Friday, November 5, 2021

Games 294-295: Nintendo's Pinball

I'm not crazy about pinball, I haven't been crazy about the early Famicom games, so I'm not thrilled about this post's whale, Nintendo's first pinball game for the Famicom.

Wikipedia states that this was based on a Game & Watch handheld, which are now emulated in MAME, so I played that first.

Game 294: Game & Watch: Pinball

 

I'm honestly not sure how much I can say that isn't conveyed by the picture. Given that Game & Watch units are more like finite state machines than computers, the best pinball possible is one where all of the ball's possible positions and trajectories have been defined ahead of time and it just traverses this set of possibilities, making it more of an impression of pinball than a simulation of one. You've got two gameplay modes, the main difference being that in Game B, you get only one ball instead of three.

This pinball handheld isn't an altogether terrible time-waster, and as far as impressions of pinball go, it's alright. One issue I've had is that it seems impossible to truly launch the ball when it rolls down the lower ramps - every single time, the flipper either flips too early and clumsily lobs the ball, or flips too late and shoots it at a useless low-angle trajectory (if at all).

GAB rating: Average.

 

Game 295: Pinball

The three screens of Nintendo's Pinball

Apart from the dual-level, dual-screen format, Pinball on NES doesn't resemble the Game & Watch layout all that closely. It's got the same basic elements, but on different parts of the table, and overall has a lot more going on in it, which to me is a good thing. A third "bonus stage" accessible by hitting drop targets and shooting into a hole offers a frustrating Breakout-like challenge where clearing targets gives you the chance to rescue a "lady."

Controls are a bit unusual, with the left flipper engaged by pressing any direction on the d-pad, and the right by pressing A or B. I'd have preferred A+B for both flippers, but Nintendo's setup works well enough for a gamepad. It might be confusing on a keyboard. Pinball physics aren't convincing at all, but they work well enough for a casual experience. Just don't expect finesse to do much more than keep the ball in play - you can't even nudge the table.

I played until I was able to rescue the lady in "B" mode, which runs faster. During the same game, I attained 100,000 points, at which point the flippers turned invisible. I didn't last long after that.

 

Some gameplay notes -

  • On the bottom screen, uncovering all five cards reveals a royal flush, scoring 5,000 points and raising the drain blocker.
  • Touching an egg hatches it. Touching the chick removes it, and passing by the empty space brings the egg back. Hatching all three chicks at once raises stoppers in the side lanes.
  • Hitting all of the numbered targets on the left scores a 1,000 point bonus and opens a gate back into the shooter lane.
  • On the top screen, shooting the ball through the 500 point lane causes slots - initially represented by the penguins - to start spinning.
  • Hitting the target above the slots stops them, and may grant a bonus for certain combinations.
    • 3 3 3 - 3,330 point bonus and the drain blocker is raised for six seconds.
    • 7 7 7 - 7,770 point bonus and the drain blocker is raised for fourteen seconds.
    • 🐧 🐧 🐧 - drain blocker is raised, and doubles your points scored while it is raised.
  • Hitting all of the targets to the left of the slots scores 1,000 points.
  • Hitting all of the lights on the upper-left lane scores 2,000 points.
  • The target on the upper-left increases in value by 100 points each time it is hit, up to a maximum of 1,000. Shooting the ball through the upper-left lane resets the value to 100.
  • Hitting the hole on the bottom screen enters the bonus stage, where passing the ball over a numbered lamp changes the color. Setting one entire column to the same color drops the lady and scores 10,000 points if you catch her and bring her to the exit, but costs you a ball if you fail.

 

GAB rating: Above Average. Pinball does what it's trying to do and does it competently enough, but its kind of generic-feeling table and loose physics isn't enough to overcome my dislike of pinball. It's still my second-favorite pinball game covered so far, surpassed by Night Mission Pinball, which offers more satisfying and more convincing physics and a well-realized theme. It will likely be a long time before I cover a pinball game again.


Next on the whaling log is Nintendo's Wild Gunman, a remake of one of their earliest (and lost) arcade games, but we're going to put that one off in favor of Ballblazer, the first video game by LucasFilm. Reason being, this is a light gun game, and I ordered some LCD-compatible light guns, but I'm still waiting for them to arrive. Depending on how long, we may just do all of the Nintendo's 1984 light gun games in one post.

Ports of Entry: Nintendo R&D1

This only lists games developed by Nintendo's R&D1 development team and those predating it. Other Ports of Entry posts will cover Nintendo's other teams.

Unknown lead platform:

 

Dr. Mario

First released for NES and Gameboy on 7/27/1990.

Released for VS. arcade system in 1990.

Released for Playchoice-10 arcade system in 1991.


There's not much information to suggest a lead platform, and it's quite possible that there isn't one, the game concept being simple enough to be implemented independently by separate teams. The NES version is the basis of both arcade versions, though this is to be expected as they both use Famicom-based hardware.

It does seem a bit more probable that Dr. Mario's color-matching gameplay was born out of the NES than the 4-tone Gameboy, but this is speculation.


Tetris 2

First released for NES on 9/21/1993.

Released for Gameboy on December 1993.

Ported to SNES on 7/08/1994.

 

Select chronology: 

 

Arcade era:


Title Date Contemporary ports
Laser Clay Shooting System 1973
Wild Gunman 1974
EVR Race 1975
Space Fever 1979
Sheriff 1979
Radar Scope 1980
Donkey Kong 1981 1982 ports to Atari VCS, ColecoVision, and Intellivision by Coleco
Donkey Kong Junior 1982 1983 ports to various consoles
Popeye 1982 1983 ports to Atari 8-bit computers and various consoles
Mario Bros. 1983-3 1983 ports to Atari 2600 and NES
Donkey Kong 3 1983 1984 port to NES
 

Famicom era:


Title Date Contemporary ports
Baseball 12/7/1983 1984 port to VS. arcade system
Tennis 1/14/1984 1984 port to VS. arcade system
Pinball 2/2/1984 1984 port to VS. arcade system
Wild Gunman 2/18/1984
Duck Hunt 4/21/1984 1985 port to VS. arcade system
Golf 5/1/1984 1984 port to VS. arcade system
Hogan's Alley 6/12/1984 1984 port to VS. arcade system
Urban Champion 11/14/1984 1984 port to VS. arcade system
Clu Clu Land 11/22/1984 1984 port to VS. arcade system
Excitebike 11/30/1984 1984 port to VS. arcade system
Balloon Fight 1/22/1985 1985 ports to PC-88 and Sharp X1 by Hudson Soft
Ice Climber 2/4/1985 1985 ports to VS. arcade system, PC-88, and Sharp X1
Wrecking Crew 6/18/1985 1985 port to VS. arcade system
Metroid 8/6/1986 1987 port to PlayChoice-10 arcade system
Kid Icarus 12/19/1986
 

4th gen:


Title Lead platform Date Contemporary ports
Alleyway Game Boy 4/21/1989
Super Mario Land Game Boy 4/21/1989
Tetris Game Boy 6/14/1989
Tetris NES 1989-11 Mobygames lists as a distinct game from the GB version
Dr. Mario ??? 7/27/1990 Simultaneous released for NES and Gameboy
1990 port to VS. arcade system
Metroid II: Return of Samus Game Boy 1991-11
Mario Paint SNES 7/14/1992
Super Mario Land 2: 6 Golden Coins Game Boy 10/21/1992
Tetris 2 ??? 1993 Same-quarter releases on Game Boy and NES
1994 port to SNES
Wario Land: Super Mario Land 3 Game Boy 1/21/1994
Super Metroid SNES 3/19/1994
Wario Land II Game Boy 1998-3 1998 revision with Game Boy Color support
 

Gameboy Advance era:

 
Title Date
Wario Land 4 8/21/2001
Metroid Fusion 11/18/2002
WarioWare, Inc.: Mega Microgame$! 3/21/2003
Metroid: Zero Mission 2/9/2004

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