Pokémon Pinball: Difference between revisions

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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|160px|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.
 
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===Gengar Bonus Stage===
===Gengar Bonus Stage===
This is the second bonus stage on the Red Field.
[[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 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.
 
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===Meowth Bonus Stage===
===Meowth Bonus Stage===
This is the first bonus stage on the Blue Field.
[[File:Pinball Meowth Bonus.png|thumb|160px|Meowth bonus stage]]
[[File:Pinball Meowth Bonus.png|thumb|160px|Meowth bonus stage]]
;This is the first bonus stage on the Blue Field.
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.
 
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===Seel Bonus Stage===
===Seel Bonus Stage===
This is the second bonus stage on the Blue Field.
[[File:Pinball Seel Bonus.png|thumb|160px|Seel bonus stage]]
[[File:Pinball Seel Bonus.png|thumb|160px|Seel bonus stage]]
;This is the second bonus stage on the Blue Field.
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.
 
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===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|160px|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.
 
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==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.
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* Area 3
* Area 3
** [[Indigo Plateau]]
** [[Indigo Plateau]]
 
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===Blue Field locations===
===Blue Field locations===
[[File:Blue Field.png|200px|right|thumb|Blue Field]]
[[File:Blue Field.png|200px|right|thumb|Blue Field]]
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* Area 3
* Area 3
** [[Indigo Plateau]]
** [[Indigo Plateau]]
 
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==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: