Pokémon Pinball: Difference between revisions

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==Objective==
==Objective==
The goal is to catch all the Pokémon and complete the Pokédex. Beyond that and the ever-present goal of getting a high score, there is no storyline to speak of.
The goal is to catch all the Pokémon and complete the {{pin|Pokédex}}. Beyond that and the ever-present goal of getting a high score, there is no storyline to speak of.


==Blurb==
==Blurb==
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===Catch 'Em Mode===
===Catch 'Em Mode===
In Catch 'Em Mode, the player enters by lighting up two or three "GET" lights by letting the ball pass a certain tab. If the player lights up three lights, he/she gets different Pokémon than if he/she lighted up two. When it starts, a Pokémon silhouette appears in the middle of the lower field, and the player must hit the bumpers to gradually turn all six pieces of it into color. Once that is done, the actual Pokémon appears there. Then the player must hit it three times to light up what says "CATCH!" two characters at a time, then hit it one last time to catch the Pokémon. Once the player has caught it, he/she can evolve it in Evolution Mode. It also lights up one Poké Ball out of three which lets him/her reach the next Bonus Stage. The player has two minutes to complete Catch 'em! Mode. Up to 255 Pokémon can be caught at the same time within a game: catching a 256th will result into the counter being set back to 0 and the list being blanked, but the player will receive a bonus of 1,000,000,000 points.
In Catch 'Em Mode, the player enters by lighting up two or three "GET" lights by letting the ball pass a certain tab. If the player lights up three lights, they get different Pokémon than if they lit up two. When it starts, a Pokémon silhouette appears in the middle of the lower field, and the player must hit the bumpers to gradually turn all six pieces of it into color. Once that is done, the actual Pokémon appears there. Then the player must hit it three times to light up what says "CATCH!" two characters at a time, then hit it one last time to catch the Pokémon. Once the player has caught it, they can evolve it in Evolution Mode. It also lights up one Poké Ball out of three which lets them reach the next Bonus Stage. The player has two minutes to complete Catch 'em! Mode. Up to 255 Pokémon can be caught at the same time within a game: catching a 256th will result into the counter being set back to 0 and the list being blanked, but the player will receive a bonus of 1,000,000,000 points.


===Evolution Mode===
===Evolution Mode===
Evolution mode is only accessible if the player has caught at least one Pokémon in Catch 'em! Mode. The player also has to light up three "EVO" lights activated in the same way as the GET lights. The player has to hit a spot where an arrow is pointing to on the field. Then the player can choose any one of the Pokémon they have caught. Then, depending on how the Pokémon evolves, the player has to have the ball hit either an "EX" for EXP., an evolution stone, or a link cable. The player has to do this three times. Some locations do not have experience or items; hitting one of those locations will cause the arrows to disappear (with the message that the Pokémon is tired, if it evolves by experience) and the player will have to shoot around the outside loop or wait ten seconds before an arrow appears again. Once the player is done, the player still has to get the ball into a hole to complete Evolution Mode. If the Pokémon is already fully evolved, then completing Evolution Mode will earn the player a 10,000,000 point bonus.
Evolution mode is only accessible if the player has caught at least one Pokémon in Catch 'em! Mode. The player also has to light up three "EVO" lights activated in the same way as the GET lights. The player has to hit a spot where an arrow is pointing to on the field. Then the player can choose any one of the Pokémon they have caught. Then, depending on how the Pokémon evolves, the player has to have the ball hit either an "EX" for [[Experience|EXP.]], an [[Evolution stone]], or a [[Game Link Cable|Link Cable]]. The player has to do this three times. Some locations do not have experience or items; hitting one of those locations will cause the arrows to disappear (with the message that the Pokémon is tired, if it evolves by experience) and the player will have to shoot around the outside loop or wait ten seconds before an arrow appears again. Once the player is done, the player still has to get the ball into a hole to complete Evolution Mode. If the Pokémon is already fully evolved, then completing Evolution Mode will earn the player a 10,000,000 point bonus.


==Poké Ball==
==Poké Ball==
Fittingly with the other Pokémon-inspired tweaks to the basic pinball formula, the ball is a {{i|Poké Ball}}. Each table has three lights near the top of the upper half that, when lit simultaneously, will upgrade the Poké Ball temporarily to the next better basic Poké Ball; the upgrades are the Great Ball, the Ultra Ball, and the Master Ball. Each upgrade multiplies the points gained on the table by a different multiplier: 2×, 3×, and 5×, respectively. Attempting to further upgrade a Master Ball will earn the player 10,000,000 bonus points.
Fittingly with the other Pokémon-inspired tweaks to the basic pinball formula, the ball is a {{i|Poké Ball}}. Each table has three lights near the top of the upper half that, when lit simultaneously, will upgrade the Poké Ball temporarily to the next better basic Poké Ball; the upgrades are the [[Great Ball]], the [[Ultra Ball]], and the [[Master Ball]]. Each upgrade multiplies the points gained on the table by a different multiplier: 2×, 3×, and 5×, respectively. Attempting to further upgrade a Master Ball will earn the player 10,000,000 bonus points.


==Bonus Tables==
==Bonus Tables==
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This table features {{p|Diglett}} and {{p|Dugtrio}} and is unique among these five bonus stages in that it is the only one where, rather than a time limit being the defeat condition, the player only has one ball to complete the stage with. If the ball is lost, the stage ends. When the stage begins, the field is covered with Diglett that, when hit with the ball, will retreat into the table. The player earns points for each Diglett he knocks down. When all the Diglett are knocked down, a Dugtrio appears in the back center portion of the table. Hitting the Dugtrio three times will earn bonus points and complete the bonus stage.
This table features {{p|Diglett}} and {{p|Dugtrio}} and is unique among these five bonus stages in that it is the only one where, rather than a time limit being the defeat condition, the player only has one ball to complete the stage with. If the ball is lost, the stage ends. When the stage begins, the field is covered with Diglett that, when hit with the ball, will retreat into the table. The player earns points for each Diglett he knocks down. When all the Diglett are knocked down, a Dugtrio appears in the back center portion of the table. Hitting the Dugtrio three times will earn bonus points and complete the bonus stage.
{{-}}
{{-}}
===Gengar Bonus Stage===
===Gengar Bonus Stage===
[[File:Pinball Gastly Bonus Gengar.png|thumb|160px|Gengar on its bonus stage]]
[[File:Pinball Gastly Bonus Gengar.png|thumb|160px|Gengar on its bonus stage]]
;This is the second bonus stage on the Red Field.
;This is the second bonus stage on the Red Field.


This table is set in a graveyard where the player is attacked by several wild {{p|Gastly}}. Hitting ten Gastly with the ball will cause {{P|Haunter}} to appear instead. Hitting ten Haunter with the ball will draw out a giant {{p|Gengar}}. Hit Gengar five times to complete the stage. Hitting the necessary Pokémon will earn points. There is a time limit of 1:30 on the stage; as long as the player does not take this long to win, he/she can lose the ball an unlimited number of times without penalty.
This table is set in a graveyard where the player is attacked by several wild {{p|Gastly}}. Hitting ten Gastly with the ball will cause {{P|Haunter}} to appear instead. Hitting ten Haunter with the ball will draw out a giant {{p|Gengar}}. Hit Gengar five times to complete the stage. Hitting the necessary Pokémon will earn points. There is a time limit of 1:30 on the stage; as long as the player does not take this long to win, they can lose the ball an unlimited number of times without penalty.
{{-}}
{{-}}
===Meowth Bonus Stage===
===Meowth Bonus Stage===
[[File:Pinball Meowth Bonus.png|thumb|160px|Meowth bonus stage]]
[[File:Pinball Meowth Bonus.png|thumb|160px|Meowth bonus stage]]
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A {{p|Meowth}} runs around the field. When the player hits Meowth with the ball, it will pause briefly and drop a pile of coins. Up to six piles of coins can be on the field at a time; if there are six, hitting Meowth any more will not cause more coins to appear. Collecting a pile of coins will earn points and cause a coin icon to appear at the top of the screen. Collecting coin piles consecutively without hitting Meowth will apply a multiplier to both the number of coin icons added to the top of the screen and the points earned. This multiplier is equal to the current number of coin piles consecutively collected, and thus can go no higher than 6×. Once the player has 20 coin icons on top of the screen, the bonus stage is completed; however, the player is allowed to continue the bonus stage until time runs out or until he loses his current ball to gain more points. There is a time limit of 1:00 on the stage, with unlimited extra balls (unless the stage is completed). Losing the ball before the stage is completed causes all the coin piles to disappear and incurs a four-coin penalty.
A {{p|Meowth}} runs around the field. When the player hits Meowth with the ball, it will pause briefly and drop a pile of coins. Up to six piles of coins can be on the field at a time; if there are six, hitting Meowth any more will not cause more coins to appear. Collecting a pile of coins will earn points and cause a coin icon to appear at the top of the screen. Collecting coin piles consecutively without hitting Meowth will apply a multiplier to both the number of coin icons added to the top of the screen and the points earned. This multiplier is equal to the current number of coin piles consecutively collected, and thus can go no higher than 6×. Once the player has 20 coin icons on top of the screen, the bonus stage is completed; however, the player is allowed to continue the bonus stage until time runs out or until he loses his current ball to gain more points. There is a time limit of 1:00 on the stage, with unlimited extra balls (unless the stage is completed). Losing the ball before the stage is completed causes all the coin piles to disappear and incurs a four-coin penalty.
{{-}}
{{-}}
===Seel Bonus Stage===
===Seel Bonus Stage===
[[File:Pinball Seel Bonus.png|thumb|160px|Seel bonus stage]]
[[File:Pinball Seel Bonus.png|thumb|160px|Seel bonus stage]]
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Three {{p|Seel}} swim around underwater, visible by their silhouettes. Periodically, one will bring its head above water for a short time. Hitting a Seel's exposed head with the ball will cause it to duck back underwater, earning points and causing a circular icon to appear on top of the screen. Hitting multiple Seel consecutively without letting one duck underwater on its own will apply a multiplier to both the icons added to the top of the screen and the points earned. The multiplier for the icons is equal to the current number of consecutive hits, while the score multiplier doubles with each Seel hit, but can go no higher than 256×. Once the player has 20 icons on top of the screen, the stage is completed, but the player is allowed to continue and earn more points until either time runs out or he loses his ball. There is a time limit of 1:30 on the stage, with unlimited extra balls (unless the stage is completed). Losing the ball before the stage is completed resets the multiplier and incurs a four-point penalty.
Three {{p|Seel}} swim around underwater, visible by their silhouettes. Periodically, one will bring its head above water for a short time. Hitting a Seel's exposed head with the ball will cause it to duck back underwater, earning points and causing a circular icon to appear on top of the screen. Hitting multiple Seel consecutively without letting one duck underwater on its own will apply a multiplier to both the icons added to the top of the screen and the points earned. The multiplier for the icons is equal to the current number of consecutive hits, while the score multiplier doubles with each Seel hit, but can go no higher than 256×. Once the player has 20 icons on top of the screen, the stage is completed, but the player is allowed to continue and earn more points until either time runs out or he loses his ball. There is a time limit of 1:30 on the stage, with unlimited extra balls (unless the stage is completed). Losing the ball before the stage is completed resets the multiplier and incurs a four-point penalty.
{{-}}
{{-}}
===Mewtwo Bonus Stage===
===Mewtwo Bonus Stage===
[[File:Pinball Mewtwo Bonus.png|thumb|160px|Mewtwo bonus stage]]
[[File:Pinball Mewtwo Bonus.png|thumb|160px|Mewtwo bonus stage]]
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Due to Mewtwo's obscenely high point output, intentionally failing and replaying this stage is the fastest way to rack up a high score.
Due to Mewtwo's obscenely high point output, intentionally failing and replaying this stage is the fastest way to rack up a high score.
{{-}}
{{-}}
==Map Move==
==Map Move==
Part of the game revolves around traveling to different locations. The first location is determined at the start of the game, and the current location is displayed in the screen on the lower half of the table when not in any of the special modes. By hitting certain triggers on each table (see below under "Field Mechanics"), the player can trigger Map Move mode, during which the player has 30 seconds to hit certain targets on the table, and if they are all hit, the player will move to a random new location, where different wild Pokémon can be caught. Each table has a distinct set of locations, with only a handful of overlaps. The locations are divided into three areas, the first three locations will be selected from the first area, then two from the second area, the sixth location will be Indigo Plateau, after which the areas will repeat.
Part of the game revolves around traveling to different locations. The first location is determined at the start of the game, and the current location is displayed in the screen on the lower half of the table when not in any of the special modes. By hitting certain triggers on each table (see below under "Field Mechanics"), the player can trigger Map Move mode, during which the player has 30 seconds to hit certain targets on the table, and if they are all hit, the player will move to a random new location, where different wild Pokémon can be caught. Each table has a distinct set of locations, with only a handful of overlaps. The locations are divided into three areas, the first three locations will be selected from the first area, then two from the second area, the sixth location will be Indigo Plateau, after which the areas will repeat.


===Red Field locations===
===[[Red Field]] locations===
[[File:Red Field.png|200px|right|thumb|Red Field]]
[[File:Red Field.png|200px|thumb|Red Field]]
* Area 1
* Area 1
** [[Pallet Town#In_Pok.C3.A9mon_Pinball|Pallet Town]]
** [[Pallet Town#Pokémon Pinball|Pallet Town]]
** [[Viridian Forest#In_Pok.C3.A9mon_Pinball|Viridian Forest]]
** [[Viridian Forest#Pokémon Pinball|Viridian Forest]]
** [[Pewter City#In_Pok.C3.A9mon_Pinball|Pewter City]]
** [[Pewter City#Pokémon Pinball|Pewter City]]
** [[Cerulean City#In_Pok.C3.A9mon_Pinball|Cerulean City]]
** [[Cerulean City#Pokémon Pinball|Cerulean City]]
** [[Vermilion City#In_Pok.C3.A9mon_Pinball|Vermillion City]] Seaside
** [[Vermilion City#Pokémon Pinball|Vermilion City]] Seaside
** [[Rock Tunnel#In_Pok.C3.A9mon_Pinball|Rock Mountain]]
** [[Rock Tunnel#Pokémon Pinball|Rock Mountain]]
** [[Lavender Town#In_Pok.C3.A9mon_Pinball|Lavender Town]]
** [[Lavender Town#Pokémon Pinball|Lavender Town]]
* Area 2
* Area 2
** [[Kanto Route 17#In_Pok.C3.A9mon_Pinball|Cycling Road]]
** [[Kanto Route 17#Pokémon Pinball|Cycling Road]]
** [[Kanto Safari Zone#In_Pok.C3.A9mon_Pinball|Safari Zone]]
** [[Kanto Safari Zone#Pokémon Pinball|Safari Zone]]
** [[Seafoam Islands#In_Pok.C3.A9mon_Pinball|Seaform Islands]]
** [[Seafoam Islands#Pokémon Pinball|Seaform Islands]]
** [[Cinnabar Island#In_Pok.C3.A9mon_Pinball|Cinnnabar Island]]
** [[Cinnabar Island#Pokémon Pinball|Cinnabar Island]]
* Area 3
* Area 3
** [[Indigo Plateau#In_Pok.C3.A9mon_Pinball|Indigo Plateau]]
** [[Indigo Plateau#Pokémon Pinball|Indigo Plateau]]
{{-}}
{{-}}


===Blue Field locations===
===[[Blue Field]] locations===
[[File:Blue Field.png|200px|right|thumb|Blue Field]]
[[File:Blue Field.png|200px|thumb|Blue Field]]
* Area 1
* Area 1
** [[Viridian City#In_Pok.C3.A9mon_Pinball|Viridian City]]
** [[Viridian City#Pokémon Pinball|Viridian City]]
** [[Viridian Forest#In_Pok.C3.A9mon_Pinball|Viridian Forest]]
** [[Viridian Forest#Pokémon Pinball|Viridian Forest]]
** [[Mt. Moon#In_Pok.C3.A9mon_Pinball|Mt. Moon]]
** [[Mt. Moon#Pokémon Pinball|Mt. Moon]]
** [[Cerulean City#In_Pok.C3.A9mon_Pinball|Cerulean City]]
** [[Cerulean City#Pokémon Pinball|Cerulean City]]
** [[Vermilion City#In_Pok.C3.A9mon_Pinball|Vermillion City]] Streets
** [[Vermilion City#Pokémon Pinball|Vermilion City]] Streets
** [[Rock Tunnel#In_Pok.C3.A9mon_Pinball|Rock Mountain]]
** [[Rock Tunnel#Pokémon Pinball|Rock Mountain]]
** [[Celadon City#In_Pok.C3.A9mon_Pinball|Celadon City]]
** [[Celadon City#Pokémon Pinball|Celadon City]]
* Area 2
* Area 2
** [[Fuchsia City#In_Pok.C3.A9mon_Pinball|Fuchsia City]]
** [[Fuchsia City#Pokémon Pinball|Fuchsia City]]
** [[Kanto Safari Zone#In_Pok.C3.A9mon_Pinball|Safari Zone]]
** [[Kanto Safari Zone#Pokémon Pinball|Safari Zone]]
** [[Saffron City#In_Pok.C3.A9mon_Pinball|Saffron City]]
** [[Saffron City#Pokémon Pinball|Saffron City]]
** [[Cinnabar Island#In_Pok.C3.A9mon_Pinball|Cinnabar Island]]
** [[Cinnabar Island#Pokémon Pinball|Cinnabar Island]]
* Area 3
* Area 3
** [[Indigo Plateau#In_Pok.C3.A9mon_Pinball|Indigo Plateau]]
** [[Indigo Plateau#Pokémon Pinball|Indigo Plateau]]
{{-}}
{{-}}


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By lighting up all four "CAVE" lights at the top of the four lanes, the player makes the "Slots" bonus available. This makes the center hole open, and by shooting the ball into it, the player activates the slots. A slot reel will spin around and eventually slows and stops (the player can make it slow earlier with the 'A' button). The player is then awarded one of the following bonuses:
By lighting up all four "CAVE" lights at the top of the four lanes, the player makes the "Slots" bonus available. This makes the center hole open, and by shooting the ball into it, the player activates the slots. A slot reel will spin around and eventually slows and stops (the player can make it slow earlier with the 'A' button). The player is then awarded one of the following bonuses:


* Small: A bonus of 100 - 900 points.
* [[Big and Small (Pinball)|Small]]: A bonus of 100 - 900 points.
* Big: A bonus of 1,000,000 - 9,000,000 points.
* [[Big and Small (Pinball)|Big]]: A bonus of 1,000,000 - 9,000,000 points.
* Get: Starts Catch 'Em Mode.
* Get: Starts Catch 'Em Mode.
* Evo: Starts Evolution Mode.
* Evo: Starts Evolution Mode.
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===Red Field===
===Red Field===
* {{p|Voltorb}}: Three appear at the center of the top screen. They serve as bumpers for the {{i|Poké Ball}} and also flip silhouette tiles in Catch 'Em Mode.
* {{p|Voltorb}}: Three appear at the center of the top screen. They serve as bumpers for the {{i|Poké Ball}} and also flip silhouette tiles in Catch 'Em Mode.
* {{p|Ditto}}: One is blocking the Evolution Mode trigger hole in the top left corner of the screen until the EVO lights are lit.
* {{p|Ditto}}: One blocks the Evolution Mode trigger hole in the top left corner of the screen until the EVO lights are lit.
* {{p|Bellsprout}}: Bellsprout can swallow your ball; if at least two GET lights are lit, Catch 'Em Mode begins when this happens.
* {{p|Bellsprout}}: {{OBP|Bellsprout|Pinball}} can swallow the ball; if at least two GET lights are lit, Catch 'Em Mode begins when this happens.
* {{p|Diglett}}: Hit either of the two Diglett three times to trigger Map Move mode.
* {{p|Diglett}}: Hitting either of the two Diglett three times to trigger Map Move mode.
* {{p|Staryu}}: Hit the button below Staryu to toggle whether or not the Poké Ball upgrade lights above the Voltorb are accessible.
* {{p|Staryu}}: Hitting the button below Staryu to toggle whether or not the Poké Ball upgrade lights above the Voltorb are accessible.


===Blue Field===
===Blue Field===
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* {{p|Cloyster}}: If the ball is sent to the right from the four-way intersection in the middle of the table, Cloyster will close it in its shell; if at least two GET lights are lit, Catch 'Em Mode begins when this happens.
* {{p|Cloyster}}: If the ball is sent to the right from the four-way intersection in the middle of the table, Cloyster will close it in its shell; if at least two GET lights are lit, Catch 'Em Mode begins when this happens.
* {{p|Slowpoke}}: If the ball is sent to the left from the four-way intersection in the middle of the table, Slowpoke will swallow it; if all three EVO lights are lit, Evolution Mode begins when this happens.
* {{p|Slowpoke}}: If the ball is sent to the left from the four-way intersection in the middle of the table, Slowpoke will swallow it; if all three EVO lights are lit, Evolution Mode begins when this happens.
* {{p|Poliwag}}: Hit the red button near Poliwag three times to trigger Map Move mode.
* {{p|Poliwag}}: Hitting the red button near Poliwag three times to trigger Map Move mode.
* {{p|Psyduck}}: Hitting Psyduck three times will also trigger Map Move mode.
* {{p|Psyduck}}: Hitting Psyduck three times will also trigger Map Move mode.


===Both Fields===
===Both Fields===
*{{p|Pikachu}}: Pikachu can appear under either one of the exit lanes (from which the ball cannot normally be saved); Pikachu's location is toggled with the flipper buttons. If the ball would exit the table via the exit lane that Pikachu is under, if Pikachu is ready, then instead it will rebound the ball onto the field by using {{m|ThunderShock}}. Pikachu is readied by spinning a spinner on the right side of the large loop on each table. There is a gauge with a lightning bolt symbol in it to indicate how ready Pikachu is; it can only rebound the ball if this gauge is full.
*{{p|Pikachu}}: Pikachu can appear under either one of the exit lanes (from which the ball cannot normally be saved); Pikachu's location is toggled with the flipper buttons. If the ball exits the table via the exit lane that Pikachu is under, if Pikachu is ready, it will rebound the ball onto the field by using {{m|Thunder Shock|ThunderShock}}. Pikachu is readied by spinning a spinner on the right side of the large loop on each table. There is a gauge with a lightning bolt symbol in it to indicate how ready Pikachu is; it can only rebound the ball if this gauge is full.
 
==Regional differences==
The European release features a menu when starting up the game that let's the player select which language they want to play the game in.
 
On the Copyright screen in the English and European versions, the games list '''Creatures Inc.''' and '''HAL Laboratory, Inc.''' instead of '''Creatures''' and '''HAL Laboratory'''. The European release was further edited to show it was released later than the Japanese and English releases.


On the Title screen, {{p|Pikachu}} is smiling in the international releases. The European release corrects ''Poké Dex'' to POKéDEX''.
==Localization changes==
* The European release features a menu when starting up the game that lets the player select which language they want to play the game in.
* On the Copyright screen in the English and European versions, the games list '''Creatures Inc.''' and '''HAL Laboratory, Inc.''' instead of '''Creatures''' and '''HAL Laboratory'''. The European release was further edited to show it was released later than the Japanese and English releases.
* On the Title screen, {{p|Pikachu}} is smiling in the international releases. The European release corrects ''Poké Dex'' to POKéDEX''.
* The European release gives two options for how strong the Rumble feature is in the Options menu with the options ''Mild'' and ''Strong''. The English and Japanese releases only have an ''Off'' and ''On'' setting. Additionally, the M in '''RUMBLE''' is slightly wider in the European release.
* The control scheme options were simplified to three predefined options in the European release.
* The [[Super Game Boy]] border is different between releases. The Japanese release lacks a ("TM") symbol. The European release features a large vibrant blue font of ''Pokémon Pinball''.
* The four lights in the out lanes and return lanes spell out CAVE in the international release and HOLE in the Japanese release.
* The Japanese version of the game spells out "GET" instead of "CATCH!" while capturing a Pokémon.
* Jynx had its design updated, its skin going from black to purple in the European release to avoid further [[Jynx (Pokémon)#Controversy|controversy]]. This applies to both its portrait and catch sprites.


The European release gives two options for how strong the Rumble feature is in the Options menu with the options of ''Mild'' and ''Strong''. The English and Japanese releases only have an ''Off'' and ''On'' setting. Additionally, the M in '''RUMBLE''' is slightly wider in the European release.
==Music==
 
* The main background music of the Blue Field shares its melody with the music played in [[Ecruteak City]] and [[Cianwood City]] in {{game|Gold and Silver|s}}, which was released seven months later.
The control scheme options were simplified to three predefined options in the European release.
* The background music of the Red Field shares its melody with the music played in [[Viridian City]], [[Saffron City]], and [[Pewter City]] in all the core series games that feature [[Kanto]], and [[Cerulean City]] in [[Generation II]].
 
The [[Super Game Boy]] border is different between releases. The Japanese release lacks a ("TM") symbol. The European release features a large vibrant blue font of ''Pokémon Pinball''.
 
The four lights in the out lanes and return lanes spell out CAVE in the interntional release and HOLE in the Japanese release.
 
The Japanese version of the game spells out "GET" instead of "CATCH!" while capturing a Pokémon.
 
==Trivia==
* The main background music of the Blue Field shares its melody with the music played in [[Ecruteak City]] and [[Cianwood City]] in {{game|Gold and Silver|s}} released 7 months later.
* The background music of the Red Field shares its melody with the music played in [[Viridian City]], [[Saffron City]] and [[Pewter City]] in all the core series games that feature [[Kanto]], and [[Cerulean City]] in [[Generation II]].
* The Catch 'Em Mode music of the Blue Field is an instrumental version of the first opening song of the [[Pokémon anime]], "[[Aim to Be a Pokémon Master]]".
* The Catch 'Em Mode music of the Blue Field is an instrumental version of the first opening song of the [[Pokémon anime]], "[[Aim to Be a Pokémon Master]]".
* The Catch 'Em Mode music in the Red Field is based on the music that plays when one is riding one's [[bicycle]] in {{4v2|Red|Green|Blue|Yellow}}.
* The Catch 'Em Mode music in the Red Field is based on the music that plays when one is riding one's [[bicycle]] in {{4v2|Red|Green|Blue|Yellow}}.
* The Seel Bonus Stage music is based on the Surf theme (The Sea) from [[Generation I]].
* The music that plays during "Name Entry" was revised and used for [[Sootopolis City]]'s background theme.{{fact}}
* The music that plays during "Name Entry" was revised and used for [[Sootopolis City]]'s background theme.{{fact}}
* The Poké Ball upgrades all have a letter stamped on them that were not changed to match their localized names: the Great Ball has an S (for Super) and the Ultra Ball has an H (for Hyper).
 
==Trivia==
* The Poké Ball upgrades all have a letter stamped on them that was not changed to match their localized names: the Great Ball has an S (for Super) and the Ultra Ball has an H (for Hyper).
* Two maps are labeled incorrectly: Rock Mountain (supposed to be [[Rock Tunnel]]), and Fuchia City (missing an s).
* Two maps are labeled incorrectly: Rock Mountain (supposed to be [[Rock Tunnel]]), and Fuchia City (missing an s).
* {{p|Mew}} can appear as a catchable Pokémon in [[Indigo Plateau]] once the player has completed the Mewtwo bonus stage twice (it then has a 1/16 chance of being encountered when all three GET lights are lit). However, it is virtually impossible to be caught by normal means, because a special routine requires the player to hit Mew a total of 1024 times (256 times for each of the 4 steps in the "catch!" sequence).<ref>[http://psense.lib.net/Analysis/RGB/pinball/poke.html ポケモンピンボール ! - POKeMONaSeNSE] (Japanese)</ref> Mew's Pokédex entry will be unlocked when it is encountered instead of when it is obtained.
* {{p|Mew}} can appear as a catchable Pokémon in [[Indigo Plateau]] once the player has completed the Mewtwo bonus stage twice (it then has a 1/16 chance of being encountered when all three GET lights are lit). However, it is virtually impossible to be caught by normal means, because a special routine requires the player to hit Mew a total of 1,024 times (256 times for each of the 4 steps in the "catch!" sequence).<ref>[http://psense.lib.net/Analysis/RGB/pinball/poke.html ポケモンピンボール ! - POKeMONaSeNSE] (Japanese)</ref> Mew's Pokédex entry will be unlocked when it is encountered instead of when it is obtained.
* [[Pokédex]] entries in Pokémon Pinball match the entries from {{2v2|Red|Blue}} except for the addition of a period at the end of each entry.
* [[Pokédex]] entries in Pokémon Pinball match the entries from {{2v2|Red|Blue}} except for the addition of a period at the end of each entry.
* There are some mistakes in the Pokédex. For example, [[Cloyster]]'s Pokédex entry has a grammatical error in the localized version, stating "Ist innards have never been seen." rather than "Its innards have never been seen."
* The internal files of the game contain an unused pinball table and two unused logos of the game that differ barely.<ref>[https://tcrf.net/Pok%C3%A9mon_Pinball Pokémon Pinball - TCRF]</ref>
* The internal files of the game contain an unused pinball table and two unused logos of the game that differ barely.<ref>[https://tcrf.net/Pok%C3%A9mon_Pinball Pokémon Pinball - TCRF]</ref>
* If played on a [[Super Game Boy]], the rumble is disabled.
* If played on a [[Super Game Boy]], the rumble is disabled.
* When playing on systems released before the Game Boy Color, the game will have graphical modifications. The borders for the tables have a different texture and the lettering that appears on the lights is removed. Additionally, the ability to view animations in the Pokédex is disabled.
* The Japanese version of this game uses the {{pin|Pokédex}} entries from {{game|Yellow}}. However, Pinball was released in English before Yellow. The English version of Pinball uses the Pokédex entries shared by {{game|Red and Blue|s}} instead.
* The Japanese version of this game displays English text with romanized Japanese Pokémon names. For instance "You got a Poppo" (if the player catches a {{p|Pidgey}}), or "Go to Pawou Stage" (if the player goes to the Seel Stage).
** However, the {{pin|Pokédex}} displays Pokémon names written in katakana. For instance, the Pokédex displays "ポッポ" instead of "Poppo", in the case of Pidgey.


==References==
==References==