Episode 95 - Playfield Multipliers
Kineticist’s take
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
