This sounds like a variation on "are new games better than old ones?" I mean, can anyone give me an example of a DMD pinball game made within the last 20 years that doesn't have modes?
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This sounds like a variation on "are new games better than old ones?" I mean, can anyone give me an example of a DMD pinball game made within the last 20 years that doesn't have modes?
Quoted from cheshirefilms:T2. Arguably Who Dunnit didn't really have modes, either. It certainly didn't have a wizard mode, in any event. Going back a little more than 20 years, but I think any BW DMD title qualifies as modern era.
T2? Thinking about it, Payback Time seems like a mode as does T2's multiball -> super jackpot progression. I guess we have to agree on what a mode is. As a game designer myself, I know from experience that it's very difficult to agree on these meanings. (As a thought experiment, try to define what a 'game' is.) So people are likely to disagree with what a mode is, and that's okay.
So what's a mode? Is Firepower's multiball a mode? If not, why not? Is lighting up A-B-C-D on Genie a mode? If not, why not?
Quoted from merccat:To me a “mode” is any special scoring scheme started by the player through the achievement of a specific shot or series of shots (may also be randomly awarded) in which certain targets in the game become active and/or are worth additional points. A mode may end by timer, the completion of mode active targets and/or shots, or the loss of a ball.
In that regard I wouldn’t consider completing a-b-c-d a mode in itself as while it may do something like advance bonus or award points it’s not making active additional scoring options that are not already there. It could however be a trigger to start a mode.
So would that make Blackout in the game of the same name a mode? How about starting multiball in Pinbot?
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