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* Charles Martinet's first performance as Mario was for a Gottlieb pinball game. His voice was lower-pitched and more rough-sounding than gamers who grew up on such classics as ''VideoGame/SuperMario64'' and later are used to.

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* Charles Martinet's Creator/CharlesMartinet's first performance as Mario [[Franchise/SuperMarioBros Mario]] was for [[Pinball/SuperMarioBros a Gottlieb pinball game. game]]. His voice was lower-pitched and more rough-sounding than gamers who grew up on such classics as ''VideoGame/SuperMario64'' and later are used to.to.
* A company-wide example: Creator/{{Stern}} started putting out [[LimitedSpecialCollectorsUltimateEdition different editions]] for their games in TheNewTens, but initially made a number of thematically-different versions (i.e. ''Pinball/{{Transformers}}'' having an Autobot, Decepticon, and "Combo" Limited Edition). It would take a few years for their now-standard Pro, Premium, and Limited labels to solidify. Even then, there were a few oddities: ''Pinball/{{Avatar}}'' had a regular and "Premium Limited Edition", while games like ''Pinball/{{ACDC}}'' and ''Pinball/{{Metallica}}'' had two separate Premium or Limited editions.
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* ''Pinball/AmericasMostHaunted'' is Spooky Pinball's first table. It's the only one to have a standard dot-matrix display, with all subsequent tables having full-color monitors that simulate a pixelated dot-matrix display. It's also Spooky's only table not based on a licensed theme and the only one whose artwork is done solely in-house.

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* ''Pinball/AmericasMostHaunted'' is Spooky Pinball's first table. It's the only one to have a standard dot-matrix display, with all subsequent tables having full-color monitors that simulate a pixelated dot-matrix display. It's also Spooky's only table not based on a licensed theme and the only one whose artwork is done solely in-house.in-house.
* Charles Martinet's first performance as Mario was for a Gottlieb pinball game. His voice was lower-pitched and more rough-sounding than gamers who grew up on such classics as ''VideoGame/SuperMario64'' and later are used to.

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* A meta-example: Early pinball machines didn't have spring launchers, bumpers and flippers. Spring launchers came in 1869, bumpers in 1933, and flippers in 1947.
** In addition, when flippers first came about, designers put them pretty much anywhere where they could fit them. Sometimes, there was a single tiny one two-thirds up. Sometimes, there were eight of them in two columns facing away from each other. Sometimes, they were aimed down and meant to send the ball down towards the player. Sometimes, there would be a bunch of flippers on one side and none on the other. It was not until the late 50's that the now iconic layout of two flippers at the bottom center, facing each other, became the standard.



* A meta-example: Early pinball machines didn't have spring launchers, bumpers and flippers. Spring launchers came in 1869, bumpers in 1933, and flippers in 1947.
** In addition, when flippers first came about, designers put them pretty much anywhere where they could fit them. Sometimes, there was a single tiny one two-thirds up. Sometimes, there were eight of them in two columns facing away from each other. Sometimes, they were aimed down and meant to send the ball down towards the player. Sometimes, there would be a bunch of flippers on one side and none on the other. It was not until the late 50's that the now iconic layout of two flippers at the bottom center, facing each other, became the standard.

to:

* A meta-example: Early pinball machines didn't have spring launchers, bumpers and flippers. Spring launchers came in 1869, bumpers in 1933, and flippers in 1947.
** In addition, when flippers
''Pinball/AmericasMostHaunted'' is Spooky Pinball's first came about, designers put them pretty much anywhere where they could fit them. Sometimes, there was a single tiny table. It's the only one two-thirds up. Sometimes, there were eight of them in two columns facing away from each other. Sometimes, they were aimed down and meant to send the ball down towards the player. Sometimes, there would be have a bunch of flippers on one side and none on the other. It was not until the late 50's standard dot-matrix display, with all subsequent tables having full-color monitors that simulate a pixelated dot-matrix display. It's also Spooky's only table not based on a licensed theme and the now iconic layout of two flippers at the bottom center, facing each other, became the standard.only one whose artwork is done solely in-house.
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* A meta-example: Early pinball machines didn't have spring launchers, bumpers and flippers. Spring launchers came in 1869, bumpers in 1933, and flippers in 1947.

to:

* A meta-example: Early pinball machines didn't have spring launchers, bumpers and flippers. Spring launchers came in 1869, bumpers in 1933, and flippers in 1947.1947.
** In addition, when flippers first came about, designers put them pretty much anywhere where they could fit them. Sometimes, there was a single tiny one two-thirds up. Sometimes, there were eight of them in two columns facing away from each other. Sometimes, they were aimed down and meant to send the ball down towards the player. Sometimes, there would be a bunch of flippers on one side and none on the other. It was not until the late 50's that the now iconic layout of two flippers at the bottom center, facing each other, became the standard.
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* The earliest machines from Creator/{{Stern}} had more pronounced PinballScoring, with experienced players scoring into the hundreds of millions of points or even billions, a holdover from Creator/{{Sega}}'s way of doing things (as Stern began with Sega Pinball's staff). Over time, scoring on Stern's tables scaled down; with most games in the tens of millions of points for Stern's most recent games. In addition, Stern's earliest machines had loose rules, with modes running all at once and no obvious objective other than to keep playing. It wasn't until ''Pinball/TheSimpsonsPinballParty'' that Stern's games had clearly defined modes and goals.

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* The earliest machines from Creator/{{Stern}} had more pronounced PinballScoring, with experienced players scoring into the hundreds of millions of points or even billions, a holdover from Creator/{{Sega}}'s way of doing things (as Stern began with Sega Pinball's staff). Over time, scoring on Stern's tables scaled down; with most games in the tens of millions of points for many of Stern's most recent games.later games. The trend seems to be reversing again with their latest games, particularly ''Pinball/GhostBusters'' and ''Pinball/GameOfThrones''. In addition, Stern's earliest machines had loose rules, with modes running all at once and no obvious objective other than to keep playing. It wasn't until ''Pinball/TheSimpsonsPinballParty'' that Stern's games had clearly defined modes and goals.
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* ''Pinball/{{Corvette}}'' was Creator/GeorgeGomez's first pinball machine he designed and also the only one to have an upper flipper. Subsequently, he made sure all of his designs had only the two flippers on the bottom and no more.
* The earliest machines from Creator/{{Stern}} had more pronounced PinballScoring, with experienced players scoring into the hundreds of millions of points or even billions, a holdover from Creator/{{Sega}}'s way of doing things (as Stern began with Sega Pinball's staff). Over time, scoring on Stern's tables scaled down; with most games in the tens of millions of points for Stern's most recent games. In addition, Stern's earliest machines had loose rules, with modes running all at once and no obvious objective other than to keep playing. It wasn't until ''Pinball/TheSimpsonsPinballParty'' that Stern's games had clearly defined modes and goals.
* A meta-example: Early pinball machines didn't have spring launchers, bumpers and flippers. Spring launchers came in 1869, bumpers in 1933, and flippers in 1947.

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