Pokémon Pinball: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
(→‎Evolution Mode: a better explanation)
m (→‎Music: anime changes)
 
(101 intermediate revisions by 48 users not shown)
Line 1: Line 1:
:''For other uses, see [[pinball]].''
:''For other uses, see [[pinball]].''
{{Infobox_game |colorscheme=electric|bordercolorscheme=electric
{{Infobox game |colorscheme=red|bordercolorscheme=blue
|name=Pokémon Pinball
|name=<span style="color:#FFF">Pokémon Pinball</span>
|jname=ポケモンピンボール
|jname=<span style="color:#FFF">ポケモンピンボール</span>
|boxart=Pinball_Coverart.png
|boxart=Pinball EN boxart.png
|caption=Pokémon Pinball's boxart
|caption=Pokémon Pinball's boxart
|platform=[[Game Boy Color]]
|jbox=Pinball JP boxart.png
|jcaption=Japanese boxart of Pokémon Pinball
|platform=[[Game Boy Color]]{{tt|*|also playable on the original Game Boy, but with several features disabled}}
|category=Pinball
|category=Pinball
|players=1
|players=1
|link_method=[[Infrared]]
|developer=[[Jupiter Corporation]]
|developer=[[Jupiter Corporation]]
|publisher=[[Nintendo]]
|publisher=[[Nintendo]]
|gen_series=[[Generation I]] [[version|side series]]
|gen_series=[[Generation I]] [[Spin-off Pokémon games|side series]]
|cero=A
|cero=A
|esrb=E
|esrb=E
|pegi=3+
|pegi=3+
|acb=G
|oflc=G8+
|oflc=G8+
|release_date_ja=April 14, 1999<ref>[http://www.pokemon.co.jp/game/other/gbc-pp/ Pokémon.co.jp]</ref>
|release_date_ja=April 14, 1999<ref>[http://www.pokemon.co.jp/game/other/gbc-pp/ Pokémon.co.jp]</ref>
|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 13, 1999
|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/ Official Site]
|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/games/videogame-pokemontm-pinball/ Official Site]
|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}}
'''Pokémon Pinball''' is a spin-off [[Pinball|pinball]] game for the [[Game Boy Color]]. The cartridge was unique at the time among Game Boy games in that it includes a rumble pack powered by a single AAA battery, providing force feedback in much the same way as controllers for TV consoles. As the title suggests, the gameplay is pinball-based, but with a uniquely Pokémon-inspired spin. For example, the game is divided into two tables, the Red Field and the Blue Field, named after [[Pokémon Red and Blue Versions|the first paired versions released outside of Japan]], each with different table designs, accessible map locations, and catchable wild Pokémon.
'''Pokémon Pinball''' (Japanese: '''ポケモンピンボール''' ''Pokémon Pinball'') is a spin-off {{wp|pinball}} game for the [[Game Boy Color]]. The cartridge was unique at the time among Game Boy games in that it includes a rumble pack powered by a single AAA battery, providing force feedback in much the same way as controllers for TV consoles. As the title suggests, the gameplay is pinball-based, but with a uniquely Pokémon-inspired spin. For example, the game is divided into two tables, the Red Field and the Blue Field, named after [[Pokémon Red and Blue Versions|the first paired versions released outside of Japan]], each with different table designs, accessible map locations, and catchable wild Pokémon.


The game received an update/sequel on the Game Boy Advance in the form of [[Pokémon Pinball: Ruby & Sapphire]].
The game received an update/sequel on the Game Boy Advance in the form of [[Pokémon Pinball: Ruby & Sapphire]].


==Objective==
==Objective==
Although the game is now pinball instead of an RPG, the goal remains the same: to catch 'em all 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==
Catch 'em all with a pinball!<br>Discover a whole new way to collect Pokémon - by playing pinball! Hit the targets with your Poké Ball to catch and evolve Pokémon. The better you do, the more rare Pokémon you'll find! Every Pokémon you catch is automatically recorded in your Pokédex - see if you can catch all 150! Some Pokémon appear only on the Red Field or only on the Blue Field, so you'll have to play both to catch 'em all!
 
* The new Rumble feature makes you feel like you're playing a real pinball machine!
* Trade high scores with a friend using the built-in [[Infrared]] Communications Port (on Game Boy Color only).
* Print out your high scores with a [[Game Boy Printer]] (sold separately).
* Find the bonus stages to rack up a high score.
* Upgrade your Poké Ball to a Great Ball, Ultra Ball, or Master Ball and score even higher!
* Game Pak contains built in Rumble feature (one AAA battery included).


==Acquiring Pokémon==
==Acquiring Pokémon==
Line 34: Line 49:


===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 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.
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 [[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==
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 {{p|Mewtwo}} stage) being the same for both 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 {{p|Mewtwo}} stage) being the same for both tables.


===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]]
;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, allowing the player to have an infinite number of extra balls, instead the player only has one ball, and if the player loses it, exits the stage. 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===
This is the second bonus stage on the Red Field.
[[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, they can lose the ball an unlimited number of times without penalty.
{{-}}


===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]]
;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.
{{-}}


===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]]
;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. 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 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]]
;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 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.
{{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.


Once the Mewtwo stage is completed, the rotation will cycle back to the first bonus stage for the table being played.
Once the Mewtwo stage is completed, the rotation will cycle back to the first bonus stage for the table being played.
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|thumb|Red Field]]
* Area 1
* Area 1
** [[Pallet Town]]
** [[Pallet Town#Pokémon Pinball|Pallet Town]]
** [[Viridian Forest]]
** [[Viridian Forest#Pokémon Pinball|Viridian Forest]]
** [[Pewter City]]
** [[Pewter City#Pokémon Pinball|Pewter City]]
** [[Cerulean City]]
** [[Cerulean City#Pokémon Pinball|Cerulean City]]
** [[Vermilion City]] Seaside
** [[Vermilion City#Pokémon Pinball|Vermilion City]] Seaside
** [[Rock Tunnel|Rock Mountain]]
** [[Rock Tunnel#Pokémon Pinball|Rock Mountain]]
** [[Lavender Town]]
** [[Lavender Town#Pokémon Pinball|Lavender Town]]
* Area 2
* Area 2
** {{ka|Cycling Road}}
** [[Kanto Route 17#Pokémon Pinball|Cycling Road]]
** {{safari|Kanto}}
** [[Kanto Safari Zone#Pokémon Pinball|Safari Zone]]
** [[Seafoam Islands]]
** [[Seafoam Islands#Pokémon Pinball|Seaform Islands]]
** [[Cinnabar Island]]
** [[Cinnabar Island#Pokémon Pinball|Cinnabar Island]]
* Area 3
* Area 3
** [[Indigo Plateau]]
** [[Indigo Plateau#Pokémon Pinball|Indigo Plateau]]
{{-}}


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


* 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.
* Saver: For the next 30/60/90 seconds, if the ball is drained it will be returned to the plunger and immediately launched.
* Saver: For the next 30/60/90 seconds, if the ball is drained it will be returned to the plunger and immediately launched (up to twice).
* Pikachu: For the rest of this ball the Pikachu kickback will always save the ball if it goes into the out lanes.
* Pikachu: For the rest of this ball the Pikachu kickback will always save the ball if it goes into the out lanes.
* Upgrade: The ball is upgraded to the next level, increasing the score multiplier.
* Upgrade: The ball is upgraded to the next level, increasing the score multiplier.
Line 130: Line 160:


===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 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===
* {{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, Slowbro 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 the red button near 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 and Pichu (Pinball)|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 (the [[Thunder Meter]]) to indicate how ready Pikachu is; it can only rebound the ball if this gauge is full.
 
==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.
 
==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 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 {{aniseries|PTS}}, "[[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 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}}


==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 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).
* 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]]".
* Two maps are labeled incorrectly: Rock Mountain (supposed to be [[Rock Tunnel]]), and Fuchia City (missing an s).
* The Red Field's background music shares its melody with the music played in [[Viridian City]], [[Saffron City]] and [[Pewter City]] in all the main series games that feature [[Kanto]], and [[Cerulean City]] in [[Generation II]].
* {{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.
* 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.
* [[Pokédex 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.
* The Music that plays during "Name Entry" was revised and used for [[Sootopolis City]]'s background theme.
* 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 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). Of these, only the Master Ball would continue to be depicted with a letter stamped on it.
* 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==
<references/>
<references/>


{{-}}
{{Spin-off series}}
{{Side series}}<br>
{{Project Sidegames notice}}
{{Project Sidegames notice}}


Line 164: Line 216:
[[Category:Pokémon Pinball]]
[[Category:Pokémon Pinball]]
[[Category:Game Boy Color games]]
[[Category:Game Boy Color games]]
[[pt:Pokémon Pinball]]


[[de:Pokémon Pinball]]
[[de:Pokémon Pinball]]
Line 172: Line 222:
[[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]]

Latest revision as of 23:19, 4 October 2024

For other uses, see pinball.
Pokémon Pinball
ポケモンピンボール
Pinball EN boxart.png
Pokémon Pinball's boxart
Basic info
Platform: Game Boy Color*
Category: Pinball
Players: 1
Connectivity: Infrared
Developer: Jupiter Corporation
Publisher: Nintendo
Part of: Generation I side series
Ratings
CERO: A
ESRB: E
ACB: G
OFLC: G8+
PEGI: 3+
GRAC: N/A
GSRR: N/A
Release dates
Japan: April 14, 1999[1]
North America: June 28, 1999[2]
Australia: July 2000[3]
Europe: October 6, 2000[4]
South Korea: N/A
Hong Kong: N/A
Taiwan: N/A
Websites
Japanese: Pokémon.co.jp
Nintendo.co.jp
English: Pokémon.com
Nintendo.com

Nintendo.co.uk

Japanese boxart
Pinball JP boxart.png
Japanese boxart of Pokémon Pinball
StrategyWiki
StrategyWiki has more about this subject:

Pokémon Pinball (Japanese: ポケモンピンボール Pokémon Pinball) is a spin-off pinball game for the Game Boy Color. The cartridge was unique at the time among Game Boy games in that it includes a rumble pack powered by a single AAA battery, providing force feedback in much the same way as controllers for TV consoles. As the title suggests, the gameplay is pinball-based, but with a uniquely Pokémon-inspired spin. For example, the game is divided into two tables, the Red Field and the Blue Field, named after the first paired versions released outside of Japan, each with different table designs, accessible map locations, and catchable wild Pokémon.

The game received an update/sequel on the Game Boy Advance in the form of Pokémon Pinball: Ruby & Sapphire.

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.

Blurb

Catch 'em all with a pinball!
Discover a whole new way to collect Pokémon - by playing pinball! Hit the targets with your Poké Ball to catch and evolve Pokémon. The better you do, the more rare Pokémon you'll find! Every Pokémon you catch is automatically recorded in your Pokédex - see if you can catch all 150! Some Pokémon appear only on the Red Field or only on the Blue Field, so you'll have to play both to catch 'em all!

  • The new Rumble feature makes you feel like you're playing a real pinball machine!
  • Trade high scores with a friend using the built-in Infrared Communications Port (on Game Boy Color only).
  • Print out your high scores with a Game Boy Printer (sold separately).
  • Find the bonus stages to rack up a high score.
  • Upgrade your Poké Ball to a Great Ball, Ultra Ball, or Master Ball and score even higher!
  • Game Pak contains built in Rumble feature (one AAA battery included).

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, 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 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.

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.

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

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, 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 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 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, they can lose the ball an unlimited number of times without penalty.

Meowth Bonus Stage

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 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
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. 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.

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.

Once the Mewtwo stage is completed, the rotation will cycle back to the first bonus stage for the table being played.

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

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


Blue Field locations

Blue Field


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:

  • Small: A bonus of 100 - 900 points.
  • Big: A bonus of 1,000,000 - 9,000,000 points.
  • Get: Starts Catch 'Em Mode.
  • Evo: Starts Evolution Mode.
  • Saver: For the next 30/60/90 seconds, if the ball is drained it will be returned to the plunger and immediately launched (up to twice).
  • Pikachu: For the rest of this ball the Pikachu kickback will always save the ball if it goes into the out lanes.
  • Upgrade: The ball is upgraded to the next level, increasing the score multiplier.
  • Extra: The player receives an extra ball.
  • Bonus multiplier: The bonus multiplier is increased.
  • Go to bonus: The player immediately plays the next bonus stage.

Note that the player can light up the four "CAVE" lights at any time, however the slots will only become available when the player is not in Catch 'Em, Evolution or Map Move modes and the bonus stage is not available.

Field Mechanics

On each field, various Pokémon 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 blocks the Evolution Mode trigger hole in the top left corner of the screen until the EVO lights are lit.
  • Bellsprout: Bellsprout can swallow the ball; if at least two GET lights are lit, Catch 'Em Mode begins when this happens.
  • Diglett: Hitting either of the two Diglett three times to trigger Map Move mode.
  • Staryu: Hitting the button below Staryu to toggle whether or not the Poké Ball upgrade lights above the Voltorb are accessible.

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, Slowpoke will swallow it; if all three EVO lights are lit, Evolution Mode begins when this happens.
  • Poliwag: Hitting the red button near Poliwag three times to trigger Map Move mode.
  • Psyduck: Hitting 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 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 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 (the Thunder Meter) to indicate how ready Pikachu is; it can only rebound the ball if this gauge is full.

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, 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 controversy. This applies to both its portrait and catch sprites.

Music

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).
  • 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).[5] 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 Red and Blue except for the addition of a period at the end of each entry.
  • The internal files of the game contain an unused pinball table and two unused logos of the game that differ barely.[6]
  • 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 Pokédex entries from Pokémon Yellow. However, Pinball was released in English before Yellow. The English version of Pinball uses the Pokédex entries shared by Pokémon Red and Blue 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 Pidgey), or "Go to Pawou Stage" (if the player goes to the Seel Stage).
    • However, the Pokédex displays Pokémon names written in katakana. For instance, the Pokédex displays "ポッポ" instead of "Poppo", in the case of Pidgey.

References

Pikachu series: Hey You, Pikachu!ChannelDash
TCG: Game Boy TCG series: Trading Card GameTrading Card Game 2: The Invasion of Team GR!
Play It! series: Play It!Play It! Version 2
TCG Client series: Card Game OnlineTrading Card Game OnlineTrading Card Game Live
Misc. TCG: Say Tap?Card Game: How to Play DSCard Game Entry Battle
Card Game GachaTCG Card DexDigital Raid Battle Assistant
Trading Card Game Pocket
Super Smash Bros. series: Super Smash Bros.MeleeBrawlfor Nintendo 3DS/Wii UUltimate
Snap series: SnapNew Pokémon Snap
Picross: Picross NP Vol. 1Picross (GBC) (canceled)Picross (3DS)
Pinball series: PinballPinball: RS
Puzzle series: Puzzle LeaguePuzzle Challenge
Trozei series: Trozei!Battle Trozei
Mystery Dungeon
series
:
Red Rescue Team & Blue Rescue Team
Explorers of Time & Explorers of DarknessExplorers of Sky
Blazing, Stormy & Light Adventure Squad
Gates to InfinitySuper Mystery DungeonRescue Team DX
Ranger series: RangerShadows of AlmiaGuardian Signs
Puck series: BattrioTretta (Tretta Lab) • Ga-OléMezastarFrienda
Rumble series: RumbleRumble BlastRumble URumble WorldRumble Rush
PokéPark series: PokéPark WiiPokéPark 2: Wonders Beyond
Detective Pikachu series: Detective PikachuDetective Pikachu Returns
Playground: Pokémon Detective Pikachu
Pokémon game templates
Project Sidegames logo.png This article is part of Project Sidegames, a Bulbapedia project that aims to write comprehensive articles on the Pokémon Sidegames.