Metroid Prime Pinball – Guide and Walkthrough
DS
Guide and Walkthrough by _tim_mmn_
Version: 1.0 | Updated: 11/01/2005
------------------------------------------------------------------------------- =============================================================================== == METROID PRIME PINBALL GUIDE (v0.8) ===================================== written by Tim | last updated on 11/01/05 >> timb0882@gmail.com :: http://metroid.retrofaction.com ---------------------------------- ================== // INTRODUCTION // ================== 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. ------------------------------------------------------------------------------- ==================== // SECTION INDEX // ==================== 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 7 . Legal ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ============================== == 1. GUIDE OVERVIEW/CONTROLS: ============================== 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. ========================== ++ 1.2 - DEFAULT CONTROLS: ========================== 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. R BUTTON/RIGHT D-PAD BUTTON - Right Flipper L BUTTON/LEFT D-PAD BUTTON - Left Flipper 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. GAME OVERVIEW: ==================== ===================== ++ 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: ADVENTURE TABLES ================ Pirate Frigate - styled after the Frigate Orpheon Tallon Overworld - lush jungle area, with some mechanical parts Magmoor Caverns - lava cave (not really) environment ARENA TABLES ============ 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 information. ======================== ++ 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 play. 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). ============================== ++ 2.4 - COLLECTING ARTIFACTS: ============================== 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 table. ================= ++ 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. 1) BEETLE ------ Description: These tunneling creatures attack by charging at their prey. Appears in: Tallon Overworld 2) BURROWER -------- Description: Tunneling creatures that attack their prey. Appears in: Tallon Overworld 3) METROID ------- 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 4) PARASITE -------- Description: A strain of parasitic creature, deadly in large numbers. Appears in: Pirate Frigate 5) PUFFER ------ Description: Floating orbs that leave behind poison gas when destroyed. Appears in: Pirate Frigate 6) SHRIEKBAT --------- Description: These fast-moving creatures dive-bomb their targets while emitting a high-pitched shriek (hence, the name). Appears in: Pirate Frigate 7) SPACE PIRATE ------------ Description: Starfaring brigand of thieves that have a long history of conflict with Samus Aran. Found in: Pirate Frigate, Phazon Mines 8) TRICLOPS -------- 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 9) WAR WASP -------- 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 summon. 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: =================== 1) BEETLE BLAST ------------ Unlocked in: Details: 2) BURROWER BASH ------------- Unlocked in: Details: 3) CLONE MULTIBALL --------------- Unlocked in: Details: 4) GUNSHIP MULTIBALL ----------------- Unlocked in: Details: 5) HURRY UP! ---------- Unlocked in: Details: 6) METROID MANIA ------------- Unlocked in: Details: 7) PARASITE PURGE -------------- Unlocked in: Details: 8) PHAZON FRENZY ------------- Unlocked in: Details: 9) PHAZON MULTIBALL ---------------- Unlocked in: Details: 10) SHRIEKBAT SHOOTOUT ------------------ Unlocked in: Pirate Frigate Details: Samus unmorphs and has to attack a swarm of Shriekbats. Defeat them all to earn an Artifact. 11) SPACE PIRATE PANIC ------------------ Unlocked in: Details: 12) TRICLOPS TERROR --------------- Unlocked in: Details: 13) WALL JUMP ---------- 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: =========================== ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- =============== == 3. GAMEPLAY: =============== Verify Code: For instance, my first one was JYRG SSBF MMPW ZTBB FCFJ TWMC GCRW WRXW ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ============================= == 4. WIRELESS DOWNLOAD PLAY: ============================= 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). ===================================== ++ 4.1 - SETUP/DOWNLOAD INSTRUCTIONS: ===================================== The instructions, whether you're the host or client, are very simple to follow: HOST DS ------- - 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. CLIENT DS --------- - 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. ==================================== ++ 4.2 - PLAYING A MULTIPLAYER GAME: ==================================== 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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