | ||
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| | | Playfield Multiplier || Adding 2x, 3x or more to active scoring on the playfield, usually a timed mode|On Godzilla, if you complete a city, it provides a permanent playfield multiplier for the rest of the game. | ||
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| | | Hurryup || A specific objective or target that lights for a large amount of points, and then "counts down" to 0 over a short period of time. The sooner you hit it, the more points you get. | ||
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| | |Switch countdown || A hurry up that is based on the # of switch hits. For example a mode that will last as long as a counter stays above 0. That counter stars at 100, and drops by -1 for each switch that's hit.||Hitting certain shots adds value to the counter. | ||
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| | | Flipper Equity || X number of flipper flips are available. Do what you can in X flips. Possibly with ways to add more flipper flips. || | ||
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| | | High Score Profiles || In addition to storing the name/score for a player, also indicate the degree of their progress. i.e. grand champion achieved these goals: xxx || | ||
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| | | Player Profiles || Allow a player to store a profile. The "code word" for the player is a certain combination of L/R/x flipper button pattern or an ID number. Optionally allow a web interface to push data to a central server that the pinball machine regularly polls to get player info/progress/details || (originally pitched to JJP by Mike/Pinballhelp prior to Stern implementing this feature) | ||
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| | | Mode Score Challenges || In addition to having high score tables per mode, while in the mode, keep a tab of how many points have been acquired in that mode thus far, along with the current high score for that mode - it could even be a bar graph. || | ||
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| | | Switch Frenzy || Timed mode where all switches are worth extra points || | ||
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Revision as of 11:46, 22 March 2023
This is a master repository of the different types of pinball rules that can be implemented - this is an evolving, ever-expanding list.
- Mike (from PinballHelp.com)
My original inspiraction for compiling this list was from here: http://tiltforums.com/t/pinball-game-theory/7613
Name | Description | Additional Info |
---|---|---|
Bonus | Extra points awarded at end of each ball (as long as you don't tilt) - the points are determined either by hitting specific bonus targets (in older games) or as a value based on switch hits + other game objectives. | |
Bonus Multiplier | Adding 2x, 3x or more to bonus | Sometimes a multiplier can be carried over to subsequent balls (on Raven, completing the top rollovers add a permanent bonus multiplier the remainder of the game, so achieving those features early is beneficial)
|
Bonus Held | Bonus on one ball carries over to next ball | |
Bonus Carryover | Certain game features will incur permanent bonus for the rest of the game. This can include ladder objectives. | |
Ladder Objective | i.e. Yellow Brick Road in WOZ, Zombie Kills in TWD, Ramps and combo shots in Rush. In some cases achieving x of these will grant things like extra balls and other game features | |
Playfield Multiplier | On Godzilla, if you complete a city, it provides a permanent playfield multiplier for the rest of the game. | |
Hurryup | A specific objective or target that lights for a large amount of points, and then "counts down" to 0 over a short period of time. The sooner you hit it, the more points you get.
| |
Switch countdown | A hurry up that is based on the # of switch hits. For example a mode that will last as long as a counter stays above 0. That counter stars at 100, and drops by -1 for each switch that's hit. | Hitting certain shots adds value to the counter. |
Flipper Equity | X number of flipper flips are available. Do what you can in X flips. Possibly with ways to add more flipper flips. | |
High Score Profiles | In addition to storing the name/score for a player, also indicate the degree of their progress. i.e. grand champion achieved these goals: xxx | |
Player Profiles | Allow a player to store a profile. The "code word" for the player is a certain combination of L/R/x flipper button pattern or an ID number. Optionally allow a web interface to push data to a central server that the pinball machine regularly polls to get player info/progress/details | (originally pitched to JJP by Mike/Pinballhelp prior to Stern implementing this feature) |
Mode Score Challenges | In addition to having high score tables per mode, while in the mode, keep a tab of how many points have been acquired in that mode thus far, along with the current high score for that mode - it could even be a bar graph. | |
Switch Frenzy | Timed mode where all switches are worth extra points |
|
Add more.. |