(Topic ID: 77266)

What makes a good EM?

By ahanson

10 years ago


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    #2 10 years ago

    It somewhat depends on whether you are talking Man vs Machine or Man vs Man. As in the days of EMs, the Multiplayer could not have carry over features which is what often makes the single player games more desireable for collectors.

    It may also depend on whether you are trying to stick to EM style logic and features, or whether you want to exploit the expansion of programability of a SS system with EM style layouts.

    But like you suggest, I too, am a fairly superficial player. I like to see the obvious goal to acheive and see the results. Obviously, Drop target "BANKS" are a must but must also have rules that support their completion (not just get them down and score points like WMS tended to do). But, with SS programming, you can also add the provision for completing the bank in Sequence/order for better awards while still providing the "all targets down" award if the sequence is not achieved. You can also take advantage of a later design feature (not introduced until SS I believe) where Spot Targets appear behind the DT bank for an additional "Layer" of features in the same real estate (ie DELUXE targets of EBD). However, Gottlieb used a different form on Royal Flush / Card Whiz which some would agree, were a short coming, not a great feature. However, providing the feature as "timed" would take care of this or using it only on a smaller bank that isn't devoted to a large portion of the playfield.

    The same could be said for simple number sequences like on Atlantis where you have to score the numbers in order. However, with SS programming, you can offer both. Start with #1 flashing and all other numbers lit. If you get the #1 without other numbers, you progress to flashing #2 and so on. If you score a lit number out of order, you turn off the flashing and simply allow for the completion of all numbers. In sequence award bigger points or instant replays.

    You can also use a similar approach for mere spot targets. The sequence can be initially all lit with the first target flashing. Hitting out of sequence ends the in-order flash award.

    The Four Corners feature of the 3 X 3 matrix on Gulf Stream was perhaps one of my favorites usually awarding 2 or 3 replays instantly. However, trying for it was difficult and you usually sacraficed scoring as a result (much easier to get 3 in a row and light the holes).

    Spinners were great in that era. Especially the ones that were used to advance a set of lights which in turn advanced a bonus when completed. Bally and Gottleib used this approach on many games (gott probably more than others). Williams tended to do the "get the spinner lit for 1000" approach which Bally then adapted later on (Amigo, Wizard etc.). This tended to result in large variences in final scores which required the 100,000 light or 6 digit scoring. Some players could light and slam the spinners over and over, other could not.

    Multiball was probably not well executed in the EM era. But it was a novelty that many enjoyed. With SS programming, there are a lot of possibilities.

    Risky Shot = BIG Award. Two noteable features were Gottliebs Vari-Target and the 5000/Special shot of Bally Wizard. Both of these items offered a huge award if accomplished. But the risk was great to lose the ball much of the time. Obviously, a Vari-target suffered immediately when the games were dirty or flipper weak.

    There is also the unique 7 number feature providing awards for 3 in a row (Buckaroo / Spin Out) making the 4 very difficult to get in relation to the other numbers.

    This is also the match them up light scheme used on many Gottliebs where two sets of lights were advanced by features on the playfield (often, beyond your direct control) and when the two sets matched up, scoring or features were increased.

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