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Guide and Walkthrough by _tim_mmn_

Version: 1.0 | Updated: 11/01/2005


written by Tim | last updated on 11/01/05
>> timb0882@gmail.com
:: http://metroid.retrofaction.com

Welcome to Metroid HQ's guide for METROID PRIME PINBALL. Use the index below by
copy and pasting section titles into the Find command for quick browsing, and
go to http://metroid.retrofaction.com/database/guides/ to find HTML versions of
this guide along with guides for all of the other games in the Metroid series.


 1. Guide Overview/Controls
    1.1 - Main Menu
    1.2 - Default Controls
 2. Game Overview
    2.1 - Table Descriptions
    2.2 - Scoring System
    2.3 - Board Features
    2.4 - Collecting Artifacts
    2.5 - Enemies
    2.6 - Boss Battles
    2.7 - Mini-Games
    2.8 - Unlockables
    2.9 - Items & Power-Ups
 3. Gameplay
    3.1 - Pirate Frigate
    3.2 - Tallon Overworld
    3.3 - Phendrana Drifts
    3.4 - Phazon Mines
    3.6 - Artifact Temple
    3.7 - Impact Crater
 4. Wireless Download Play
    4.1 - Setup/Download Instructions
    4.2 - Playing a Multiplayer Game
 5. Hints and Tips
    5.1 - Easy Points
    5.2 - Verification Code
 6. Contributions
. Legal


Metroid Prime Pinball is, as you would imagine, quite different from your typ-
ical Metroid game. It's an interesting twist on the original Metroid Prime, 
for sure, with all of the areas intact (except Magmoor Caverns, which is the
default Multiplayer Table, and Chozo Ruins, which is surprisingly absent from
the game - a shame, as fighting Flaaghra could've been interesting) in surpris-
ingly nice fashion. Read below for some more in-depth explanations on the 
specifics of the game.

  ++ 1.1 - MAIN MENU:
  From the start menu, you have four options available to you:
  - Multi Mission
  - Single Mission
  - Wireless Play
  - Options

  MULTI MISSION is where the bulk of the gameplay takes place. You begin on one
  of two default tables - either the Pirate Frigate or Tallon Overworld, and
  work through the other areas (except Magmoor) to reach the Impact Crater,
  where you'll have to square off against Metroid Prime's two forms. This mode
  is all single-round, meaning you must play through all the tables without
  any means of "saving" until you have defeated the final boss. In this way,
  it makes it more like a real pinball game. Remember, real life has no contin-
  ues or extra lives. Well, you do have extra balls, but that's beside the
  point. After passing certain objectives in this mode, you unlock extras in
  the Single Mission mode, below.

  SINGLE MISSION is geared more towards just amassing a high score on a single
  table. Like Multi Mission, you'll begin with the two default tables. By
  defeating Thardus and Omega Pirate in Multi Mission, you'll add the Phendrana
  Drifts and Phazon Mines tables to this mode, respectively. By collecting 12
  Artifacts in Multi Mission and successfully opening the Artifact Temple, you
  can add that table to this mode, and finally, defeat Metroid Prime to earn
  the Impact Crater table here. There is no real advancement in this mode, as
  the only goal is to stay alive as long as possible and rack up points.

  WIRELESS PLAY uses the built-in wireless adapter to send a signal out to any
  other Nintendo DS' within a specified range. You can compete with up to 8
  other people off of a single MPP DS Card, and engage them in a frantic Multi-
  ball showdown that takes place in a surprisingly drab rendition of Magmoor
  Caverns. At least the menu music for Wireless Mode is spiffy (it's a remix of
  the Lower Norfair theme from Super Metroid - with the heavier percussion, it
  sounds more like the SM rendition than the MP1 remix). Alternatively, you can
  get some practice on this table by playing against yourself. The practice
  session, like the real multiplayer mode, ends when you reach 100,000 points.

  OPTIONS, obviously, is the default options for the game. However, there isn't
  a lot to choose from - you can trigger the DS' backlight on/off (why you
  would want to is beyond me), switch the Rumble Pak feature on or off (you
  can negate this entirely by just not inserting the included Rumble Pak into
  the GBA slot).

  A fifth mode, EXPERT MISSION, becomes available once you have completed the
  normal Multi-Mission mode at least once. Here the difficulty is significantly
  ramped up, you earn less points per objective, and enemies appear with much
  more frequency.

  To the best of my knowledge, the control scheme for the game cannot be 
  altered. It's not like the controls are that difficult to use anyway.


  POWER - Duh? Turns NDS off
  SELECT - No Function
  START - Pauses the Game

  X BUTTON - Missiles (in Combat Mode) - must acquire Missile first.
  A BUTTON - Right Flipper
  Y BUTTON - Power Bomb (in Morph Ball Mode) - must acquire PB first.
  B BUTTON - Bombs (in Morph Ball Mode)

  Unlike most DS games, this one makes almost no use of the touch screen func-
  ionality of the DS. However, you can "rock the table" by sliding either a
  finger (easier) or the stylus across the touch screen. This can greatly aid
  in helping keep your ball on the table when sometimes it seems like you're
  on a beeline straight for the gutter. Just nudge the table back and forth to
  do some short trajectory correction, and you'll be fine.



  ++ 2.1 - TABLE TYPES:
  There are two main types of tables in the game - Adventure Tables and Arena
  Tables. Adventure Tables are mostly just filled with chances to score mini-
  games and earn points, while Arena Tables feature less of that and more
  chances for enemies to appear so that they can harass you while a boss is
  busy rumbling around the area. The tables are classified below:

    Pirate Frigate - styled after the Frigate Orpheon
    Tallon Overworld - lush jungle area, with some mechanical parts
    Magmoor Caverns - lava cave (not really) environment

    Phendrana Drifts - resembles Quarantine Cave
    Phazon Mines - styled mostly after the Omega Quarters
    Artifact Temple - 2D representation of the Temple
    Impact Crater - self explanatory; sort of like the SubChambers

  See below, Section 3, for more in-depth information regarding the layouts
  of each table, specific minigames that appear in each, and other important

  ++ 2.2 - SCORING SYSTEM:
  Scoring is like any real or VG pinball game - you earn more points by running
  over various sections of the table, hitting bumpers in scoring regions, or
  triggering jackpots. As this is styled after Metroid, you also earn points
  by defeating enemies the game throws your way. The Jackpot is a continuously
  increasing scoring counter that you can get if you shoot the ball the correct
  way. Many items, though, are not scored or added to your point total until
  you lose a ball down the gutter. This is where the Bounty Bonus comes into
  The Bounty Bonus is based on the following criteria:
  - Total number of each enemy killed
  - Total number of Specials collected (20-50,000 per Special)
  - How many times you hit the Bounty Multiplier

  The good thing about this is that your score is counted for the entire game,
  not just the ball you were playing on, so your scores accumulate and become
  worth more the more you play. Skillful manipulation of the Wall Jump and the
  Reward Scanner is key so you can gain as many Extra Balls as possible to help
  in earning higher and higher scores.

  The game saves your high scores automatically after each game. If you place
  on the high scores list, you'll be asked to input your initials or other 
  three-letter moniker of your choice. The number of Artifacts you collected is
  displayed next to your point total, and if you've completed the game, a num-
  ber will appear over the Artifact symbol to denote how many times you managed
  to complete the game.

  ++ 2.3 - BOARD FEATURES:
  Every table is, of course, unique, but there are a number of features that
  most of the tables share in common. These include:

  1) THE MODE SAUCER: This usually is a hologram somewhere on the board that
     either depicts an enemy or an arrow. If an enemy, hitting it with the ball
     triggers the minigame mode for whichever enemy is highlighted (for exam-
     ple, hitting it while a Metroid is displayed triggers either Metroid Mania
     or Metroid Blast, depending on the status of the SAMUS indicator lights).
     When this hologram displays an arrow, rocket yourself into it to gain the
     ability to warp between tables - a crucial power in Multi Mission.

  2) S-A-M-U-S INDICATOR LIGHTS: While playing, knock your ball over the flash-
     ing blue ramps to trigger another letter to light up. Whenever all five
     letters are lit, roll over the Combat Saucer just above the gutter to 
     trigger a Blast session, where you get to pop out of Morph Ball mode and 
     take a crack at some enemies with your good old arm cannon.

  3) COMBAT SAUCER: As explained above, this activates once the SAMUS lights
     have been lit. When active, you have to defeat all the enemies that swarm
     the table. You can only be hit four times before reverting back to Morph
     Ball mode. Successfully complete this mode and (in most cases), you'll
     receive an Artifact as a reward.

  4) BOUNTY ROLLOVERS: These are located normally near the top of any given
     table, and consist of a few rollovers along bith a series of bumpers. Hit
     these to increase the potential Jackpot score, which can add a massive
     amount of points to your score.

  5) KICKBACKS: These little springs lie in the outer lanes and prevent your
     ball from being shot down into the gutter when they fall into these lanes.
     They activate at the start, but disappear when used once, and can be re-
     energized by using the Reward Scanner.

  6) FORCE FIELD: This helpful feature keeps you from losing the ball between
     the two lowest flippers. It disappears after a while, and can be reacti-
     vated using the Reward Scanner.

  7) REWARD SCANNER: This cute little device looks like a Spinner from Metroid
     Prime 1 and 2. While rolling around, enter one to start a roulette with
     multiple random prizes, including: Health Recharge (obvious), Big Points
     (adds anywhere between 30,000 and 50,000 points to your score), Phazon
     Multiball (MB mode with Phazon-powered balls), Combat Ready (activates the
     Combat Saucer), Extra Ball (extra life, basically), Force Field (engages
     the Force Field at the bottom near the gutter), Missile Recharge (refills
     your Missile stock), Power Bomb (gives you a Power Bomb to use), Bounty
     Multiplier (increases the Bounty Multiplier score for higher point ratio),
     and Kickback Ready (activates the outer-lane kickbacks).

  8) WALL JUMP: This is usually stashed away as a red light in one of the upper
     corners. Hit it once to activate the mechanism, then again to enter the
     Wall Jump mode, where you have to hit L and R as you carom off the walls
     trying to reach the Artifact/Special that lies at the top.

  9) BUMPERS & RAMPS: Bumpers are locates near the Bounty Multiplier and can
     really add to the overall Jackpot score. Hitting them more often can also
     serve to advance the hologram displayed in the Mode Saucer. Ramps are
     located all around the table and serve as point-gaining mechanisms. Shoot
     a ball up a ramp when a white arrow is flashing to start a combo. Other
     arrows and circles that may appear include: Blue Circle (turns on one of
     the SAMUS indicators), Green Circle (opens a multi-ball lock), Red Circle
     (readies the Wall Jump), Green Arrow (locks ball/starts multiball), Purple
     Arrow (readies the Kickbacks), Red Arrow (starts the Wall Jump minigame),
     Red & Blue Arrows (activates Phazon Multiball - Tallon Overworld only).

  Just like playing the original Metroid Prime, you need to collect twelve of
  the Artifacts in order to progress to the final levels. Unlike the original,
  however, the Artifacts are not in set locations - you earn them by completing
  in-game challenges such as mini-games and whatnot. Completing mini-game ob-
  jectives, such as Burrower Bash, Triclops Terror, etc, usually net you an
  Artifact. Reaching the Wall Jump area and successfully navigating the Wall
  Jump also gains you one on the first try (in Multi-Mission, subsequent Wall
  Jumps earn you Extra Balls; in Single Player, you earn Specials worth 50,000
  points). Defeating a boss also reveals an Artifact. Once you gain twelve,
  trigger a Destination Warp and you'll be able to reach the Artifact Temple

  ++ 2.5 - ENEMIES:
  There are many enemies that will appear during the course of the game. Most
  appear during minigames, but occasionally they'll just appear for the sake
  of cameo'ing or ramping up the difficulty, the latter if you're just cruising
  through the game. Below is a list of those that will make their appearances.
     Description: These tunneling creatures attack by charging at their prey.
     Appears in: Tallon Overworld

     Description: Tunneling creatures that attack their prey.
     Appears in: Tallon Overworld

     Description: Vicious, life-sucking parasites from which there is little
                  escape. Set bombs to get them off if you get snatched.
     Appears in: P. Frigate, Tallon Overworld, Magmoor Caverns, Impact Crater

     Description: A strain of parasitic creature, deadly in large numbers.
     Appears in: Pirate Frigate

     Description: Floating orbs that leave behind poison gas when destroyed.
     Appears in: Pirate Frigate  

     Description: These fast-moving creatures dive-bomb their targets while 
                  emitting a high-pitched shriek (hence, the name).
     Appears in: Pirate Frigate

     Description: Starfaring brigand of thieves that have a long history of
                  conflict with Samus Aran.
     Found in: Pirate Frigate, Phazon Mines

     Description: Creatures with powerful jaws that will (very cheaply, too) 
                  grab and dump you down the gutter. Set bombs to break free.
     Appears in: Tallon Overworld, Phendrana Drifts

     Description: Beelike creatures that attack you in swarms of two or three.
     Appears in: Tallon Overworld

  ++ 2.6 - BOSS BATTLES:
  Boss battles only occur on Arena Tables, and usually take a few seconds be-
  fore they actually begin. Generally, the objective is simply to rocket into
  the boss as much as possible while dodging attacks, other enemies, and table
  hazards to defeat the offending creature. Below is a list of the bosses and
  some hints for defeating them.

  THARDUS (boss of Phendrana Drifts)
  Thardus behaves much like his MP1 counterpart, except for the blizzard/storm
  bits and turning near invisible. He either summons rocks to chuck at you, or
  he rolls around. Grab the Power Bomb near him, and detonate it with the Y
  Button when he's standing still to take out a chunk of his life. The primary
  distraction in the area when dealing with Thardus are the Triclops he can

  OMEGA PIRATE (boss of Phazon Mines)
  Omega Pirate retains all of his moves from MP1, except for the Chameleon
  Manta (thank God). He'll create shockwaves that are near impossible to avoid,
  and he'll summon Space Pirates to get in your way. The Phazon Mines board 
  features a Missile upgrade, so it's in your best interest to trigger the
  SAMUS indicators during this fight so you can fire away at OP.

  META RIDLEY (boss of Artifact Temple)
  Meta Ridley isn't so much of a real boss fight as it is just dodging his
  bombing runs. Your goal is to hit the twelve Artifact posts before he can
  reset them. Do so successfully, and you reach the Impact Crater, and Meta
  Ridley is no more.

  METROID PRIME (boss of Impact Crater)
  Strategy and information forthcoming.

  ++ 2.7 - MINIGAMES:
     Unlocked in:

     Unlocked in:

     Unlocked in:

     Unlocked in:
  5) HURRY UP!
     Unlocked in:

     Unlocked in:

     Unlocked in:

     Unlocked in:
     Unlocked in:
      Unlocked in: Pirate Frigate
      Details: Samus unmorphs and has to attack a swarm of Shriekbats. Defeat
               them all to earn an Artifact.
      Unlocked in:
      Unlocked in:
      Unlocked in: Pirate Frigate, Tallon Overworld...
      Details: Rebound off the walls using the Left and Right Flipper buttons
               to reach the top of the room (either an Artifact or Extra Ball).

  ++ 2.8 - UNLOCKABLES:
  The game features unlockable tables you can earn for play in Single Mission
  Mode. Below is ...

  ++ 2.9 - ITEMS & POWER-UPS:



Verify Code:

For instance, my first one was 


The wireless play option uses a single DS Card of Metroid Prime Pinball to send
the game out to other players (up to a maximum of eight).

  The instructions, whether you're the host or client, are very simple to

  - Start MPP game
  - Select "Wireless Mission" from menu
  - Wait while MPP is downloaded to friends' DS'. Their names will appear in
    the roster. When finished, a ball next to their name will cease flashing.
  - Press START button to begin play.

  - Remove any DS Card from your DS
  - Select DS Download Play from your DS menu
  - Select MPP from the available downloads menu
  - Select "Yes" to download the software*
  - Wait until the Host DS starts play, then join in

  * Do note that the download is temporary cache only. It will be deleted
    as soon as your DS is turned off.

  Playing a Wireless Multiplayer game is different than the regular modes. The
  first player to reach 100,000 points wins, regardless. The basic goal is to
  shoot the Ramps, Targets, Rollovers, Spinners, and Saucers to earn as many
  points as you can in as fast a time as possible. There are a few things that
  are unique to the Magmoor Caverns board that others don't have:

  1) PROGRESS METER - a meter tracks yours and other players' progress towards
     the goal. Your position is orange; other players are blue. 
  2) RANKING - a small number (1st, 2nd, 3rd, etc...)


== 7. LEGAL:
This guide is the property of the author, and may not be reproduced, in part or
whole, without prior permission. A link and applicable credit must be given to
the author and Metroid HQ (http://metroid.retrofaction.com) if you wish to use
any information from this guide. All rights reserved, © 2003-2005 Metroid HQ. 
All associated characters and games are copyright to Nintendo.


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