![]() In the next two tables, Phendrana Drifts and Phazon Mines, the player acquires a new ability on each table, along with battling a large boss creature. Completion of these objectives is not necessary to move on. Access to two more tables is granted upon activating all the objectives within either table. The Pirate Frigate and Tallon Overworld tables serve as the main source of Chozo Artifacts, where they are awarded as prizes for completing objectives. The game begins with two tables available for play. The main game consists of six tables, all of which are based upon areas from Metroid Prime. Samus can also get out of her Morph Ball form on the bottom screen, and is controlled via the touch screen, rotating her left and right to aim her Arm Cannon at enemies. Multiball is available as two-ball Phazon-generated colored clones of Samus, along with up to three regular Samus clone balls. The touch screen can be used to "nudge" the pinball machine and alter the direction in which Samus can go. Samus herself serves as the ball in the game in her Morph Ball form. ![]() Pinball also adds quite a few new mechanics to the classic pinball formula that can't exist in real pinball, such as enemies that wander around the table, wall-jumping, shooting, and colored targets that can only be dropped by hitting them with the same-color balls. There is an assortment of typical pinball items including flippers, spinners, bumpers, and ramps. Metroid Prime Pinball plays much like a normal pinball game. Metroid Prime Pinball can simply be seen as a pinball game with a Metroid Prime theme, like the various real pinball machines with themes based on various franchises. ![]() However, events are loosely based on the plot in Metroid Prime, where the player must acquire 12 Chozo Artifacts, gain access to the Artifact Temple, and finally defeat Metroid Prime in both its forms. Shooting at hordes of enemies while nailed down to one place makes for a fun experience, and the addition of health (yes, Samus can die in a pinball game) gives the game a challenge that you otherwise would never expect.There is no explicit storyline in the game. ![]() The transformation into Samus-mode also creates interesting challenges that I’ve never experienced from a pinball game before. They even added “Hurry Up” bonuses that resemble escape scenes from various Metroid titles. Bonus modes such as “Burrower Bash” and “Shriekbat Shootout” feel like the enemy rushes from Metroid Prime. The game blends many Metroid themes as well. Everything that is pinball-esque is also present with features ranging from bumpers, to gates, and even a flippy-thing that I never knew what to call it (but I love because it gets me lots of points). The morph ball allows Samus to leave bombs around, and as such enemies can spawn during special events and bonus rounds which adds to the game without making it feel too much like it’s not pinball. Metroid Prime: Pinball takes advantage of everything that a pinball video game can do that a physical table cannot. Let’s just get Metroid Prime: Pinball over with… With that said… okay, I can’t keep this up. Nothing will excuse this game from anything that we – as modern gamers – would expect to see from the genre today. No nostalgia glasses, no excuses, no rationalizing hardware limitations, and no sparing myself from the angry fans and readers (is anyone going to complain about this review if I gave it a 0/10?). While I am certain hilarity would ensue if I tried to review this game as a Metroid title, I will instead rate it as a pinball game (sorry fans).Īs with all Rewind Reviews, Metroid Prime: Pinball will undergo a review process through the eyes of a modern critic. That’s right, everyone who has ever played Metroid and thought “wouldn’t it be funny if Samus wound up on a pinball table?” are finally getting their wish with Metroid Prime: Pinball on the Nintendo DS. It is now Day 8 of my Metroid Rewind Review series, and today we have something entirely different – but totally expected – for the Metroid series: pinball.
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