[game_edu] Pinball machines useful in teaching game theory?
Kim Gregson
kimatiu at gmail.com
Sun Nov 9 11:07:42 EST 2008
I saw someone with a poster about pinball games at FuturePlay - they used a
piece of software called Future Pinball - http://www.futurepinball.com/ -
looks good, but it's PC only
And on a related note - here's a blog post about pinball that looks
interesting -
http://thedisneyblog.com/2008/06/21/tilt-the-battle-for-pinball/
On Sat, Nov 8, 2008 at 1:41 AM, <brad at gaminged.com> wrote:
>
> Some other thoughts on pinball machines:
>
> Zeitgeist: They and the one armed bandits provided a great source of
> information and reference for the arcade games of the 80's.
>
> Quick learners: What I enjoy discussing with students is how pinball
> machines and most 80's arcade games differ from many console games my
> students like to play. Pinball and 80's arcade games required a short
> learning curve ie: if it cost more than a few quarters to obtain some
> sense of success you lost your customer.
>
> Never a winner: It is interesting to note that pinball games were
> designed so that the user should never "win" or reach the end.
>
> Multi-player: Some of the later Pinball machines provided multiplayer
> gaming although it required taking turns. I am also trying to remember
> if the concept of TOP Score first started on some of the later pinball
> machines. Anyone recall?
>
> Replayability: While there were pinball machines that had a cash payout
> the non-paying pinball machines demonstrated that we could get players
> to spend money to play this arcade device simply for the joy of playing,
> improving ones skill, and/or possibly winning a free ball.
>
> Good luck with your acquisition.
>
> Brad
>
>
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