How the Terminator accidentally fixed Pinball’s Big Incentive Problem

Godzilla Pinball Playfield (Stern 2021)

Let’s talk about the biggest incentive-alignment problem in Pinball: The 𝐌𝐮𝐥𝐭𝐢𝐛𝐚𝐥𝐥 𝐌𝐨𝐝𝐞.

Pinball builds escalation into its game design through the use of upgrades and special modes unlocked during play. Players accomplish objectives by making specific shots, often somewhat risky, building up to a game state change that massively increases scoring potential – and often changes the shot targets on the field.

Those lights on the pinball field aren’t just for show, they point you to the active shots you want to hit to progress your modes and score your Jackpots. Lit shots change regularly throughout most games.

The most exciting special modes are Multiballs. When unlocked, the Machine releases extra pinballs onto the field. This is the most intense and obvious form of special mode, because the time between each shot you need to make shrinks significantly and there’s a lot of chaos on the playfield as balls collide. You can’t easily keep your eye on the ball, because there’s often 3 of them!

However, this also gives the player an additional sense of safety, as each extra ball is an extra lifeline. You only lose once every ball in play has drained, so while you’re much more likely to lose them in multiball, you also have more to lose.

This made the mode popular with players, but there’s an optimization problem. While new players liked chasing the chaotic experience for its own sake; as they gained experience many felt obligated to try and reduce the chaos in pursuit of higher scores.

Many players started trying to “cradle” some of their balls on one flipper, carefully controlling these balls as extra lives to focus on one ball at a time. This turned the chaotic fun into carefully shuffling balls from one flipper to another, using microflips and similar techniques to try and keep their “extra lives”.

This was rational, and emotionally valid – because nothing sucks more than unlocking a cool mode and then instantly losing it as chaotic shots drain the extra balls faster.

The solution?

Unleash the Terminator.

^ See the “Auto Fire” on the playfield? This was one of the earlier timed ball-saves after the plunge. “Flight Insurance” was the first instance, coming from the 1987 game “F-14 Tomcat”. However, Terminator 2 was the first to add it to the Multiball as well.

In the user manual we can see them explaining why:

The designers added these features because the terminator playfield had an issue with balls coming out of the shooter occassionally going straight down the outlane. A software fix was easier than a hardware fix.

Not everyone wa sa fan. Other designers fought against the timed ball save, including with the original design of the Twilight Zone, because it reduced tension early in the game and trained players to expect ball launches would be fed to them for easy first shots. However, the features were so popular they steadily became an industry-standard.

Today, Stern Pinball‘s machines lean heavily into this multiball structure. By using a generous Ball Save timer combined with extra scoring opportunities during time-limited modes. For ~20-30 after unlocking a multiball, any ball you drain gets redeployed.

Combined with boosted scoring opportunities during time-limited modes, this safety valve flips the incentives! Why carefully trap balls when ball saves are free? This is the timefire off shots as fast as possible, aiming for the mode’s riskiest jackpots!

Once the timer is over you can cradle up and try to preserve the balls if you like, but you still get all the beautiful chaos of a Multiball when you unlock it. Of course, the relative value of these incentives can be hard to weigh – but Tim Sexton makes a good argument for taking bigger risks with Stern Machines for exactly this reason.

Stern isn’t the only company to make pins tying generous ball save timers to multiball, or interweave them with limited scoring windows. However, their implementations are some of my favorites.

They do an exceptional job of building hype at the moment of multiball modes starting up, and letting you know the opportunities available for scoring. On machines like Godzilla 2021, there are also ways to trigger Multiballs right before going into one of their riskier missions, giving you the full benefit of the increased shot frequency and risk protection.

In Tyrant’s Eye, they even give you a shield to deploy between the central flippers in order to protect against central ball drains. This can be hard to use in time to save a single ball, but during a multiball players can slam the action button and raise their shield for added protection after a ball save timer expires; or if letting balls drain has a different cost (like during the dragon battle, where balls are effectively infinite, but letting too many drain exits the mode).

This shield can lead to awkward clogs, but it sure feels good to raise your shield before starting a high stakes mode. It makes you bolder when facing a Dragon.

Pinball Design is worth studying for all sorts of reasons. It’s a phenomenal example of the Structure of Fun.

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