Red Field

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The Red Field - click to see a more detailed image with a key

The Red Field (Japanese: Red[1]; 赤台[2] Red Table) is a pinball table in Pokémon Pinball. Its counterpart is the Blue Field.

Overview

The field is divided into the top screen and the bottom screen, like the Blue Field. The game displays either screen at a time, which is the one where the ball currently is.

Top Pinball Red Field top.png Pinball Red Field top GB.png
Bottom Pinball Red Field bottom.png Pinball Red Field bottom GB.png
Game Boy Color Game Boy

Field Features

Catch 'Em Mode

Catch 'Em Mode can be activated by sending the ball through the right loop twice, lighting up two Catch 'Em arrows, then sending the ball into Bellsprout's mouth. Some Pokémon will only appear when all 3 Catch 'Em arrows are lit.

EVO Mode

Sending the ball through the left loop three times will allow the player to activate EVO mode by hitting the ball into the hole previously guarded by Ditto. After choosing a Pokémon to evolve, green arrows will appear pointing to locations on the field. Hitting them places evolution items somewhere on the field, and collecting all three (within the two-minute time limit) and getting the ball in the hole that appears will allow the selected Pokémon to evolve.

If the chosen Pokémon is already fully evolved, the player will instead get a 10 million point bonus upon collecting all three items.

Travel Mode

Hitting the head of Diglett three times on a single side will allow you to instigate travel mode once sending the ball through the directed loop and landing it in the hole in the field's center.

Bonus Fields

Diglett Bonus Stage

This table features Diglett and Dugtrio, it has no time limit however, 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

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

Mewtwo Bonus Stage

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.

Pinball Diglett Bonus.png Pinball Gastly Bonus Gengar.png Pinball Mewtwo Bonus.png
Diglett Bonus Stage Gengar Bonus Stage Mewtwo Bonus Stage

Field mechanics

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Still missing a few mechanics..

Loops

The Loops (Japanese: ループ Loops) are the three main passages found in this field:

  • The Left Outside Loop (Japanese: レフト・アウトサイド・ループ Left Outside Loop) is the outer passage at the left side.
  • The Left Inside Loop (Japanese: レフト・インサイド・ループ Left Inside Loop) is the inner passage at the left side.
  • The Right Loop (Japanese: ライト・ループ Right Loop) is the only passage at the right side.

Each loop has two small rectangles: a blue one at the bottom and a yellow one near the middle. The Left Outside Loop has three Evolution Arrows at the bottom and the Right Loop has three Catch 'em Arrows at the bottom. These arrows may be on or off during the course of the game. The Spinner is located at the Right Loop.

In the Blue Field, there are two Loops: the Left Loop and the Right Loop.

Arrows

List of Arrows

There are 9 Arrows (Japanese: ライト Lights) available in this field. In Japanese, each of them is a "Light", while in English 8 of them were adapted with the word "Arrow" and 1 kept the word "Light" (the Bonus Cave Light). They are triangle-shaped lights, located in the bottom screen, that point to various places in the field. They may be on or off, depending on various circumstances.

On each side of the field, there is a set of three Arrows:

  • The Evolution Arrows (Japanese: 進化ライト Evolution Lights) are located at the bottom of the Left Outside Loop. They are used to activate the Evolution Mode. (which evolves a caught Pokémon) Each Arrow has a letter from the word "EVO" written on them when they are on.
  • The Catch 'em Arrows (Japanese: ゲットライト Get Lights) are located at the bottom of the Right Loop. They are used to activate the Catch 'em Mode. (which catches a Pokémon) Each Arrow has a letter from the word "GET" written on them when they are on.

Additionally, there are three inner Arrows:

  • The Left Inside Loop Arrow (Japanese: レフト・インサイド・ループ・ライト Left Inside Loop Light) is located near the Evolution Arrows at the left side. It points to the Left Inside Loop whenever there is some benefit to throwing the ball at the Left Inside Loop from below.
  • The Bellsprout Arrow (Japanese: マダツボミ・ライト Madatsubomi Light) is located near the Catch 'em Arrows at the right side. It points to the Bellsprout whenever there is some benefit to hitting the Bellspriout.
  • The Bonus Cave Light (Japanese: ボーナスホール・ライト Bonus Hole Light) is located near the middle of the bottom screen. It points to the Bonus Cave whenever it is open.
Pinball Red arrows on.png Pinball Red arrows off.png
Arrows (on) Arrows (off)

Turning Arrows on

The three Evolution and the three Catch 'em Arrows may be turned on by the player, from top to bottom. When the ball goes upward through the Left Outside Loop or the Right Loop and reaches the yellow rectangle at the top of the same Loop, an arrow of the same side turns on:

  • If the ball goes upward through the Left Outside Loop, then an Evolution Arrow (which is also located at the left side) turns on.
  • If the ball goes upward through the Right Loop, then a Catch 'em Arrow (which is also located at the right side) turns on.

A common misconception is that the ball needs to go all the way from one side to the other, making a circle around the top screen, in order to light an Evolution or Catch 'em Arrow. However, the ball does not need to go any further than the small yellow rectangle at the top. The ball can, for instance, travel up to the yellow rectangle and then fall through the same Loop or through the area with the three Voltorb at the top screen.

If there is one or more Evolution or Catch 'em Arrow turned off, then the topmost off Arrow of each side constantly blinks, drawing the attention of the player to throw the ball into the direction of the Left Outside Loop or the Right Loop and turn the next Arrow on.

If all three Evolution Arrows at the left side are on, Ditto unblocks the Evolution Cave at the top-left corner, which causes the Evolution Mode to start if the ball enters the unblocked Evolution Cave. In this case, the top Evolution Arrow constantly blinks, drawing attention to the player to go that side. If at least two of the three Catch 'em Arrows at the right side are on, the Catch 'em Mode starts when the ball hits the Bellsprout at the right side.

At the start of the game, all Evolution Arrows are off, while 2 Catch 'em Arrows are on. Therefore, the Evolution Mode is unavailable at this point, but the Catch 'em Mode is available from the start. Losing a ball does not affect whether the Evolution and Catch 'em Arrows are on or off.

Pinball Red two arrows.png
1 Evolution Arrow and
1 Catch 'em Arrow turned on

Arrows in other modes

As long as the Catch 'em or the Evolution Mode is active, all three Catch 'em and Evolution Arrows are turned off and cannot be turned on again. Once the current mode ends, the Arrows associated with it remain turned off, but the Arrows associated with the other mode remain like they were before the current mode started.

As long as the Map Mode is active, almost all arrows are temporarily turned off and the player becomes unable to turn on any of the Evolution and Catch 'em Arrows. However, there are always two arrows blinking during the Map Mode, either on the left or the right side, which are pointing to the places where the ball may go to open the Bonus Cave:

  • If the player has started the Map Mode by hitting the Diglett at the left side three times, then the top Evolution Arrow and the Left Inside Loop Arrow (both arrows located at the left side) are turned on. This indicates that the ball should enter the Left Outside Loop or the Left Inside Loop in an upward motion, until it reaches at least the small yellow rectangle at the top.
  • If the player has started the Map Mode by hitting the Diglett at the right side three times, then the top Catch 'em Arrow and the Bellsprout Arrow (both arrows located at the right side) are turned on. This indicates that the ball should enter the Right Loop until it reaches at least the small yellow rectangle at the top, or the ball should hit the Bellsprout.

If the ball goes to any of the places indicated in both cases above, the Bonus Cave opens (which turns the Bonus Cave Light on). If the ball then enters the Bonus Cave, the player travels to another area.

Pinball Red travel left.png Pinball Red travel right.png
1 Evolution Arrow and the
Inner Inside Loop Arrow turned on
(left-side Map Mode)
1 Catch 'em Arrow and the
Bellsprout Arrow turned on
(right-side Map Mode)

Bellsprout

The Bellsprout (Japanese: マダツボミ Madatsubomi) is located at the right side of the top screen. It is able to start the Catch 'em Mode, where the player catches a Pokémon available in the current area. For instance, Caterpie is one of the multiple Pokémon available in the Viridian Forest.

Whenever the ball hits Bellsprout in any context, that Pokémon shortly holds the ball in its mouth and then returns it. The Catch 'em Mode is available when at least two of the three Catch 'em Arrows at the Right Loop are on, in which case the Bellsprout Arrow (the triangle pointing at Bellsprout, located at the right of the Bonus Cave, in the bottom screen) is turned on as well, indicating that the player may hit Bellsprout. If all three Catch 'em Arrows are on, an additional small arrow appears below Bellsprout, pointing at it. The Catch 'em Arrows are turned on each time the ball passes through the Right Loop from the bottom screen and reaches the small yellow rectangle at the top of the Right Loop.

When the Catch 'em Mode is available, the player starts that mode by hitting the Bellsprout. If the Catch 'em Mode, Evolution Mode, or Map Mode is already active, Bellsprout can't start the Catch 'em Mode until the current mode ends. If the player has activated the Map Mode by hitting the Diglett at the right side three times (which is the same side as Bellsprout), then hitting the Bellsprout opens the Bonus Cave. The player travels to another area if the ball enters the Bonus Cave during the Map Mode.

Bellsprout's counterpart in the Blue Field is a Cloyster.

Pinball Bellsprout screen.png
The ball on its way
towards or from the Bellsprout
Pinball Bellsprout.png Pinball Bellsprout hit.png
Bellsprout
(normal)
Bellsprout
(hit by the ball)

Voltorb

There are three Voltorb (Japanese: ビリリダマ Biriridama) at the middle of the top screen. When the ball hits a Voltorb, this Pokémon shortly acquires a bright hue.

In the Catch 'Em Mode, the player is required to hit the Voltorb six times to reveal the silhouette of the Pokémon to be captured. In the Evolution Mode, the group of Voltorb is one of the places the ball hits which may or may not make one of three evolution symbols appear in order to evolve a Pokémon.

The three Voltorb's counterparts in the Blue Field are three Shellder.

Pinball Voltorb.png Pinball Voltorb hit.png
Voltorb
(normal)
Voltorb
(hit by the ball)

Ditto

The Ditto (Japanese: メタモン Metamon) at the top left corner has three states: a small Ditto, a large Ditto and an absent Ditto.

  • The small Ditto appears when the ball is entering the main field after being shot by the Plunger Lane. The small Ditto blocks the Evolution Cave while letting the ball pass at the top. During the Evolution Move, the same small Ditto blocks the Evolution Cave.
  • The large Ditto appears if not all three Evolution Arrows are on. It blocks the top passage while also blocking the Evolution Cave.
  • Ditto almost completely disappears when the three Evolution Arrows are on, except a small part of Ditto remains visible. Ditto ceases blocking the top passage or the Evolution Cave, so the ball can enter the Evolution Cave from the Left Outside Loop.

When Ditto unblocks the passage (which allows the ball to pass from the Left Outside Loop), the small barrier at the top right side of the table disappears (which allows the player to pass from the Right Loop as well). The small top-right barrier also disappears during the Evolution Move, in which the small Ditto is blocking the Evolution Cave again.

If the Evolution Mode, Catch 'em Mode, or Map Mode is active, the large Ditto blocks the cave even if the Evolution Arrows are on, in which case the Evolution Mode is unable to start until the current mode ends.

The counterpart of the Evolution Cave blocked by Ditto in the Blue Field is a Slowpoke.

Pinball Red Field start.png Pinball Red Field top.png Pinball Red Field evolution.png
Small Ditto Large Ditto Absent Ditto
Pinball Ditto 1.png Pinball Ditto 2.png Pinball Ditto 3.png
Small Ditto Large Ditto Absent Ditto

Evolution Cave

The Evolution Cave (Japanese: 進化ホール Evolution Hole) at the top left corner is usually blocked by Ditto. Ditto usually unblocks the Evolution Cave when the three Evolution Arrows are lit up, but additional circumstances may apply. (see Ditto section)

If the ball enters the Evolution Cave and there is at least one caught Pokémon, the player will be required to choose a Pokémon to evolve in the Evolution Mode. It is possible to choose a Pokémon that doesn't have an evolution in the first place, in which case the chosen Pokémon will "evolve" nonetheless but it won't change its appearance. If the ball enters the Evolution Cave but there aren't any caught Pokémon, then the ball will exit without starting Evolution Mode and the cave will remain unblocked.

The counterpart of the Evolution Cave blocked by Ditto in the Blue Field is a Slowpoke.

Pinball Evolution Cave.png
Evolution Cave

Field Multiplier Lanes

The Field Multiplier Lanes (Japanese: フィールド・マルチプライヤー・レーン Field Multiplier Lanes) are three passages at the top, each with a light that can be turned on. They are used to temporarily upgrade the ball into the next stage: a Poké Ball becomes a Great Ball, then an Ultra Ball, then a Master Ball.

In this field, the Lanes are blocked by default at the start of the game. All the Lanes are simultaneously unblocked or blocked again when the ball hits the Staryu below. The three lights are turned off by default. Each of the lights is separately turned on when the ball touches it. However, when the Lanes are blocked, the lights are hidden from view and the ball cannot touch them. If the three lights are on at the same time, the ball is upgraded to the next stage and the three lights turn off. At this point, the three lights quickly blink 6 times, during which time they are unaffected by the ball and the player is shortly unable to upgrade the ball again. If one minute passes without any new ball upgrades, the ball reverts to the previous stage. If the player "upgrades" a Master Ball, it won't change its appearance or effect because it is the highest-ranking ball, but it won't revert to the previous state until one minute passes as usual.

If the player presses the button associated with the Left or the Right Flipper, all the Lane lights are moved to that direction, except the last light goes to the other side. For instance, pressing the Right Flipper button moves the 1st, 2nd, and 3rd lights to the 2nd, 3rd, and 1st places, respectively. The lights move normally even if they are not visible because they are blocked or the game is currently displaying the bottom screen. However, some circumstances effectively pause the whole game and thus prevent the player from moving the lights, such as the ball being inside the Bonus Cave, the list of evolvable Pokémon being displayed at the start of the Evolution Mode, or the Pikachu Kickback preparing to return the ball with electricity. Moving the Flippers inside a bonus stage (such as the Diglett Stage) does not cause the lights to move in the main game.

If the player loses a ball, then all Field Multiplier lights are turned off. The next ball will be a regular Poké Ball, undoing any ball upgrades. Losing a ball doesn't affect whether the Lanes are blocked or unblocked.

In the Blue Field, these three lights can't be blocked in any way so they are always available, unlike the Red Field where these lights may be blocked. However, in the Blue Field, the ball switches the lights on and off when it touches them, unlike the Red Field where nothing happens if the ball touches a light that is already on.

Pinball Red Field Lanes closed.png Pinball Red Field Lanes off.png Pinball Red Field Lanes on.png
Field Multiplier Lanes
(blocked)
Field Multiplier Lanes
(lights off)
Field Multiplier Lanes
(lights on)

Staryu

The Staryu (Japanese: ヒトデマン Hitodeman) blocks or unblocks all the Field Multiplier Lanes when the ball touches it from below. It is in the top section, located approximately at the middle of the field, between the Left Inside Loop and the three Voltorb. In the Evolution Mode, the Staryu is one of the places the ball hits to make an evolution symbol appear. When the ball hits the Staryu, the jewel at the center shortly acquires a bright hue. It is possible to hit the Staryu while the bottom section of the field is visible, in which case the ball is not seen hitting the Staryu.

In the Blue Field, the Field Multiplier Lanes are always available and unable to be blocked, so there is no counterpart for Staryu.

Pinball Staryu.png Pinball Staryu hit.png
Staryu
(normal)
Staryu
(hit by the ball)

Small Staryu Light

The Small Staryu Light (Japanese: ヒトデマン・スモール・ライトHitodeman Small Light) is an additional Staryu located at the left side of the bottom screen, outside the main field. This small Staryu indicates whether the Field Multiplier Lanes are blocked, since they are at the top screen and therefore are not visible as long as the player is viewing the bottom screen.

Image Field Multiplier Lanes
Pinball small Staryu on.png Unblocked
Pinball small Staryu off.png Blocked

Diglett and Dugtrio

The Diglett (Japanese: ディグダ Digda) and (Japanese: ダグトリオ Dugtrio) are able to start the Map Mode (to travel to another area).

In each side of the bottom screen, there is a Diglett and a Dugtrio. The Diglett are horizontally aligned and can be hit by the ball. The Dugtrio are outside the main field and can't be touched by the ball. The Dugtrio are almost completely buried, except the top of their heads is visible. Each time the ball hits a Diglett, one of the three heads of the Dugtrio of the same side pops up. Whenever one of Dugtrio's heads pops up, the player has 10 seconds to hit the Diglett again and reveal another head, or else the last head will be buried again. If the ball hits the same Diglett three times, the three heads of the Dugtrio pop up and the Map Mode starts.

As long as the Catch 'em Mode, Evolution Mode or Map Mode is currently active, then Diglett and Dugtrio are unable to start the Map Mode. If the player loses a ball, all the heads of both Dugtrio get buried again.

In the Blue Field, their counterparts are a Poliwag and a Psyduck.

Pinball Diglett left.png Pinball Diglett left 2.png Pinball Diglett right.png Pinball Diglett right 2.png Pinball Dugtrio left.png Pinball Dugtrio left 2.png Pinball Dugtrio right.png Pinball Dugtrio right 2.png
Diglett
(left side)
(normal)
Diglett
(left side)
(hit by the ball)
Diglett
(right side)
(normal)
Diglett
(right side)
(hit by the ball)
Dugtrio
(left side)
(buried)
Dugtrio
(left side)
(popped up)
Dugtrio
(right side)
(buried)
Dugtrio
(right side)
(popped up)

Pikachu Kickback

The Pikachu Kickback (Japanese: ピカチュウ・ボールセーバー Pikachu Ball Saver) is a Pikachu that delivers an electric shock to return a ball that has fallen through an Out Lane. It requires the Thunder Meter to be completely charged with electricity, which is a result of spinning the Spinner at the Right Loop. It also requires Pikachu to be in the correct place—either the Left or the Right Out Lane. If the player presses the button associated with the Left or the Right Flipper, Pikachu moves to the Out Lane of that side.

The Super Pikachu Kickback (Japanese: スーパー・ピカチュウセーバー Super Pikachu Saver) is an improved version in which Pikachu is always available in both Out Lanes without requiring input from the player, and the Thunder Meter is always charged. In this mode, Pikachu keeps indefinitely flashing in both Out Lanes and the player is not able to control Pikachu anymore. This mode is one of various prizes available in the Slots. If the player loses a ball, they lose the Super Pikachu Kickball as well.

Both the Pikachu Kickback and the Super Pikachu Kickback are equally available in the Red Field and the Blue Field.

Pinball Pikachu Kickback.png Pinball Pikachu Kickback failure.png
Pikachu Kickback Failure to use Pikachu Kickback
due to lack of electricity
Pinball Pikachu.png Pinball Pikachu hit.png Pinball Pikachu Ball.png Pinball Pika Saver.png
Pikachu
(normal)
Pikachu
(hit by the ball)
Pikachu Kickback Super Pikachu Kickback
awarded at the Slots

Spinner

The Spinner (Japanese: スピナー Spinner) spins when the ball moves through it as a result of passing by the Right Loop. This charges the Thunder Meter with electricity, enabling the Pikachu Kickback to be used. This is not required as long as the Super Pikachu Kickback is active, which causes the Thunder Meter to be permanently charged.

Pinball Red Spinner.png Pinball Red Spinner horizontal.png
Spinner
(vertical position)
Spinner
(horizontal position)

Thunder Meter

The Thunder Meter (Japanese: 電撃メーター Electric Shock Meter) displays how much electricity is stored for the Pikachu Kickback. The Thunder Meter is charged when the ball spins the Spinner by passing through the Right Loop. The Pikachu Kickball is only available if the Thunder Meter is completely charged.

The Thunder Meter is empty by default at the start of the game. It is also completely emptied if the player loses a ball. The Thunder Meter becomes permanently charged as long as the Super Pikachu Kickback is active.

Pinball Red thunder empty.png Pinball Red thunder middle.png Pinball Red thunder full.png
Thunder Meter
(empty)
Thunder Meter
(middle)
Thunder Meter
(full)

Areas

This is a listing of the areas on the Red Field and the Pokémon that appear there. They are listed in the in-game order:

Area 1

Pallet Town Pinball Red Pallet Town.png
Pokémon Catch'em Arrows
Two Three
Pin001.png Bulbasaur 6.25% 18.75%
Pin004.png Charmander 37.5% 6.25%
Pin016.png Pidgey 18.75% 6.25%
Pin019.png Rattata 18.75% 6.25%
Pin029.png Nidoran♀ 6.25% 25.00%
Pin032.png Nidoran♂ 6.25% 18.75%
Pin072.png Tentacool 6.25% 18.75%
Viridian Forest Pinball Viridian Forest.png
Pokémon Catch'em Arrows
Two Three
Pin010.png Caterpie - 12.5%
Pin013.png Weedle 31.25% 18.75%
Pin016.png Pidgey 31.25% 12.5%
Pin019.png Rattata 31.25% 12.5%
Pin025.png Pikachu 6.25% 43.75%
Pewter City Pinball Red Pewter City.png
Pokémon Catch'em Arrows
Two Three
Pin016.png Pidgey 12.5% 12.5%
Pin021.png Spearow 37.5% 18.75%
Pin023.png Ekans 6.25% 25.00%
Pin039.png Jigglypuff 31.25% 12.5%
Pin129.png Magikarp 12.5% 25.00%
Cerulean City Pinball Blue Cerulean City.png
Pokémon Catch'em Arrows
Two Three
Pin010.png Caterpie - 6.25%
Pin013.png Weedle 12.5% -
Pin016.png Pidgey 6.25% -
Pin032.png Nidoran♂ - 6.25%
Pin043.png Oddish 31.25% 6.25%
Pin054.png Psyduck 6.25% 12.5%
Pin056.png Mankey 18.75% 12.5%
Pin063.png Abra 12.5% 18.75%
Pin098.png Krabby 6.25% 6.25%
Pin118.png Goldeen 6.25% 12.5%
Pin124.png Jynx - 18.75%
Vermilion City Seaside Pinball Red Vermilion City Seaside.png
Pokémon Catch'em Arrows
Two Three
Pin016.png Pidgey 6.25% -
Pin021.png Spearow 6.25% -
Pin023.png Ekans 12.5% 25%
Pin043.png Oddish 12.5% 6.25%
Pin056.png Mankey 12.5% 6.25%
Pin083.png Farfetch'd - 25%
Pin090.png Shellder 18.75% 12.5%
Pin096.png Drowzee 12.5% 12.5%
Pin098.png Krabby 18.75% 12.5%
Rock Mountain Pinball Rock Tunnel.png
Pokémon Catch'em Arrows
Two Three
Pin019.png Rattata 6.25% -
Pin021.png Spearow 6.25% -
Pin023.png Ekans 18.75% -
Pin041.png Zubat 6.25% 12.5%
Pin050.png Diglett 18.75% 6.25%
Pin066.png Machop 6.25% 12.5%
Pin074.png Geodude 6.25% 12.5%
Pin079.png Slowpoke 6.25% 12.5%
Pin095.png Onix 6.25% 12.5%
Pin100.png Voltorb 18.75% 12.5%
Pin122.png Mr. Mime - 18.75%
Lavender Town Pinball Red Lavender Town.png
Pokémon Catch'em Arrows
Two Three
Pin016.png Pidgey 12.5% -
Pin023.png Ekans 12.5% 6.25%
Pin056.png Mankey 12.5% 6.25%
Pin058.png Growlithe 12.5% 6.25%
Pin081.png Magnemite 12.5% 12.5%
Pin092.png Gastly 31.25% 12.5%
Pin104.png Cubone 6.25% 18.75%
Pin125.png Electabuzz - 18.75%
Pin145.png Zapdos - 18.75%


Area 2

Cycling Road Pinball Red Cycling Road.png
Pokémon Catch'em Arrows
Two Three
Pin019.png Rattata 12.5% -
Pin021.png Spearow 12.5% -
Pin072.png Tentacool 12.5% 6.25%
Pin084.png Doduo 18.75% 31.25%
Pin098.png Krabby 12.5% 6.25%
Pin108.png Lickitung 6.25% 25%
Pin118.png Goldeen 12.5% 6.25%
Pin129.png Magikarp 12.5% 6.25%
Pin143.png Snorlax - 18.75%
Safari Zone Pinball Safari Zone.png
Pokémon Catch'em Arrows
Two Three
Pin032.png Nidoran♂ 25% 12.5%
Pin046.png Paras 25% 12.5%
Pin084.png Doduo 25% -
Pin111.png Rhyhorn 25% 12.5%
Pin113.png Chansey - 25%
Pin123.png Scyther - 12.5%
Pin128.png Tauros - 12.5%
Pin147.png Dratini - 12.5
Seafoam Islands Pinball Red Seafoam Islands.png
Pokémon Catch'em Arrows
Two Three
Pin041.png Zubat 6.25% -
Pin054.png Psyduck 6.25% -
Pin072.png Tentacool 6.25% -
Pin079.png Slowpoke 6.25% -
Pin086.png Seel 6.25% 31.25%
Pin090.png Shellder 6.25% -
Pin098.png Krabby 6.25% -
Pin116.png Horsea 25% -
Pin118.png Goldeen 6.25% 25%
Pin120.png Staryu 25% 25%
Pin144.png Articuno - 18.75%
Cinnabar Island Pinball Blue Cinnabar Island.png
Pokémon Catch'em Arrows
Two Three
Pin058.png Growlithe 25% 12.5%
Pin077.png Ponyta 25% 12.5%
Pin088.png Grimer 12.5% 6.25%
Pin109.png Koffing 25% 12.5%
Pin114.png Tangela 12.5% 18.75%
Pin138.png Omanyte - 18.75%
Pin140.png Kabuto - 18.75%


Area 3

Pin151.png 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).[3] Mew's Pokédex entry will be unlocked when it is encountered instead of when it is obtained.

Indigo Plateau Pinball Indigo Plateau.png
Pokémon Catch'em Arrows
Two Three
Pin021.png Spearow 6.25% 6.25%
Pin023.png Ekans 6.25% 6.25%
Pin041.png Zubat 12.5% 6.25%
Pin066.png Machop 18.75% 6.25%
Pin074.png Geodude 18.75% 6.25%
Pin095.png Onix 18.75% 6.25%
Pin132.png Ditto 18.75% 25%
Pin146.png Moltres - 18.75%
Pin150.png Mewtwo - 18.75%


References

  1. Table select screen and hi-score screen.
  2. Japanese game manual.
  3. ポケモンピンボール ! - POKeMONaSeNSE (Japanese)