Pokémon Pinball
Pokémon Pinball is a spin-off pinball game for the Game Boy Color. It includes a rumble pack to provide vibration which runs on a single 1.5v AAA battery. It takes all the mechanics of regular pinball, with some Pokémon aspects added in. There are two fields, the Red Field and the Blue Field, obviously named after the Pokémon games. The field affects on each slightly differ. For instance, on the Red Field, the player can hit the ball right into the area to enter Catch 'em! Mode or Evolution Mode, while in the Blue Field, while it passes through a certain area it can randomly get thrown into either one, or neither. Also, the Pokémon catchable and that are always on the field are different.
Pokémon Pinball | |
---|---|
[[File:File:Pinball Coverart.png|250px]] The boxart for Pokémon Pinball | |
Basic info
| |
Platform: | {{{platform}}} |
Category: | Pinball |
Players: | 1 |
Connectivity: | None |
Developer: | Jupiter Corporation |
Publisher: | Nintendo |
Part of: | {{{gen_series}}} |
Ratings
| |
CERO: | N/A |
ESRB: | E for Everyone |
ACB: | N/A |
OFLC: | N/A |
PEGI: | N/A |
GRAC: | N/A |
GSRR: | N/A |
Release dates
| |
Japan: | April 14, 1999 |
North America: | June 28, 1999 |
Australia: | July 13, 1999 |
Europe: | October 6, 2000 |
South Korea: | Never |
Hong Kong: | N/A |
Taiwan: | N/A |
Websites
| |
Japanese: | |
English: | Pokémon Pinball Official Nintendo Pokémon Pinball page |
The game mechanics of Pokémon Pinball were built upon in Pokémon Pinball: Ruby & Sapphire.
Acquiring Pokémon
Rather than catching Pokémon in any traditional manner, Pokémon Pinball requires players to play special game modes on the pinball table to catch and evolve their Pokémon and complete their Pokédex.
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 letters at a time. 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.
Evolution Mode
Evolution mode is only accessible if the player has caught at least one Pokémon in Catch 'em! Mode that has not yet evolved to its final form. 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, 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, but occasionally the Pokémon can get tired and the player will have to wait a bit 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.
Bonus Tables
Catching a Pokémon in Catch 'Em Mode will cause one Poké Ball icon to light up below the display on the lower portion of the field. Evolving a Pokémon in Evolution Mode will cause two of these lights to light up instead (or one if there is no room for two). Three of these lights can be lit at a time; when all three are lit, the player can shoot the ball into the center hole to access one of several bonus stages that are progressed through in a linear fashion; if the player completes one bonus stage, then when he lights up the Poké Ball lights again, he can enter the next stage. Each table has a separate progression of three bonus tables, with only the final stage on each table (the Mewtwo stage) being the same for both tables.
Diglett Bonus Stage
This is the first bonus stage on the Red Field.
This table features Diglett and 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, allowing the player to have an infinite number of extra balls, instead the player only has one ball, and if he loses it, he exits the stage. When the stage begins, the field is covered with Digletts that, when hit with the ball, will retreat into the table. The player earns points for each Diglett he knocks down. When all the Digletts are knocked down, a Dugtrio appears in the back center portion of the table. Hitting the Dugtrio three times will earn bonus points and win the bonus stage.
Gengar Bonus Stage
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 Gastly. Hitting ten Gastly with the ball will cause Haunter to appear instead. Hitting ten Haunter with the ball will draw out a giant 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 can lose the ball an unlimited number of times without penalty.
Meowth Bonus Stage
This is the first bonus stage on the Blue Field.
A 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 6x. 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.
Seel Bonus Stage
This is the second bonus stage on the Blue Field.
Three 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. This multiplier doubles with each Seel hit, but can go no higher than 256x. 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.
Mewtwo Bonus Stage
This is the third bonus stage on both the Red and Blue Fields.
Mewtwo stands in the back center of the otherwise open stage, surrounded by six black circles moving around him in a circular pattern. Hitting these circles will earn points and cause them to disappear momentarily. Hitting Mewtwo will also earn points. As the player hits Mewtwo more, the number of circles on the field will decrease gradually. Hitting Mewtwo 24 times will complete the stage. There is a time limit of 2:00 on the stage, with unlimited extra balls.
Once the Mewtwo stage is completed, the rotation will cycle back to the first bonus stage for the table being played.
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 Pokemon can be caught. Each table has a distinct set of locations, with only a handful of overlaps:
Red Field Locations
- Pallet Town
- Viridian Forest
- Pewter City
- Cerulean City
- Vermilion City Seaside
- Rock Tunnel
- Lavender Town
- Cycling Road
- Safari Zone
- Seafoam Islands
- Cinnabar Island
- Indigo Plateau
Blue Field Locations
Field Mechanics
On each field, various Pokemon appear, taking the place of more traditional pinball obstacles like switches and bumpers
Red Field
- Voltorb: Three appear at the center of the top screen. They serve as bumpers for the Poké Ball and also flip silhouette tiles in Catch 'Em Mode.
- Ditto: One is blocking the Evolution Mode trigger hole in the top left corner of the screen until the EVO lights are lit.
- Bellsprout: Bellsprout can swallow your ball; if at least two GET lights are lit, Catch 'Em Mode begins when this happens.
- Diglett: Hit either of the two Digletts three times to trigger Map Move mode.
Blue Field
- Shellder: Three appear at the center of the top screen. They serve as bumpers for the Poké Ball and also flip silhouette tiles in Catch 'Em Mode.
- 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.
- Slowpoke: If the ball is sent to the left from the four-way intersection in the middle of the table, Slowbro will swallow it; if at least two EVO lights are lit, Evolution Mode begins when this happens.
- Poliwag: Hit the red button near Poliwag three times to trigger Map Move mode.
- Psyduck: Hitting the red button near Psyduck three times will also trigger Map Move mode.
Both Fields
- 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 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.
Trivia
- On the Blue field, the main music played in the background noticeably resembles that of Ecruteak City in Gold, Silver, and Crystal. Additionally, the Catch 'em! Mode music in the Blue Field is an instrumental version of the first opening song of the animation; "Mezase Pokémon Master".
- Also, the Catch 'em! Mode music in the Red Field is based off of the music that plays when one is riding one's bicycle in Red, Blue, and Yellow.
This game-related article is a stub. You can help Bulbapedia by expanding it. |
This game-related article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |