First Pinball machine with missions/stages

epetti

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Jun 26, 2018
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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?
 

shutyertrap

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I'd like clarification on what you consider 'story' in pinball. For instance, Whirlwind has the various cellar values that you light up and when all have, they reset. Not a story, but they are technically modes. Funhouse goes a little farther in that the 'story' is for you to advance the clock to midnight and put Rudy to sleep. It also has modes that reset once all lit. Even something like Addams Family (do you like how I'm only picking Lawlor titles?) doesn't have much story but it does have a wizard mode after everything gets lit. Now compare all that to say Who Dunnit? or Champion Pub, both of which truly tell a story as things build with each mode started.

Once we know what defines story for you, I think we can narrow down the answers.
 

shogun00

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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?

Since we are talking about pinball from the 80s. It would have to be in 1986, when Williams introduced the System 11. This is when score values could carry over from game to game and there usually were additional game modes in each table.
 

vfpcoder

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Jul 9, 2012
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For me it will always be “Firepower”. (1980 — Williams System 6)

Up until the release of that table the only real pinball goal was to just master a skill set sufficient to achieve a high score on the table at hand. With “Firepower” there were story elements involved which paid off with the first electronic multiball. The speech synthesis also added to the effect.

There were other innovations with this table as well — such as the first table to feature lane change — but IMO the progression of a “story” had its roots with this table.
 

epetti

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I'd like clarification on what you consider 'story' in pinball.

Once we know what defines story for you, I think we can narrow down the answers.

I don't have a clear definition partially because I'm guessing it evolved over time but I can give examples. It's pretty clear that DMD really shot storytelling forward since it could be more descriptive. So at one end you have something like Believe it or Not where you're referring 7 continents with specific tasks for each one. Or Starship Troopers where you clear one planet at a time from aliens. Plenty of games like Big Hurt you have to land in a hole to start a game mode with specific objectives to complete that are tied to the theme of the table.

But at the other end even game like Victory from 1987 you have to complete a series of checkpoints to finish the race. There's a specific goal beyond scoring points.

Maybe that's my vague definition. The introduction of elements tied to the theme of the table that were goals to achieve beyond simply scoring the most points.
 

shutyertrap

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I don't have a clear definition partially because I'm guessing it evolved over time but I can give examples. It's pretty clear that DMD really shot storytelling forward since it could be more descriptive. So at one end you have something like Believe it or Not where you're referring 7 continents with specific tasks for each one. Or Starship Troopers where you clear one planet at a time from aliens. Plenty of games like Big Hurt you have to land in a hole to start a game mode with specific objectives to complete that are tied to the theme of the table.

But at the other end even game like Victory from 1987 you have to complete a series of checkpoints to finish the race. There's a specific goal beyond scoring points.

Maybe that's my vague definition. The introduction of elements tied to the theme of the table that were goals to achieve beyond simply scoring the most points.

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

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. Then 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
 

epetti

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That seems to capture the spirit of what I'm thinking of. Thanks for formalizing it. It's just such a distinctive shift in how tables were designed, taken to even the next level in digital only tables like Zen, that I was surprised to not be able to find a clear history of that aspect.
 

epetti

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Lights... Camera... Action also in 1989.

According to Wikipedia (although it's not referenced so who knows if it's correct), "Lights... Camera... Action" was pinball's first mode based game." Haven't played it enough to see if it meets all the requirements you defined, but it's another contender.
 

TMOverbeck

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I would say Flight 2000. Level 1 - light up "Blast Off", lock 2 balls. Level 2 - hit 5-4-3-2-1 drop targets. Level 3 - shoot the ball-lock area to start Multiball.

The question then... which appeared first, Flight 2000 or Firepower?
 

Striker

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I would say Flight 2000. Level 1 - light up "Blast Off", lock 2 balls. Level 2 - hit 5-4-3-2-1 drop targets. Level 3 - shoot the ball-lock area to start Multiball.

The question then... which appeared first, Flight 2000 or Firepower?

Firepower was released in February 1980; Flight 2000 in August 1980.
 

shutyertrap

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I still say neither of those are ‘mission’ based machines but ‘progression’ based. We all know what a true mode is, so work backwards from there rather than try and shoehorn in a table.
 

Striker

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Under [MENTION=134]shutyertrap[/MENTION] guidelines, I'll say Banzai Run, 1988. I am currently going back and forth on Pinbot (1986).
 

shutyertrap

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Banzai Run works, I think. It doesn't have a variety of modes, but there's no denying the vertical playfield is a completely different mode from regular play, and you certainly have to work to light it. Pinbot though, that's tricky indeed. If with each lit planet you gained some sort of scoring advantage or the scoring changed, then I'd say yes. But what really happens with you reaching the sun? It's not like some super duper scoring suddenly happens, there's no jackpots that are lit. It's fun that we have a direct comparison with Jackbot to see how easily the table was changed into a mode based game.
 

Striker

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I think you're right about Pinbot. Journey to the sun is really hard, but it don't kick off a mode if and when you finally reach the sun. In my opinion I think it comes down to Banzai Run or Whirlwind. Pat Lawlor, father of the mission-based pin? :)

I found a similar discussion on Pinside. They framed the issue as which table had the first Wizard Mode. The debate centered around Whirlwind, Black Knight 2000 (RANSOM mode), Funhouse, Addams Family, and Pinbot. No love for Banzai Run. Pinbot's discussion was similar - yes, journey to the sun is tough, but so what? Steve Ritchie apparently claims on his web site that High Speed was the first wizard mode table, but no one agreed with him. (Ritchie thinks locking all the balls to start multi-ball = wizard mode. Ummm . . . no.)
 
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vikingerik

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It's fun that we have a direct comparison with Jackbot to see how easily the table was changed into a mode based game.

Is Jack*Bot mode based? The casino games aren't modes, each just happens when you hit the saucer but doesn't affect play afterwards. Unless you count the ensuing double-or-nothing shot as a mode, but then so is Space Shuttle's stop-and-score. Casino Run is a mode, but it's the only one; if that makes Jack*bot mode-based then Payback Time makes T2 mode-based.
 

shutyertrap

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Is Jack*Bot mode based? The casino games aren't modes, each just happens when you hit the saucer but doesn't affect play afterwards. Unless you count the ensuing double-or-nothing shot as a mode, but then so is Space Shuttle's stop-and-score. Casino Run is a mode, but it's the only one; if that makes Jack*bot mode-based then Payback Time makes T2 mode-based.

Good point. Also, I never even thought of T2 not being mode based until you mentioned it!
 

EldarOfSuburbia

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As much as it pains me, I can't really think of a game that truly had "modes" - that is, distinctly different scoring opportunities triggered by making some shot - earlier than Lights Camera Action (1989). Anything else up until then, was making a progression of shots to light the next lamp in sequence or light the next lock.
 

shutyertrap

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As much as it pains me, I can't really think of a game that truly had "modes" - that is, distinctly different scoring opportunities triggered by making some shot - earlier than Lights Camera Action (1989). Anything else up until then, was making a progression of shots to light the next lamp in sequence or light the next lock.

We're still good if people agree with me on Earthshaker, as that came out in February of '89 and LCA came out in December of '89
 

EldarOfSuburbia

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We're still good if people agree with me on Earthshaker, as that came out in February of '89 and LCA came out in December of '89

I did think about Earthshaker, but are they really "modes" as such? All you're doing is making shots to light locks. Yes the shots change (and increase in the number you need) as you go along, but otherwise... no modes here, as far as I can tell.
 

shutyertrap

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Hmmmmm, you're kinda right about that. Obviously it's the one area Whirlwind is distinctly different from Earthshaker.
 
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