Personally, I like to believe the The Addams Family was the first. Each game mode has its own jewel light and once you start up each mode, you start up the final/wizard mode. That was the first table to me that felt like it had real progression.
An even later evolution to modes would be mode stacking, and now we have branching modes.
We all know what a true mode is
Is Space Shuttle's stop-and-score a mode? It fits all the criteria that people are trying to define modes by: a timed period of additional scoring, and stackable with other activity (multiball). It doesn't feel like a mode, but if you want it to not count, you need criteria that exclude it.
It is a "mode", but it's the only "mode". I think there needs to be at least two, and there needs to be some tangible reward for starting and/or completing them all.
Random pinball history question. What was the first Pinball machine with a story progression to it? Can't seem to find it in any Pinball histories.
There's plenty of machines up to the early 80s with various goals for points and specials. And there's plenty in the late 80s with stories that include progressive missions to advance to the next stage.
When did this transition take place and what were the notable tables along the way?
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.
Defenition of Story Progression Table
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
Firepower is the correct answer to the OP's question. Unless you want to count the multiball EM's that staged balls.
I tend to forget about those two because I dislike both of them - IJ for being a cluttered mess to the point where it makes TZ look like it has a clean open playfield, and ST:TNG for having unbalanced scoring and cannons blocking the view of the gaping chasms that are its outlanes. But I suppose they would count.I don't get how it's even a question whether Indy Jones or ST:TNG are anything but mode based pinball that serves a story purpose.