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Episode 95 - Playfield Multipliers

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Wedgehead Pinball Podcast
120 episodes tracked since 2023View profile
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Kineticist’s take

TL;DR

Wedgehead Podcast debate: playfield multipliers have become ubiquitous in modern pinball, but are they good design or a crutch?

Synopsis

Alan and Alex of the Wedgehead A Pinball Podcast discuss playfield multipliers: mechanics that multiply all playfield scoring for a timed duration or until end-of-ball. They explore the history (Flash Gordon 1981 as earliest example), four implementation types (timed, juice timer, multiball-based, unlimited), and debate their merit: Alan argues they're a crutch that has become ubiquitous in modern design, while Alex defends them as valid scoring tools when implemented with proper risk-reward. They agree on problems like accidental multiplier pickups swaying games and long ball times, but differ on whether eliminating them entirely would improve modern pinball.

Highlights

  • Flash Gordon (1981) is the earliest game with a true playfield multiplier: a 15-second 2x or 3x multiplier
  • Playfield multipliers were rare in the 1980s and 1990s but are now ubiquitous: present in nearly every modern game released
  • Alan believes all games would be better without playfield multipliers because they function as a design crutch
  • Whitewater has the best implementation of a playfield multiplier among modern games because it's risky, can't be farmed, and has a short timer
  • Modern games are increasingly feature-bloated, with every title expected to have multiple wizard modes, bonus multipliers, playfield multipliers, shot multipliers, and hurry-ups
  • Accidental multiplier pickups (slopping into targets while unaware) are a major problem in modern games that can swing game outcomes
  • Gary Stern historically mandated design features (like three pop bumpers) across Stern games, similar to how Alan would decree a ban on playfield multipliers if he were in that position
  • Bonus multipliers (collected at end-of-ball) are superior to playfield multipliers because they add risk via tilt danger and consistent scoring rules
  • Dracula, despite being a classic DMD game, has no wizard mode and only three stackable multiballs: yet it's considered perfect design
  • Long ball times are Alan's #1 gripe with modern pinball, exacerbated by playfield multipliers creating extended, low-consequence gameplay

Entities

  • Deadpool· game
  • Dracula· game
  • Flash Gordon· game
  • Ghostbusters· game
  • Guardians of the Galaxy· game
  • Munsters· game
  • Myst· game
  • Paragon· game
  • Pulp Fiction· game
  • Rick and Morty· game
  • Spider-Man· game
  • Star Wars· game
  • Stranger Things· game
  • Tag Team· game
  • TNA (Total Nuclear Annihilation)· game
  • Whitewater· game
  • Wedgehead Pinball Podcast· organization
  • Alan· person
  • Alex· person
  • Dwight Sullivan· person
  • Gary Stern· person
  • Karl DeAngelo· person
  • Ko-fi· product
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