Pokémon Pinball: Difference between revisions

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|category=Pinball
|category=Pinball
|players=1
|players=1
|link_method=[[Infrared]]
|developer=[[Jupiter Corporation]]
|developer=[[Jupiter Corporation]]
|publisher=[[Nintendo]]
|publisher=[[Nintendo]]
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|release_date_na=June 28, 1999<ref>[http://www.pokemon.com/us/games/videogame-pokemontm-pinball/ Pokémon.com (US)]</ref>
|release_date_na=June 28, 1999<ref>[http://www.pokemon.com/us/games/videogame-pokemontm-pinball/ Pokémon.com (US)]</ref>
|release_date_au=July 2000<ref>[http://web.archive.org/web/20000303105602/http://www.sirenent.com.au/pokemon/pokemon.html Siren Entertainment (archive)]</ref>
|release_date_au=July 2000<ref>[http://web.archive.org/web/20000303105602/http://www.sirenent.com.au/pokemon/pokemon.html Siren Entertainment (archive)]</ref>
|release_date_eu=October 6, 2000<ref>[http://www.pokemon.com/uk/games/videogame-pokemontm-pinball/ Pokémon.com (UK)]</ref>
|release_date_eu=October 6, 2000<ref>[https://www.nintendo.co.uk/Games/Game-Boy/Pokemon-Pinball-266087.html Nintendo.co.uk]</ref>
|website_ja=[http://www.pokemon.co.jp/game/other/gbc-pp/ Pokémon.co.jp]<br>[http://www.nintendo.co.jp/n02/dmg/vphj/ Nintendo.co.jp]
|website_ja=[http://www.pokemon.co.jp/game/other/gbc-pp/ Pokémon.co.jp]<br>[http://www.nintendo.co.jp/n02/dmg/vphj/ Nintendo.co.jp]
|website_en=[http://www.pokemon.com/us/pokemon-video-games/pokemon-pinball/ Pokémon.com]<br>[https://web.archive.org/web/19991125233210/http://www.nintendo.com/gb/pinball/index.html Nintendo.com]
|website_en=[http://www.pokemon.com/us/pokemon-video-games/pokemon-pinball/ Pokémon.com]<br>[https://web.archive.org/web/19991125233210/http://www.nintendo.com/gb/pinball/index.html Nintendo.com]<br>
[https://www.nintendo.co.uk/Games/Game-Boy/Pokemon-Pinball-266087.html Nintendo.co.uk]<br>
}}
}}
{{StrategyWiki}}
{{StrategyWiki}}
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==Poké Ball==
==Poké Ball==
Fittingly with the other Pokémon-inspired tweaks to the basic pinball formula, the ball is a [[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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===Diglett Bonus Stage===
===Diglett Bonus Stage===
This is the first bonus stage on the Red Field.
[[File:Pinball Diglett Bonus.png|thumb|160px|Diglett bonus stage]]
[[File:Pinball Diglett Bonus.png|thumb|200px|Diglett bonus stage]]
;This is the first bonus stage on the Red Field.
 
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===
[[File:Pinball Gastly Bonus Gengar.png|thumb|160px|Gengar on its bonus stage]]
;This is the second bonus stage on the Red Field.


===Gengar Bonus Stage===
This is the second bonus stage on the Red Field.
[[File:Pinball Gastly Bonus Gengar.png|thumb|200px|Gengar on the Gastly bonus stage]]
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, he/she can lose the ball an unlimited number of times without penalty.
{{-}}
===Meowth Bonus Stage===
[[File:Pinball Meowth Bonus.png|thumb|160px|Meowth bonus stage]]
;This is the first bonus stage on the Blue Field.


===Meowth Bonus Stage===
This is the first bonus stage on the Blue Field.
[[File:Pinball Meowth Bonus.png|thumb|200px|Meowth bonus stage]]
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===
[[File:Pinball Seel Bonus.png|thumb|160px|Seel bonus stage]]
;This is the second bonus stage on the Blue Field.


===Seel Bonus Stage===
This is the second bonus stage on the Blue Field.
[[File:Pinball Seel Bonus.png|thumb|200px|Seel bonus stage]]
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===
This is the third bonus stage on both the Red and Blue Fields.
[[File:Pinball Mewtwo Bonus.png|thumb|160px|Mewtwo bonus stage]]
[[File:Pinball Mewtwo Bonus.png|thumb|200px|Mewtwo bonus stage]]
;This is the third bonus stage on both the Red and Blue Fields.


{{p|Mewtwo}} stands in the back center of the otherwise open stage, surrounded by six black circles moving around it in a circular pattern. Hitting these circles will earn 1,000,000 points and cause them to disappear momentarily. Hitting Mewtwo will earn 50,000,000 points per hit. As the player hits Mewtwo more, the number of circles on the field will decrease gradually. Hitting Mewtwo 25 times will complete the stage. There is a time limit of 2:00 on the stage, with unlimited extra balls.
{{p|Mewtwo}} stands in the back center of the otherwise open stage, surrounded by six black circles moving around it in a circular pattern. Hitting these circles will earn 1,000,000 points and cause them to disappear momentarily. Hitting Mewtwo will earn 50,000,000 points per hit. As the player hits Mewtwo more, the number of circles on the field will decrease gradually. Hitting Mewtwo 25 times will complete the stage. There is a time limit of 2:00 on the stage, with unlimited extra balls.
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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]]
* Area 1
* Area 1
** [[Pallet Town]]
** [[Pallet Town]]
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* Area 3
* Area 3
** [[Indigo Plateau]]
** [[Indigo Plateau]]
 
{{-}}
===Blue Field locations===
===Blue Field locations===
[[File:Blue Field.png|200px|right|thumb|Blue Field]]
* Area 1
* Area 1
** [[Viridian City]]
** [[Viridian City]]
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* Area 3
* Area 3
** [[Indigo Plateau]]
** [[Indigo Plateau]]
 
{{-}}
==Slots==
==Slots==
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:
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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 [[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 is blocking 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}}: Bellsprout can swallow your ball; if at least two GET lights are lit, Catch 'Em Mode begins when this happens.
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===Blue Field===
===Blue Field===
* {{p|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.
* {{p|Shellder}}: 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|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.
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===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 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.
==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''.
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.
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 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==
==Trivia==
* On the Blue Field, the main background music shares its melody with the music played in [[Ecruteak City]] and [[Cianwood City]] in {{game2|Gold|Silver|Crystal}}. This inclusion predated Gold & Silver's release by 7 months.  
* 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 Catch 'Em Mode music in the Blue Field is an instrumental version of the first opening song of the animation; "[[Aim to Be a Pokémon Master]]".
* 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 Red Field's background music 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 in the Red Field is based on the music that plays when one is riding one's [[bicycle]] in Red, Blue, and 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 Music that plays during "Name Entry" was revised and used for [[Sootopolis City]]'s background theme.
* 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 so the Great Ball has an S (for Super) and the Ultra Ball has an H (for Hyper). The Ultra and Master Ball would continue to be depicted with a letter stamped on it, with the Ultra Ball still left unchanged.
* 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).
* 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 can't actually be caught by normal means, because a special routine increments a counter in a RAM address whenever Mew is hit, and each of the 4 steps in the "catch!" sequence requires the player to hit Mew 256 times (for a total of 1024 hits, basically impossible within a two minute timeframe).<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 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.
* [[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>
* If played on a [[Super Game Boy]], the rumble is disabled.


==References==
==References==
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[[it:Pokémon Pinball]]
[[it:Pokémon Pinball]]
[[ja:ポケモンピンボール]]
[[ja:ポケモンピンボール]]
[[pl:Pokémon Pinball]]
[[zh:寶可夢彈珠臺]]
[[pt:Pokémon Pinball]]
[[zh:神奇宝贝弹珠台]]
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