Monthly Archives: February 2021

Counting Steps: Pokemon Go!

General info:

Official websiteWikipedia entry

  • Developed by: Niantic
  • Published by: Nintendo, Pokémon Company
  • Original release date: July 6th, 2016
  • Platforms: Android, iOS
  • Written in Unity

I was late to the game with Pokemon. My generation was in elementary school at the height of the Pokemon craze. From what I hear, it was a grand ole time. Due to some satanic-panic logic (that remains unclear to me) Pokemon was forbidden in my house, growing up.

In fact, that was the reason behind most prohibited activities of my childhood. No Casper. No Power Rangers. No Pokemon. All of that exclusion kept me away from the cool kids’ table. Nobody deserves to be bullied, but looking back, I wasn’t any of the things you usually see in kids that get picked on. Not being an obvious target wound up hurting me in the long run. “How could you get picked on? You’re the biggest kid in class!” I was. Eventually, I had to figure out how to get with it or get left in the dust. 

Not only was it banned at home, most of the disciplinary action I witnessed in grade school revolved around punishing kids for bringing Pokemon cards to school. That prohibition was my “in.” After confiscating a large quantity of Pokemon cards, teachers carelessly tossed the collection in one pile onto the floor. 

Predictably, there were dogpiles. Whatever lay on the floor was up for grabs. I was left out of the conversation, but I certainly overheard them. What 9 years old could resist the opportunity to brag about their 1st edition Charizard? Or their holographic Pikachu? The kids making fun of me gave away exactly which cards I should steal from them. With everyone’s eyes on the prize, nobody noticed the only kid in class who couldn’t play Pokemon joining the ambush. On a few occasions, I’d crawl out with quite the score. 

My brothers obtained their own collections over time. Only, they would get caught. Every time one brother was busted, I’d overhear my parents threaten to search every bag in the house. While they sniffed for clues, I’d ditch my cards among the discarded contraband in the kitchen garbage to save my skin. In the end, every heist proved fruitless. My name’s Eric Fellner, and I stole my friend’s and classmates’ cherished Pokemon cards so I could throw them in the trash.

July 2016. Imagine my surprise the day Pokemon Go comes out, and my mom has it downloaded on her phone. After all that effort! After years of enforcement! 

Possibly the allure of augmented reality swayed my mother’s feelings on the matter? Maybe she admitted to herself the ban never had any rationale to start with? Whatever occurred, Pokemon Go was my first game in the series at the age of 23. 

It was a good summer to start! I had returned from a month-long stay in Brooklyn, which was honestly the time of my life. I had booked my first show for my return to North Carolina. A month of walking around the city got me into great shape. To my knowledge, the relationship I was in was going well. July 2016 was starting off as the peak of my “Jordan-year.”

Additionally, the whole world seemed united in (at least novel) interest in this game. And I could finally buy-in! My co-workers at Starbucks would dip into the parking lot catching Pokemon while they took drive-through orders. All hours of the night, pods of kids and adults alike crowded what was suddenly considered “landmarks.” In search of resources. Battling over gyms. Trying to “catch ‘em all.” You’re familiar with the game.

Counting on!

Personally, I loved using the game as a pedometer! It kept me in great shape. Endlessly running through the neighborhood and shopping centers felt as true to the core gameplay loop of Pokemon as you can get. Only, there was slightly less animal violence.

Then, July came to a close. One night, I stopped in late to see my grandfather who lived in town, Popop. We had open plans to visit a 24-hour bakery in Charlotte called Amelie’s. Unfortunately, he passed in his sleep sometime before I arrived. 

Between that night and the funeral, the girl I had been seeing ended things over text. The next week, I played that show I had booked while I was in New York. Due to similar circumstances in the other bandmates’ lives, the band immediately disbanded. 

After a month of riding high, things crashed spectacularly. My enthusiasm for Pokemon Go died amid the chaos and depression of the time. I didn’t feel like running. I didn’t want to see people out, people together. It’s no exaggeration that week in August took years to recover from. Not just emotionally. Regaining the sense of momentum I felt that summer took time. Pokemon Go forever resides in my memory as the pop-culture phenomenon that coincides with that period of my life.

February 2020. After a couple rough years, I was quitting the worst job of my life (thanks for nothing, Target) to teach guitar full-time. Playing music, for a living. Then, wouldn’t you know it? COVID-19 struck! 

Boy did it. And the job I just went all-in on was at high risk of being yanked from under me. Reflecting now, I wonder if the sink or swim of the moment shocked me into a state of flow. One day, my boss and I devised a plan to transition the entire studio to a remote format. The next day, the admin team and teachers were executing that plan. We were infinitely fortunate. We never missed a single day of lessons.

My girlfriend lived two hours away in Raleigh, and we decided to lock down together while I could work remotely. Despite having some work, I still had a considerable amount of free time. We were 5 miles from Moore Park, the center of downtown Raleigh, with everything in the city closed. As that normal set in, I found myself running across Raleigh playing Pokemon Go. Me and my Snorlax, Popop.

Normal is hopefully starting to shift yet again, and I continue to log (slightly fewer) kilometers in Pokemon Go. I’m no longer interested in Pokemon to get along with classmates, and if tragedy strikes, I’m a little better prepared. Pokemon Go is more of a glorified pedometer more than augmented reality, but my fondness for it still runs deep.

This piece is part of a larger collaboration, Pokemon: Creator’s Catch. Click here to check out all the work by other great writers and artists!

Review: Pokémon Sword & Shield (Switch) ~ Want Some Tea And Battling Biscuits?

Pokémon_Sword_and_Shield

Official websiteWikipedia entry

Before I introduce the game, I want to mention that this article is a part of a collaboration with other content creators for the celebration of the Pokémon series, Creator’s Catch. If you want to read more Pokémon content on this 25th anniversary of the original Pokémon games in Japan, there a hub article with more information. In any case, one of my pieces for this collaboration is a review on the latest main series Pokémon games called Pokémon Sword and Shield which released in late 2019 and got two expansion packs in 2020. Now, should you play this game or leave this game at the wayside? Was the “Dexit” controversy right, when not all the Pokémon were going to be included, to boycott the game or shouldn’t they worry? Let’s find out in my review of Pokémon Sword and Shield. I have played the Shield version and most of the DLC for this review. So, what is your opinion on the game and/or the content of this article, let me know in the comment section down below!

Want some tea?

In-Game-Screenshot-2

This game takes place in the Galar region. This region is based on a place that’s extremely close to me. I just have to cross the pond for it. Our above neighbors Great Britain were the inspiration for this game. In terms of story, the structure of the game is extremely similar to the original games. There is less focus on a more unique attempt at gyms like in Pokémon Sun & Moon.

So, you start out in your home town, picking one of three starter Pokémon to set out on a journey to discover the secrets and the evil lurking over the region by going to each and every gym and trying to defeat the Pokémon league.

I’m going to be blunt and honest here. While the story has some fun and quirky characters, it’s way to stripped down of anything that gives some tension to it. There isn’t even an “evil team” in this game. The motivations of the antagonist are weak at best. The biggest flaw is that the story lacked depth.

I finished these games last year and to remind myself what happened in the story, I had to take out my strategy guide and skim through it to get the gist of it. Now, there are a few moments that stood out during the story but these moments were far and few between.

It’s a shame really, since the writing and potential for a better story are in the game. I’m not going to argue that the previous Pokémon games always had a very in-depth story but I’m going to argue that the story was more engaging and gave a better atmosphere to the game. For example, Pokémon Ruby and Sapphire tell a story about the climate in terms of the balance of land and water. Pokémon Black and White told a story about the moral of capturing creatures to help in work. Pokémon Sun and Moon told a story about how power can go and make you mad.

I can’t tell you what the moral or message of the Pokémon Sword and Shield games are. In a matter of fact, the actual climax and buildup is so see through that I’m quite sure that even a young child is going to see the twist at the end coming from a mile away. The DLC thankfully takes a step in the right direction, they feel a bit more fleshed out and still have a story to tell instead of something quite generic that the main story is telling.

I think I could ramble on and on about the story, but I think I should focus on review this game and talk about other elements as well, so let’s take a further look into this Pokémon game and let’s see why the fans of the Pokémon franchise are so divided on this game.

Some biscuits, please!

In-Game-Screenshot-18

Even when a game doesn’t have an enjoyable story, the game can still be quite fun. Now, let me first tackle the “Dexit” controversy. There was a group of Pokémon fans who were quite angry when it was announced that not all Pokémon would make it over into the Pokémon Sword and Shield games. I can totally understand from where these people are coming from but I can totally understand the viewpoint of the developers.

It’s a bummer for the fans that they might be unable to catch their favorite Pokémon or carry their Pokémon over from older games. I can totally understand the fear that it’s now possible that Pokémon are going to be locked behind a DLC-paywall. I would totally agree with that fear if the developers implemented a pay per Pokémon scheme, but thankfully enough, they didn’t. Thankfully in the DLC we got 200 Pokémon that were returning to the game for a reasonable price.

Now, what do I personally think about the whole Dexit controversy? Well, to be honest, I don’t mind the fact that not every Pokémon is in the game. And I’m going to explain myself. I think it would have been a huge workload to make close to 900 new models and make them work in the new game. In addition to that, I think it’s a great way to force players to experiment with the new Pokémon. Since why should you catch or try out the new Pokémon if you are able to catch all the ones you know?

Just thinking about the workload that adding 900 Pokémon in one game is going to bring is making my head spin. Not only you need to make sure that there is the right balancing, but you also need to make sure that every Pokémon has it’s use and reason for existing. And let’s not forget the fact that you need to animate them in a large dynamax form as well. Also, just imagine that you had an extremely low chance to catch a certain Pokémon just because there are too many in one route.

It would bloat the game beyond belief. I think that it’s quite possible that when the next generation comes out, we are going to have close to 1000 Pokémon. So, you could start to argue that maybe we shouldn’t have new Pokémon in the next generation but discovering the new Pokémon is just half the fun of a Pokémon game isn’t it.

Anyways, I think it’s time to focus on Pokémon Sword and Shield’s gameplay isn’t it? So, how does this game play? Well, in terms of gameplay, nothing really changed. If you have played Pokémon games in the past, you know what to expect in this game. You train your Pokémon during Pokémon battles in routes and cities and try to defeat 8 gyms that specialize in a type to gain 8 badges to defeat the 5 strongest trainers in the region. Meanwhile you discover the truth behind the legend of that region’s legendary Pokémon(s).

For some veterans, the formula is getting a bit stale. I still enjoyed going through the whole game but I’m a bit disappointed that they are returning to the old school gym design. The trail challenges in the previous Sun and Moon games were such an amazing breath of fresh air. In this game, it’s a strange mixture between the old school gym design an a sort of challenge based design. It’s a step in the right direction to make gyms more fun but something that did surprise me is the fact that there are differences in the gym depending on the version you are playing. Finally, there are more differences between the versions then just the Pokémon you can catch. For example, in Circhester, you fight Gordie who uses rock Pokémon for the 6th badge if you play the Sword version. But in the Shield version, you fight Gordie’s mother Melony and she uses ice Pokémon to challenge you. Sadly enough, this happens for one other gym. I would love to see more in the future. More differences between the versions instead of just the Pokémon you can catch and/or some minor visual/text differences.

There are two unique mechanics in this game. The first is dynamaxing. With this mechanic, you can dynamax your Pokémon in certain criteria. You can use this mechanic during special battles basically. When you dynamax your Pokémon, they grow quite large and they can use extremely strong attacks. I could explain it in detail, but if you want to know more, Bulbapedia has an amazing in-depth article on it. This mechanic really puts an interesting twist on battling but I feel that this doesn’t scream Pokémon to me. It feels like just a spin on Mega Evolution which is basically Dynamax Lite now.

The second unique mechanic are the wild areas. These areas are basically quite open routes where you can do just a little bit more than just battle trainers, battle wild Pokémon and go from one place to the next. If all the routes were more as open and as large to the wild area, then I would applaud the developers. Now, the wild area feels painfully underdeveloped. You can camp and cook in these areas but that is just a small distraction at best. The things you can do while camping feel extremely limited and the cooking mini game is enjoyable but I rarely came back to it.

In the cooking mini game, you have to combine berries and a core ingredient to create all sorts of curry. You can find these ingredients in the wild area. These curries can give a boost to the friendship you have with the Pokémon and other very minor boosts. One of these boots can be to experience gain.

There is a multiplayer aspect to camping and cooking but to be honest, I haven’t used it nor have I experimented with it that much so I’m not going to comment on it. Feel free to talk about it in the comments since I would love to know if it’s fun or not.

Something I feel rather mixed about is the fact you can easily access the boxes anywhere in the world. So, that means you can easily swap your team members on the fly. Thankfully, they don’t fully heal if you switch them in and out of the box during your adventure, since that would have broken the difficulty of this game even more.

This brings me to the point of the difficulty of Pokémon Sword and Shield. Balancing a game just right is something quite tricky to do. I have written a lengthy article about it in 2019. Now, I’m sad to say that this game doesn’t deliver in that department. You have to go out of your way to make the game more challenging. There are various video’s and articles floating around on the internet to give you tips and tricks to make the game more difficult. I’m just going to give some examples: TheGamer and NintendoLife.

The aftertaste

In-Game-Screenshot-27

Now, it might seem that I’m ripping this game apart. Complaining about the story, the unique mechanics and the difficulty of the games. I think I’m going to run ahead of the conclusion of this article but I feel that Pokémon Sword and Shield could have been so much better, miles better in fact. The potential is there in the game.

The game controls amazingly well. It’s the first mainline Pokémon game on a console and it made the transformation quite well. While I got some minor slowdowns during some intense senses and during some battles after selecting a move, they weren’t too bad and the framerate got stable again quite fast.

Something I really liked in this game is the soundtrack and the audio design. Some tracks in this soundtrack like the battle theme of Bede or the battle theme of Marnie are absolute bobs. I also listen to the soundtrack from this game from time to time while at work and while writing articles. I enjoy it just that much. The sound effects add to the atmosphere of the game as well. For example, you feel that moves having the impact it should have to draw you in into the world of this game.

I can totally understand that some people are somewhat disappointed with the visual presentation of this game. Especially since some attacks have a 2D animation while some attacks have a grand 3D animation. To be honest, I didn’t mind it that much. I rather have a generic animation that can be used for every Pokémon that can learn or execute that move instead of the developers having to create a separate animation for each and every Pokémon that can learn the move.

This game is quite colorful and detailed. The visual presentation of a steampunk Great Britain is rather well executed and well done in my opinion. I really like the fact that battles with gym leaders are in a grand stadium, it’s something I always imagined as a kid. Then again, I wonder every gym battle can draw those huge crowds if this region where real. But that’s nitpicking beyond belief.

In terms of visuals, I have been comparing character models of Pokémon from Sun & Moon and Sword & Shield. I have to say that it’s a huge improvement and they look a lot better with better lighting and details in Sword & Shield. Now, you can clearly notice during the game that the developers hit the limits of the 3DS in Sun & Moon, so we should only get better models in the future. It’s also amazing to see that you can see the first Pokémon in your party to follow you in the overworld.

HM moves are a thing of the past in this game. This is something I really feel mixed about. It’s something that could be used to gate players from progressing too fast in the game in more unique ways instead of just blocking the road with various people. It also created more interesting puzzles by sliding blocks or having to dive under water. It’s something I’m going to miss to be quite honest yet I totally understand why it has been done. This way you don’t have to have a Pokémon in your party that’s simply your HM slave and make the world more open to exploration.

A huge positive in this game is the fact that they finally fixed the random battle system. You can finally see all the wild Pokémon in the overworld and avoid them if needed to catch a certain one. In addition to that, you can see which moves are effective against the Pokémon you are battling if you have fought the Pokémon before. If only there was an option to turn it off for more veteran players, that would be awesome. Like an option to disable the always on experience share or turn it in another mode would have been great as well.

This game also has a few online modes like raids and versus battles. But I’m not that big of an online gamer so I’m going to comment on those very much because I haven’t experienced them enough to talk about them. Now, you can do raid battles solo and those are fine but you feel that these are more enjoyable when you do them with friends or strangers online.

Something I’m totally forgetting to talk about is the fact that there is a way you can ease of the griding of your Pokémon! Since you can send them on jobs. In the Pokémon Centers you have a machine where you can play the Pokémon Lottery but more important, send your Pokémon on certain jobs. The better they preform on a better, the more experience and rarer items they will bring back. You can also choose for how long you will have to miss your Pokémon. It’s a sort of free daycare system.

That brings me to how content is somewhat locked in this game. The further you get in the game, the more items unlock. So, even if you were to cheat and go out of bounds towards another city’s Pokémon Center to go to the market, you won’t be able to buy more powerful items. It’s the same with collecting the League cards, which is just an immersion mechanic in the game.

Something new in this game is that there is an autosave feature. So, the days of manually saving are over. Surprisingly enough, there is an option to enable to disable the autosave feature. Now, I have mostly played this game without the autosave feature since I felt that my game ran a smidge better with it off.

The last things I want to talk about is the postgame and the DLC’s. Let’s start with the postgame. There is a minor silly additional story you get after becoming the champion. I’m sorry but I can’t take the characters in this story chapter seriously, I find it a bit ridiculous and silly. Apart from that, you can learn unique moves and do various other things. A nice list has been created by gamewith.net. Personally, I find the post-game content rather enjoyable apart from the silly story of course.

So, the DLC. I honestly have to say that it’s totally worth a purchase. The base game provides around 30 to 40-ish hours of content if you want to play the main story and the extra’s. If you add the two DLC’s on top of that, it’s another 10 to 20 hours on top of that. If you want to fully complete the game, you are looking at an adventure that takes close to 130 hours to complete.

The DLC is also amazing postgame content. It adds unique mechanics and is a step in the right direction when it comes to game difficulty. So, if you enjoyed the base game, I think that the additional 30€ is worth it for both DLC’s. They might be a tad bit on the expensive side but they add more then enough content to justify the price in my opinion.

To avoid spoilers, I’m not going to talk too in-depth about them, but one DLC is a whole new island to explore with a fun quest to find all the Digletts and to train a Pokémon to fight in one of two towers to choose between which legendary Pokémon you want in addition to the biggest wild area in the game. The other DLC gives a whole new boss rush rouge like mini game for legendary hunting and another new wild area.

And with that said, I think it’s high time for my conclusion. Since this review is getting rather lengthy isn’t it?

Conclusion

The bad:

-Rather underwhelming story.

-The game is too easy.

-Some parts of the game feel underdeveloped and underused.
The good:

+ Amazing visual design.

+ Interesting new spins on the gym battles.

+ Amazing soundtrack.

+ …
Final thoughts:

After I had beaten the main game and played parts of the DLC, I started a review of this game multiple times and scrapped it each and every time. This game has so many underdeveloped good and fun elements it hurts to see them dragged down by the two biggest downfalls of this game and that’s the weak story and the game being too easy for it’s own good.

I still enjoyed my time with the game but sometimes I felt that these games are becoming a shadow of their former selves. I honestly think that if the story had more depth and there were difficulty options, this game wouldn’t have divided the fanbase so much. Of course, you have the whole Dexit controversy thing, but as I explained before, I don’t find it too big of a disaster.

The game is still a blast to play with an amazing soundtrack, new and fun mechanics like the wild area’s and a lot of accessibility features like seeing the effectiveness of moves. Also, we are finally seeing more differences between both versions that just simply the Pokémon you can catch in the wild.

This generation took a few steps back and a few steps forward and I’m quite curious to see what we are going to get in the future. What games are we going to get in this anniversary year of Pokémon? Since I would love to see the franchise continue and thrive since this game proves that the formula can still be quite a lot of fun if it’s handled well.

So, should you pick up this game? I would recommend it but I would warn players that they shouldn’t expect an expansive story and a lot of challenge expect they create their own challenge. But, it’s still a great and enjoyable Pokémon game where you can sink a lot of hours into.

And that’s everything I wanted to say about this game. Thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care!

Score: 70/100

Remember, this article is part of a huge collab of content creators to celebrate the 25th anniversary of Pokémon in Japan. Want to read more articles and content? Click here to go to the hub article where we all take a look at the main line Pokémon games and various spin-offs.

Gaming Nostalgia: the Pokémon Mystery Dungeon series

downloads

I’m so happy that I was able to claim the whole Pokémon Mystery Dungeon series for this amazing Pokémon collaboration. Together with several other content creators, I took a retrospective look back at the Pokémon franchise in this hub article. If you arrived from the hub article to this article about the Pokémon Mystery Dungeon series, welcome! In this article, I’m going to talk about my memories with these games and look back at this spin off series and maybe try and discover why Game Freak made so many sequels of this game. I want to give an important side note, this article isn’t going to cover all the Mystery Dungeon games. It’s only going to cover the games that I have played. Basically, it’s a personal retrospective. So, before we really start, feel free to leave a comment down below with your opinions, thoughts and memories of these games and/or the content of this article.

2005 – Pokémon Mystery Dungeon: Blue Rescue Team & Red Rescue Team (Gameboy Advance and Nintendo DS)

Pokémon_Mystery_Dungeon_-_Blue_Rescue_Team_Coverart

If you read my blog in the past, you might know that I started blogging in 2010. That was a blog in my native language Dutch. It was more of a personal blog that now transformed into this English blog. 

On there, I took a look at these games but since that blog is archived, that article is archived as well. Yet, don’t worry friends. I have added it to my endless list of games I still have to write about on this blog. 

Now, how did I learn about this game? Well, I love to tell this story. Back in the day, I went each and every summer to the sea side on holiday together with my family. Before we left, my aunt took me to our local video game store to rent some games for the trip and the holiday. It was still a while before I got my own Nintendo DS but when I noticed that there was a new Pokémon game for the Gameboy Advance and the Nintendo DS, I didn’t hesitate and rented out Pokémon Mystery Dungeon Red Rescue Team. 

I was so happy to play a new Pokémon game since I had almost beaten Pokémon Ruby. That year was also the first year I slept in my own room and not together in the room with the bunkbeds where my aunts and sister slept. 

Just to give you an idea how much that game impacted me, the memories of that year’s trip have heavy ties to that game. When I was replaying this game for a bit to better write this article, the memories came flooding back quite hard. The various sand castles I had built and the activities I did with my friends in the holiday park. 

Sadly enough, I had to say goodbye to the cartridge since renting isn’t for ever. I didn’t enjoy returning the game after the trip since I got quite close to beat the game. I can’t remember exactly what happened next but when I got my Nintendo DS a while later from that same lovely aunt, I had gotten my hands on the DS version of the game. You can be sure that I played quite happily through that game. 

In past articles, I talked about how the “Farewell” music having a big impact on me. I’m actually listening to that track while I’m writing this section. This track does something with me. It brings back memories of those trips to the sea side which are memories I never want to say goodbye to. Glorious memories with various friends and family that shaped me as a person and made me look forward to those trips. 

I also remember quite well that the ending of this game was one of the first times I truly cried. I don’t want to spoil the ending, but for the people who have played this game know what I’m talking about. How the writing and music comes together extremely nicely after your long and big adventure with an amazing way to tell the generic message about the strength and importance of friendship. It might sound quite cheesy but I love how beautiful this story comes together. I played a game with an amazing message about friendship while I forged new friendships and enjoyed them without any regrets. 

2007 – Pokémon Mystery Dungeon – Explorers of Time / Darkness + 2009 – Pokémon Mystery Dungeon: Explorers of the Sky (Nintendo DS)

Pokemon-mystery-dungeon-explorers-of-timeReview of this game

To tell this story, I want to take you back to summer of 2007. In that summer, I learn about this game existing through a magazine. Seeing that the Mystery Dungeon game got a sequel, I was extremely hyped and I started to save up money. 

But then, The Legend Of Zelda – Phantom Hourglass happens. Besides being a big Pokémon fan, I’m also an extremely big Zelda fan. So, I started to play Phantom Hourglass. By the time I have finished the Zelda game, I got myself Pokémon Pearl

Fast forward a bit to Christmas of that same year. It was time to put together a Secret Santa list. While I was browsing the website of my local game store, I noticed that I had almost forgotten about Pokémon Mystery Dungeon. So, I placed the game on my list. And I think you know what happened. I got this game for Christmas. 

That evening, I was a bit of an anti-social person. I was so extremely hyped for this game and because I finally got my hands on it, I started to play this game right away. I can’t remember why I hadn’t bought this game earlier but hey, we don’t remember every single thing.  

It has been almost 15 years since I played this game but I still remember various moments that happened in this game. The atmosphere, writing, music, pacing and various other elements of this game are just engraved in my memories. When an expanded version of this game got released two years later called “Pokémon Mystery Dungeon: Explorers of the Sky”, I wanted to have that game as well. 

Now, I had to admit that it took me quite a while before I got that expanded version. In a matter of fact, there is a small story behind that as well. I remember that I bought a copy of “Explorers of the Sky” online from a website I have bought various games from before. When the game arrived, it arrived in a shiny box but there was something wrong. There was a copy of “Explorers of Time” inside of the case. So, I was able to return it and they sent me a whole new copy. Thankfully, with the correct game this time. I remember that it felt quite sketchy to send a whole game through the post instead of sending it as a package. 

Oh well, I’m glad that I have the expanded version in my collection now. For some strange reason, I haven’t played that expanded version. I think it’s because I don’t want to destroy or ruin my nostalgic feelings with game since these Mystery Dungeon games have so much nostalgic meaning to me. But, I think that it’s time to play the expanded version since the memories of writing this article and working on the collab are memories I don’t want to forget either. Let’s go and celebrate the Pokémon franchise. 

2013 – Pokémon Mystery Dungeon: Gates to Infinity (Nintendo 3DS)

PMGTIReview of the game

So, in late 2012 I decided to delete my personal Dutch blog and in the middle of 2013, I decided to completely rebrand myself and my blog in English. When I look back to my earlier work on this blog, I see the growth I have made.

This game was also the first game that inspired me to look more critical to the games I’m playing. To start analyzing why certain mechanics work and why certain mechanics don’t work. It inspired me to write my first ever rant on this blog. If I would have written this article today, I think it would be a bit better structured, but hey. Hindsight is 2021. 

In August of 2013, I decided that I wanted to write a review on this game. I remember opening the editor on that day and opening my notes. And then I started writing the article. Usually, my articles where around 1k-words long in that time. Expect, for this game I kept writing and adding to the article. And I kept writing and writing. Before I knew it, the review was over double of the length of my usual articles. 

That review is what inspired my current style of writing. Trying to find all the things that a game does right and explaining what a game does wrong and how it could have been improved. I know full well that a writing style is something that grows and changes over the years, but the initial spark to write better articles was with that review. 

So yeah, thank you Gates to Infinity to help me improve my writing skills and to help me build a blog that I’m quite proud off. Of course, the game itself is something that I quite enjoyed a lot as well. While it has some rough edges, but I still found it an enjoyable game. Critics really didn’t like this game and most of them tore it apart. 

But, I enjoyed building the paradise to it’s full glory and the story of this game. Now, if you want to know more about my opinion on this game, I highly recommend that you read the review since I still agree with everything I said. 

2015 – Pokémon: Super Mystery Dungeon (Nintendo 3DS)

250px-Super_Mystery_Dungeon_EN_boxartFirst Impression of this game

So, in 2015 we got what we thought was the final game in the Mystery Dungeon series called Pokémon Super Mystery Dungeon. The final climax of the series that would end off this enjoyable dungeon crawler with a bang. 

Now, I have to admit that I was afraid that this game was going to be mediocre. Thankfully, I have been proven wrong. This game is one strong entry in the Mystery Dungeon series. The reviews from the critics where more favorable compared to the previous entry.  

Now, you might have noticed that I haven’t written a review for this game yet. That’s because not only did I got distracted by various other games… I have to admit that I sort of rage quitted the game at one point near the end where I was unable to beat a certain dungeon since I barely had enough items. 

Now, when I was putting this collab together, I started to play this game again from my save file and I got through that part. So, I’m now almost finished with the game and I can’t wait to finally beat it and write a review about it. Since I want to share my thoughts on this game after beating the game. 

Man, playing this game was always so bittersweet. Since I knew it was the final game in the spin-off series and to be quite honest, I don’t want to finish this game. Since for some reason, I don’t want to close the book on this series. Ever since the first game, these spin-offs became a huge part of my life. If you read through this whole article, you see how much these games mean to me. Then again, all nice things must come to an end and maybe it’s time to wrap everything up and let everything come full circle. 

2020 – Pokémon Mystery Dungeon: Rescue Team DX (Nintendo Switch)

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Then again, this series might not have come to an end. It’s possible that this game is just an one off remake of the series but who knows… It’s possible that Game Freak is working on bringing this spin-off series back. 

I have to admit that I haven’t bought the game on release. A lot of that had to do with the fact that the game released in early March last year and then COVID started happening in my home country and my life is extremely occupied with other things like my job and various other projects. 

So, in late 2020, when I started looking for writers for this collab, I finally decided to buy myself a boxed copy. Since then, I have been playing this remake in between the games I play to review or write about on my blog. To be honest, I’m quite glad that I bought this remake. Since this remake improved so much on the original game, it’s amazing. 

I think that this remake is going to be one time remake of the original, but like I said previously, I’m silently hoping that there will be more stories told in this spin-off style. So crossing my fingers for either another remake or a brand new Mystery Dungeon game.

And that was it

I feel that I’m going to repeat myself when I say that this spin off series means quite a lot to me. While it’s sad to know that the Switch remake might be the final game in the spin-off series, I’m also happy that it ended on quite a high note. 

The reason that the spin-off series ended was because the developers didn’t know where to take the series next. Which I can totally understand, since each story is quite unique.

I think that the Mystery Dungeon series is to Pokémon what the Mario RPG games are to the Mario series. A series of well loved spin off games that have touching and humorous stories that to be quite honest, sometimes are better than the original stories. 

In any case, I think I can ramble on and on about this series and before I start repeating myself a million times with different words I want to thank Game Freak and Chunsoft from creating this amazing spin-off series. While I silently hope that there are going to be more games in this style, I’m quite happy with the games that were released. Thank you for this memorable series. 

And with that, I feel like I said everything I wanted to say about these games for now. Thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to welcome you in another article but until then, have a great rest of your day and take care. Also, be sure to check out the hub article if you want to read more articles from other amazing content creators about the Pokémon series. This retrospective collab was so much fun to work on and it allowed me to write an amazing piece like this one. 🙂 

 

A Pokémon Retrospective – Creator’s Catch Hub

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It has been 25 years since the Pokémon series started its life on the Gameboy in Japan. When the series came to the west together with an anime, a huge phenomenon happened. The west got hooked to Pokémon so hard that it even got a name. Pokémania, which even got a French Wikipedia page about it. So, if you have read my blog in the past you might have seen that I sometimes do a huge collaboration with various other content creators and/or fans of the series to look to the history of the series together. Today, I want to present to you a group of people who looked back with me to various Pokémon games, and this time, we also looked at some of the spin-off games. Just like the Zelda and Tomb Raider collab I did, this collaboration will take you through various other websites with amazing articles by amazing writers. So, pack your bag and grab your Pokéballs and go on a journey with me through the various Pokémon regions and let’s take a look back together at the Pokémon series, and let’s celebrate the 25th anniversary together.

How does this collaboration work? Well, this is the hub article that leads you to all the games we have covered in this collaboration project. If you click on the name, you will find a page on Bulbapedia with information on the game. If you click on the underlined text, you will be taken to an article written by somebody who was a part of this collaboration. All of these articles will link back to this hub article where you can go to other games as well.

1996 – Pokémon Green/RedPokémon Red/Blue & Yellow (Gameboy) + 2004 – Pokémon FireRed and LeafGreen (Gameboy Advance) + 2018 – Pokemon Let’s Go Pikachu and Eevee (Nintendo Switch)

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The Gaming Omnivore takes us on a journey where it all began.

Like I told you in the introduction, 25 years ago we were able to set foot into the Kanto region for the first time. For many people, this game was their first introduction to the series, and what an introduction it was. A lot of those people have very strong nostalgic feelings about the first generation that there is even a name for it. It’s all “Gen One’s”.

But does the first generation still hold up today or should it be left as a relic of the past? This game is the most remade game in the Pokémon series with two remakes under its belt. Is that justified or should Nintendo focus on other games in the series to remake? Let’s take a look at the memories that our friend the Gaming Omnivore shares with us on his blog.

1999 – Pokémon Gold / Silver / Crystal (Gameboy Color) + 2009 – Pokémon HeartGold & SoulSilver (Nintendo DS)

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Krista takes us on a double journey. Literally, through two games and two regions.

What a surprise it was when the second generation came out. Let’s just say that the number of improvements that the second generation brings blew a lot of minds.

To name just a few: genders, berries, day and night cycle, rematching trainers, events on certain days… And let’s not forget to mention the fact that we got another journey through Kanto in these games.

Before I hand it over to Krista to talk about her memories with the 2nd generation of Pokémon, I want to talk about a personal story. I remember one time I was on holidays in France where somebody shows me how that the cloning glitch worked. How I was able to clone Pokémon and items. Sadly enough, that glitch did a number on my save battery and my save file. It corrupted on the way home. Thankfully, I got the saved battery replaced and all is fine now. Apart from the battery running dry recently when I was playing through my Gameboy Color collection. Oh well, the memories are huge for this generation and I’m curious what other people are going to share about this generation.

2002 – Pokémon Ruby / Sapphire & Emerald (Gameboy Advance) + 2014 – Pokémon Omega Ruby & Alpha Sapphire (Nintendo 3DS)

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L-One-X takes us on a journey of secret bases, oceans, and volcanic lands.

The 3rd generation of the Pokémon series was something special. It was one of the biggest visual upgrades we have ever seen so far. The biggest difference between the first and second generation was mostly color in terms of the visuals.

The third generation also got a more involved story and if you research the message and the inspiration of the story, you will be quite surprised at the message of this game. I learned about it from Tama Hero.

This generation is one of my personal favorite generations. I still remember how people were drawing maps and sharing them during recess since bringing your own Gameboy to school wasn’t allowed. Man, those were the days. Just talking about Pokémon with kids you barely knew. But hey, those are just a few of my personal memories with the 3rd generation. Shall we take a look at what our friend L-One-X remembers?

2006 – Pokémon Diamond, Pearl & Platinum (Nintendo DS)

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McKenna takes us on a journey through Sinnoh. Where there are places where space and time can get wrapped.

Man, I still remember how I got introduced to the Nintendo DS and the 4th generation. I heard about the Nintendo DS through the Legend of Zelda – Phantom Hourglass but through “The Gameboy Club”, I was able to play on a friend’s DS and I learned about how good the game was.

A unique mechanic of the 3rd generation was returning in this game in a more evolved form. We got secret underground bases that allowed a sort of multiplayer capture the flag mode.

In any case, shall we take a look at what McKenna is going to share with us? Let’s dive right into the interesting story that McKenna has written about the 4th generation. The first generation that brought online functionality to the series.

2010 – Pokémon Black & White + 2012 – Pokémon Black 2 and White 2 (Nintendo DS)

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Khinjarsi takes us through the lands of Unova.

It’s a shame to admit, but I skipped the 5th generation at first. I can’t really say why exactly I skipped this generation at first.

Now, I did play the games a few years ago when Pokémon Sun & Moon was in development. And I’m so glad I did. This generation brought so many enjoyable moments, I can totally understand why this game was quite well received.

Now, at this moment in time, this is the only main series Pokémon game that got a direct sequel that expanded on the story of the original game so much. Now, was this sequel well deserved or should Nintendo just made Pokémon Gray or something and called it a day?

Well, that’s an interesting question to ponder upon while we take a look at the article that Khinjarsi shares with us.

2013 – Pokémon X and Y (Nintendo 3DS)

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TriformTrinity takes us on a journey through the first “3D”-region.

The first game on the Nintendo 3DS and the shortest names in the series. Pokémon X and Y.

I was so surprised to see that this game took heavy inspiration from the French region. That region hits quite close to home since I live in one of the neighboring countries Belgium.

When I was looking for writers for this collaboration, TriformTrinity picked up this game. He has never played these games and wants to share his opinions on these games without having nostalgic feelings towards the games. So, let’s find out what his opinions are, shall we?

2016 – Pokémon Sun & Moon + 2017 – Pokémon UltraSun and UltraMoon (Nintendo 3DS)

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DanamesX takes us on the bittersweet final journey on the Gameboy / DS line of systems.

I still remember the bittersweet feeling when it was announced that this game would be the “final” main series Pokémon game on the GameBoy and (3)DS line. After these games, Nintendo would move on to console Pokémon. So it’s the final portable game.

Well sort of, kind of. Granted, the Nintendo Switch is portable so technically it wasn’t the final portable Pokémon game but on the other hand, I felt that it was the end of an era. But it was the end of an era in more ways than one. Since this game also flipped the who Pokémon formula up its head.

In this game, we took a “vacation” to a new region with a new adventure that takes us to several islands and gives us several challenges. It also did something quite unique with the day and night system. If you bought Pokémon Moon, the whole day and night cycle was flipped from your real-life location.

Now, I think it’s high time to take a look at the article that DanamesX wrote about the 7th generation. Shall we join in on exploring this holiday? I have already packed my bags and I’m ready to go and just waiting on you to click that link above to read the article.

2019 – Pokémon Sword and Shield (Nintendo Switch)

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NekoJonez takes you on a tour of the country, old chap.

Oh, is it my time to shine? So, just like with the Tomb Raider collaboration, I took the final main series game.

When this game released, I tried several times to write an article about this game but I never wrote something I felt that would tell my opinion on this game.

Now, I challenged myself to write a nice article for this collaboration and I’m quite curious what you are going to think about it while I am a bit bummed out that two of the neighboring countries of my home country got Pokémon regions based, France and England, upon them now while Belgium is sitting in the middle forgotten. Oh well, maybe one day. (In before our German neighbors get the 9th generation.)

It’s spin-offs time

Sadly enough, we didn’t find enough writers and enough time to take a look at all the spin-offs. So, I’m very sorry if the spin-off you wanted to read about isn’t in this collaboration. We mainly focused on the main-series games and we wanted to give these spin-off games an article to give a nice bonus to this collaboration.

1999 – Pokémon Stadium (Nintendo 64) + 2001 – Pokémon Stadium 2 (Nintendo 64)

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The Gaming Omnivore welcomes us in the stadium to watch the Pokémon battle.

It’s not a secret that when the first Pokémon games got released, we all wanted a 3D version of the Pokémon games. And in 1999, we got exactly what we wished for.

A 3D-battle simulation of the Pokémon games. Not every Pokémon was included but hey, just seeing these Pokémon in 3D was enough to blow our minds. So, shall we let our friend the Gaming Omnivore talk about this experience? I’m ready to cheer him on from the sidelines of the stadium.

2004 – Pokémon Colosseum (Nintendo GameCube) + 2005 – Pokémon XD Gale of Darkness (Nintendo GameCube)

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DanamesX takes us on a very special journey that spans two Pokémon games on the Nintendo GameCube.

While I love playing the Pokémon games, I have to admit that Pokémon Colosseum and Pokémon Gale of Darkness XD flew under my radar.

Sadly enough, they currently cost an arm and a leg on eBay to buy and play for me so, I’m waiting to pick them up for a more reasonable price. But, I’m quite curious to see what people think about this game. Should I still try to hunt these games down or should I let it slide? I think that the article of DanamesX will help me greatly in deciding that.

2016 – Pokémon Go (Mobile devices)

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Eric Fellner takes us on a walk through our neighborhoods.

To say that Pokémon GO was a hit is an understatement. Pokémon GO still is quite popular, I see various people on the train and students at the school I work for play Pokémon GO.

It wouldn’t surprise me that this game is less popular now than before but it hasn’t died just yet. Now, when Eric Fellner contacted me to talk about this game and told me his personal story about the game, I was hooked. So, without spoiling anything, I think it’s time to give the spotlight to Eric so he can talk about his story with this game.

1999 – Pokémon Pinball (Gameboy Color) + 2003 – Pokémon Pinball Ruby & Sapphire (Gameboy Advance)

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Andrew Fisher plays the first pinball game.

Andrew Fisher also goes to the Hoenn region for the second pinball game.

So, Pokémon Pinball. I still remember getting the big box for Christmas and being surprised that the games now needed batteries to function.

Little did I know that battery was meant for the rumble feature inside the cartridge and not a replacement for the save battery.

Now, this battery didn’t take away the number of hours I spent playing pinball in this game. As a kid, I wasn’t able to get quite far but I kept on trying and trying.

And years later, I learned that this game got a sequel about the Hoenn region. I was only able to add that game quite recently to my collection so, I haven’t played it too much. Thankfully, Andrew Fisher is here to talk quite in-depth about the two Pinball games. Let’s see what he has to say about the games!

2001 – Pokémon Pinball Mini (Pokémon Mini)

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Andrew Fisher takes us on a journey to the Pokémon Mini and playing Pinball on that.

So, in 2001, Nintendo released the Pokémon Mini. An extremely small handheld with cartridges where you could play various Pokémon mini-games on.

Surprisingly, this handheld also got a pinball game on it. So, should Andrew Fisher took a look at this pinball title and let’s see if it’s worthy to add to your collection or should you ignore it? Well, you will be able to find out thanks to Andrew’s amazing article.

2006 – 2020 The Mystery Dungeon series (Gameboy Advance, Nintendo (3)DS and Switch)

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NekoJonez takes a look back at the Mystery Dungeon series.

So, one of the biggest spin-off series is Pokémon Mystery Dungeon. In 2006, we got Red & Blue Rescue Team which got remade in 2020 for the Nintendo Switch under the name of Rescue Team DX. In 2007, we got the Explorer of Time, Darkness, and Sky Mystery Dungeon games. 5 years later, we got our first 3DS game called Gates to Infinity in 2012.

In 2015, we got what we thought was the final game in the series Super Mystery Dungeon on the 3DS. But yeah, a remake on the Switch happened in the first game. But why are these games so popular to get so many sequels? Well, I’m going to tell you in a nostalgic look back on the Mystery Dungeon series.

2006 – Pokémon Ranger + 2008 – Pokémon Ranger: Shadows of Almia + 2010 – Pokémon Ranger: Guardian Signs (Nintendo DS)

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WCRobinson is taking us on a journey through the land of the friendship circles.

I never imagined that drawing circles around Pokémon could be so much fun that Nintendo was able to make a trilogy of games about it.

I have to admit, that I got cramp in my hands and almost destroyed a touch screen while playing these games. I got into this game way more than I expected. If there was one series I wanted to have covered in this collaboration, it was the Pokémon Ranger series. Now, I was already taking the Mystery Dungeon series and the Sword and Shield games to cover so the Ranger games would be a bit too much. Thankfully, WCRobinson picked up these games and wanted to write a piece about them.

So, thank you WCRobinson for covering these games. Now, I’m curious to see if those loops of friendship influenced you in your opinion on the games or not. Let’s find out together and join WCRobinson on his journey as a Pokémon Ranger.

1998 – Pokémon Trading Card Game (Gameboy Color)

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Solarayo takes a look at the card game… on Gameboy.

One of the biggest pieces of merchandise that this series gave us is the Pokémon Trading Card game. It’s still quite popular on YouTube and worldwide.

Now, it does surprise me that Nintendo and Game Freak only made two games about them. And on top of that, the sequel to this game was only released in Japan.

In any case, I think it’s high time to let Solarayo talk about the game and if you should just stick with the physical game or if you should consider playing the Gameboy Color game as well. Maybe I should pick it up for training since I barely know anything about the card game… Hrm, there is thought while I start reading her article.

1999 – Pokémon Snap (Nintendo 64)

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Solarayo takes pictures of Pokémon and gets judged by Professor Oak.

So, while we were preparing for this collaboration we had no clue that a new Pokémon Snap game was going to come out in 2021.

It’s a nice surprise to see a spin-off getting a sequel on modern hardware. But, how is the original? Is it any fun or should we skip taking pictures of Pokémon in the Nintendo 64 game? Well, Solarayo is going to tell us all about it in her article on this game.

2015 – Pokémon Shuffle (Nintendo 3DS / Mobile devices)

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TriformTrinity swipes the Pokémon away.

There was this one game called Pokémon Trozei on the Nintendo DS that is a sort of Bejeweled clone with Pokémon.

In 2015, Nintendo released a free-to-play version and not only released it on the 3DS but also on mobile platforms.

So, let’s swipe Pokémon to safety together with TriformTrinity while he tells us all about the game.

2015 – Pokémon Picross (Nintendo 3DS)

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Khinjarsi puzzles away with the Picross game on 3DS.

Man, do I love solving Picross puzzles. They are so much fun to solve. I don’t have any drawing skills but seeing a drawing come together from just solving a puzzle is such a rewarding feeling!

So, I’m curious to see if Khinjarsi also feels rewarded by solving these puzzles, or was there something wrong with this game? Or did I just make up the last question to create some tension to try to get you to click the link to read the article? Who knows? Well, you would know if you read the article!

2000 – Pokémon Puzzle League (Nintendo 64)

And on the day of this collab releasing, the Gaming Omnivore streamed this competition.

Long-time readers of my blog know that I’m a game collector. One day, I was walking around on a garage sale and found a ton of amazing games.

When I was almost out of the budget I had set aside for that garage sale, I went to eat a burger with my mom who walked with me in that garage and yard sale.

Then, I suddenly saw in the corner of my eye a boxed and complete copy of Pokémon Puzzle Challenge for the Gameboy Color. The guy who was running the stand didn’t know the value of that game I was able to pick it up for 2€. I was so happy to add that game to my collection.

Now, why am I telling you this? Because I didn’t have a Nintendo 64 and I always wanted to try and play the Pokémon Puzzle games. And when I saw it for the Gameboy Color, I was so happy that I was able to grab a copy of it in that yardsale.

So, when preparing this collaboration, the Gaming Omnivore said in one of his streams that he wanted to stream the N64 version of the game on Pokémon day. So, let’s take a look at how this game plays? I loved watching the stream while I was counting down for this collab to release.

Closing words

This collaboration was a lot of fun to put together and do. I met so many wonderful writers through this collaboration and I’m so happy to be able to celebrate the 25th anniversary of Pokémon with such an amazing group of writers. I want to thank everybody who helped in this collaboration and make it turn out amazingly.

I want to thank: Gaming Omnivore, Krista, L-One-X, McKenna, Khinjarsi, TriformTrinity, DanamesX, Eric Fellner, Solarayo, Andrew Fisher, and WCRobinson.

The impact that the Pokémon series has on today’s gaming culture and climate can’t be understated. This collaboration showed me that I’m not the only one who has so many amazing memories with the Pokémon series.

So, I’m quite curious to see what is going to be next for the franchise. Will we finally see Pokémon 2? Sorry, I just wanted to make that silly joke somewhere in this article. But for real, what will we see after New Pokémon Snap releases in late April? Will we see a special celebration game for this big anniversary? Sadly enough, we can’t be sure with the current pandemic throwing a lot of schedules in disarray.

Now, I might go and repeat myself here but the amount of memories this series created with the main series games and the spin-offs is something that can’t be understated. This series is one of the biggest series that my generation grew up on. And since the 25th birthday was coming up, I wanted to gather other Pokémon fans to do something special together.

Did you enjoy this collaboration? What did you think of it? Did you find new bloggers and writers to keep an eye upon? Currently, I want to say in name of the whole group who worked together to create this collaboration: “THANK YOU SO MUCH! Thank you for reading and enjoying our content. We hope you enjoyed reading this and feel free to leave a comment on our articles so we can talk together and reminisce together about our memories on the Pokémon franchise.”

And with that said, I want to thank you for reading. I hope you enjoyed reading this hub article and I hope to see you in a future article but until then, have a great rest of your day and take care! And happy 25th birthday Pokémon! Thank you for all of the amazing memories and here are for all the memories to come!

Review: Pokémon Pinball Ruby and Sapphire (Gameboy Advance)

By Merman (@merman1974)

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Console: Game Boy Advance (also playable on GameCube’s Game Boy Player, Wii U Virtual Console)

Developer: Jupiter

Publisher: Nintendo

Release dates:

Game Boy Advance in Japan – 1st August 2003, North America – 25th August 2003, PAL – Australia 26th September 2003 and Europe 14th November 2003

Wii U Virtual Console in Japan – 10th December 2014, North America – 1st January 2015, PAL – Australia 12th December 2014 and Europe 11th December 2014

pprs_intro – Part of the colourful intro animation.

 

 

 

pprs_us_boxart – US box art.

 

 

 

 

pprs_japan_boxart – Japanese box art.

 

 

 

 

 

 

The Game Boy Advance hardware gave it more power, equivalent to the Super NES in a handheld console. It also gave Game Freak the chance to revisit its earlier generation of Pokémon games as well as the new Ruby and Sapphire games for Generation III – featuring the Hoenn region Pokédex. This would be echoed by this follow-up to Pokémon Pinball developed by Jupiter featuring the Johto and Hoenn region creatures. Its later Wii U Virtual Console release would make it the first Pokémon game released on that format. The Game Boy Player’s Rumble feature (through the GameCube controller) was supported by the Game Boy Advance Cartridge. Five special eReader cards were made available in Japan, allowing players to scan the card and trigger tricky in-game events; players had to attend the official Pokémon Centers or live Pokémon events to obtain these special cards.

pprs_title – The title screen.

 

 

 

pprs_config – Configuring the controls.

 

 

 

pprs_field_select – Choosing the Ruby or Sapphire tables before starting play.

 

 

 

The major change from the original is the smoothly scrolling table. Where the original flicked between two halves, the new game had a much bigger vertical playfield. There was a choice of two tables, one for Ruby and one for Sapphire with each having unique features. The modes of play carried over from the original – Catch ‘Em, Evo Mode and Map Move. The Bonus sections were an even bigger part of the new Pinball title too.

pprs_ruby_field – The full Ruby field.

 

 

 

 

 

 

 

 

 

– The complete Sapphire table. pprs_sapphire_field

 

 

 

 

 

 

 

 

 

Although the Hoenn Pokédex is featured in this game, there are only actually 205 of the 210 available. Deoxys cannot be found and captured at all, while Chikorita, Cyndaquil, Totodile, and Aerodactyl are unable to be evolved. If you encounter a Pokémon but fail to capture it, its entry in the Pokédex will appear as a shadow. The battery backup remembers which Pokémon you have caught. From the Pokédex you can transfer a captured Pokémon to another player’s console and their copy of the game via the Link Cable. You can also transfer the high scores you have achieved, with a separate list for each of the tables.

pprs_pokedex_mightyena– Mightyena in the Pokédex.

 

 

 

pprs_pokedex_transfer – Ready to transfer a Pokémon via the link cable.

 

 

 

The player launches the Pokéball from the plunger (the spring-like Spoink) by holding a button to set the power, and then uses two buttons for the flippers. This time it is possible to tilt and nudge the table left, right, and up – helpful to guide the ball into a target or knock it loose from an awkward point. On both tables there are sets of ramps to send the ball around a Pokémon Mart to purchase extras with Coins earned from the table. (Plusle and Minun create an electrical barrier protecting the Sapphire table’s Mart – both must be hit with the ball to make the barrier drop). Pikachu returns in the drain channel, moving left and right with the flipper. Hitting the spinner charges up his Thunder Strike, acting as a kickback to keep the ball in play – but it must then be recharged. The Ball Saver physically picks up the ball and flies it back to the Spoink plunger to launch again; on the Ruby table, it is the Legendary Pokémon Latios, while the Sapphire table’s Saver is Latias.

pprs_ruby_spoink – The Pokéball sits on Spoink, ready to launch.

 

 

 

pprs_ruby_ballsave – Latios swoops down to save the ball on the Ruby table.

 

 

 

pprs_sapphire_launched – The ball has launched on the right-hand side of the Sapphire table.

 

 

 

pprs_sapphire_saved – Latias zooms in to save a ball on the Sapphire table.

 

 

 

New to this game is Egg Mode. On the Ruby Field the player must knock Cyndaquil backward into its cave a few times to hatch the egg. On the Sapphire Field, the ball must travel up the right-hand ramp to light the lights surrounding the egg. The next time that ramp is successfully climbed, the egg is hatched. Once hatched, the Pokémon inside will descend to the lower half of the table and can be captured by hitting it twice with the ball. This counts towards the capture limit for opening the Bonus Rounds.

pprs_ruby_hatching – The Egg hatches to reveal Trapinch…

 

 

 

pprs_ruby_trapinch – …and Trapinch is caught.

 

 

 

pprs_sapphire_egg – Light the four clamps to hatch the egg on the Sapphire table.

 

 

 

pprs_sapphire_hatching– Ralts is hatching from the egg (Sapphire table).

 

 

 

pprs_sapphire_ralts_capture – Ralts being caught by the Pokéball.

 

 

 

pprs_sapphire_ralts_caught – Ralts has been caught.

 

 

 

Catch ‘Em Mode works in a similar way to the original Pokémon Pinball. The player must first light two or three GET lights on the right outer loop. Then on the Ruby table the ball must be hit into Sharpedo’s mouth while the whale-like Whailmer activates the mode on the Sapphire table. Once started, the player must hit the pop bumpers (Chinchou or Lotad on Ruby, Shroomish on Sapphire) at least three times to fill in the silhouette. Once the Pokémon has been fully revealed, it can be captured by hitting it three times with the Pokéball. Lighting up three Pokéballs in the center of the screen opens the Bonus Round (see below). Catching 15 Pokémon earns an extra ball.

pprs_ruby_catchem – Catch ‘Em Mode is activated on the Ruby table.

 

 

 

pprs_ruby_shadow – The Pokémon appears as a shadow until you hit the bumpers.

 

 

 

pprs_ruby_poochyena_2hits – I have one more hit to catch Poochyena.

 

 

 

pprs_ruby_poochyena_caught – Poochyena has been caught.

 

 

 

pprs_sapphire_catchem – Catch ‘Em Mode on the Sapphire table.

 

 

 

pprs_sapphire_shroomish_multihit – Achieving multiple hits on the Shroomish bumpers rapidly reveals the Pokémon in Capture Mode.

 

 

 

pprs_sapphire_taillow_appears – Taillow has been revealed.

 

 

 

pprs_sapphire_tailow_capture – The Pokéball captures Taillow.

 

 

 

pprs_sapphire_taillow_caught – Taillow has been caught, ready to evolve.

 

 

 

pprs_sapphire_reveal – A chance to capture Voltorb.

 

 

 

pprs_sapphire_voltorb_2hits – I have two hits on Voltorb.

 

 

 

pprs_sapphire_voltorb_caught – Voltorb has been caught.

 

 

 

Evo Mode allows you to evolve a previously captured Pokémon. On both tables, the entrance to the Pokémon Mart gains the lit Evo arrow once you have completed three trips around the outer left loop. Starting Evo Mode gives a choice of Pokémon to evolve. The player must then collect three items – including EX (Experience) and Evolution Stones – and sink the ball in the central hole to evolve the chosen Pokémon.

pprs_ruby_evomode – Entering Evo Mode on the Ruby table.

 

 

 

pprs_ruby_evo_select – Selecting which Pokémon to evolve.

 

 

 

pprs_ruby_evo_complete – Enter the Slot to complete the Evolution.

 

 

 

pprs_ruby_evolution – The Pokémon is evolving!

 

 

 

pprs_sapphire_evomode – Time to evolve a Pokémon on Sapphire.

 

 

 

pprs_sapphire_evo_taillow – Choosing Taillow to evolve.

 

 

 

pprs_sapphire_evo_ex – The EX token is sitting near Wailmer.

 

 

 

pprs_sapphire_evolution – The Evolution is complete!

 

 

 

pprs_sapphire_swellow – Taillow has evolved into Swellow and is added to the Pokédex.

 

 

 

Travel Mode – the renamed Map Move – acts in a similar way to the original Pokémon Pinball. The starting area is chosen at random when the player launches the ball.  Collecting three Gulpins on the Ruby table starts Travel Mode, while collecting three Seedots is necessary on the Sapphire table. Once activated, the player must send the ball round an outer loop and into the central hole within one minute. The next area chosen is selected depending on whether the loop hit goes left or right. The player can decline to change area if they wish to stay and catch more creatures. Each area has a particular set of Pokémon based on their type. The player will ultimately travel through seven of the nine areas available, with the Ruins only available on both tables after the sixth journey. A neat touch is that Volbeat (Ruby) or Illumise (Sapphire) will fly in to “paint” and reveal the new area reached.

pprs_sapphire_travel – Entering Travel Mode on Sapphire.

 

 

 

pprs_sapphire_paint_travel – Illimuse painting the new location.

 

 

 

pprs_ruby_travel_painted – Volbeat has filled in the new area on Ruby.

 

 

 

There are five Bonus Rounds, with Kecleon and Groudon on the Ruby table and Dusclops and Kyogre appearing on Sapphire. Completing Groudon or Kyogre rounds will then give access to the Rayquaza Bonus Round on both. Kecleon will turn invisible and must be knocked over to register a hit; fortunately, the tree contains a Devon Scope that can be shaken loose and collected to “see” the invisible creature. Once knocked over Kecleon must take ten hits inside two minutes to capture him. Groudon shakes down rocks, creates pillars of fire, and throws fireballs at the Pokéball. Rocks take three hits to break and the pillars take four, trying to stop you from hitting Groudon itself 30 times inside 3 minutes. Sapphire’s Dusclops round starts in the graveyard, where you must knock down 20 Duskulls. Then Dusclops itself will appear, and it must be hit in the back or while moving five times to conquer it; mistime a hit and it will swallow the ball and throw it back at the flippers. Kyogre uses Sheer Cold to freeze the ball and creates whirlpools to stop the ball from moving. Its final move is to dive under the water, with bubbles giving a clue to where it will rise again. Hit it 15 times in three minutes to win.

pprs_sapphire_bonus_open – The Bonus Round is open on the Sapphire table.

 

 

 

pprs_sapphire_bonus_duclops – Tackling Dusclops in the Bonus Round.

 

 

 

pprs_ruby_enter_bonus– You can choose not to enter the Bonus Round – but miss out on big points.

 

 

 

pprs_ruby_kecleon_spotted– Kecleon is briefly visible thanks to the Devon Scope.

 

 

 

pprs_ruby_kecleon_surrender – Ten hits later and Kecleon surrenders.

 

 

 

pprs_ruby_kecleon_bonus – Big bonus points for beating the Kecleon Bonus Round.

 

 

 

Rayquaza must be beaten twice to capture it, meaning the player must play through and complete the first two bonus rounds a second time to get back to it. When it bounces left and right, the ball will pass under it. It will pause to cast Thunder at a slow-moving ball and paralyze it, while the ExtremeSpeed move causes two tornadoes to appear – these will send the ball flying helplessly into the air for a few seconds. Fifteen hits on Rayquaza are needed inside three minutes, but it does award a juicy 99,999,999 points for winning.

Lighting up the HOLE lights at the bottom of the table activates the slot machine, entered by putting the ball into the center hole. This can be stopped by pressing the A button – or grabbed by Zigzagoon on the Sapphire table to award the current prize. Small and Big points bonuses and Coins can be awarded, Get starts Catch ‘Em Mode and Evo starts Evo Mode automatically. Ball Saver starts saving the ball for 30, 60 or 90 seconds depending on the value and the player can also be advanced automatically to the next Bonus Round.  Extra gives an extra ball while Max upgrades the current ball to a Master Ball (see below). The Pika bonus in this game sees Pichu joining Pikachu in the drain channels, charged in the same way to act as a kickback.

pprs_ruby_slot_hole – The Slot is open, ready to offer you a bonus.

 

 

 

pprs_ruby_slot_reels – The Slot reels are spinning.

 

 

 

pprs_sapphire_slot_zigzagoon – Zigzagoon is jumping to stop the reels – on the Small Bonus, unfortunately.

 

 

 

pprs_sapphire_pikachu_charged – Hitting the Spinner charges Pikachu’s energy levels.

 

 

 

pprs_ruby_pikachu_thunderstrike – Pikachu stops the ball from draining with his Thunderstrike.

 

 

 

On both tables there are the three upgrade channels that can be lit, but as in the first game running over a light already lit turns it off again. The flippers rotate the upgrade lights and the HOLE lights too. The upgraded ball offers a larger bonus multiplier for a short time – x2 for the Great Ball, x3 for the Ultra Ball and x4 for the Master Ball – but the ball will drop back down a level after a while and revert to the basic Pokéball if the player drains it. There is a separate table multiplier that can be increased through the slot machine. Once the ball has drained (dropped off the bottom of the table) then stats for that ball are shown, including the number of Pokémon caught and evolved and the number of spinner turns. These subtotals are multiplied by the bonus multiplier in play at the time. Starting with three balls, when the player runs out it is Game Over – and if they have earned enough points, they can enter up to four initials in the high score list for that table.

pprs_sapphire_upgrade – Upgrading the Pokéball gives higher bonus multipliers.

 

 

 

The game was first revealed at the E3 Expo in 2003, with GameSpy describing it as “much more than a pinball game”. When the reviews arrived, they were as positive as those for the original Pokémon Pinball – currently giving it a Metacritic rating of 82/100. Martin Taylor of Eurogamer surmised that “only the most demanding of pinball wizards would be right to turn their nose up at Pokémon Pinball [Ruby & Sapphire]’s a charming slant on the genre.” It earned an IGN Editor’s Choice award with an 8.8 score, Craig Harris calling it “the greatest pinball game for the Game Boy Advance.” Famitsu in Japan scored it an impressive 34 out of 40.

pprs_sapphire_hiscore – Entering a name on the Sapphire high score table.

 

 

 

In an interesting bit of trivia, the American company Personal Pinball Inc. created a one-of-a-kind real-life pinball table based on the game. It was made for Pokémon USA and was housed in the New York Pokémon Center. Selling more than a million copies on the cartridge, the game would have a second life on Wii U’s Virtual Console. The Cutting Room Floor website (https://tcrf.net/Pok%C3%A9mon_Pinball:_Ruby_%26_Sapphire) has some interesting finds. There is a GameShark code to activate Debug Mode (allowing you to press L to freeze and then move the ball around, with R resuming play) and an unused Bonus Round Select screen. The eReader screen found in the Japanese version is still present (and its text translated) in other regions, but it was disabled for the later Virtual Console release.

pprs_language – European Game Boy Advance titles usually offered in up to five languages, with a selection screen.

 

 

 

This is still a game I pick up and play, as both a pinball and Pokémon fan. The improved physics and scrolling table make it better than the original. There are more motion and animation than the original, with the hatching Pokémon from Egg Mode being particularly adorable. Control feels smoother and it is much easier to achieve the loop shots. I can certainly concur that it is one of the best pinball games on Game Boy Advance and should definitely be in your collection.

OVERALL: 9/10

pprs_ruby_game_over – Thanks for reading! Want to continue your retrospective look at the Pokémon franchise? Well, take a look at the hub article where I and several other content creators made more retrospective content about the Pokémon franchise.

 

Review: Pokémon Pinball (Gameboy)

By Merman (@merman1974)

Console: Game Boy Color (playable on DMG Game Boys, and Super Game Boy for Super NES)
Developers: HAL Laboratory & Jupiter
Publisher: Nintendo
Release dates: Japan – April 14th 1999, North America – 28th June 1999, PAL – Australia July 13th 1999 and Europe October 6th 2000

pp_box_art_hires

– US box art.

pp_japan_box_art

 Japanese box art –

 

 

 

 

A Pokémon pinball spin-off makes a lot of sense, not least because the Pokéball is round like a pinball. Let us look back at some of the unique features of the first Pokémon Pinball game.

pp_main_title

– Title screen.

 

 

 

 

 

The Pokémon you are catching are of course from the original Generation One game, Blue and Red (as they are known to Western audiences). The game has two separate tables, called Blue and Red, featuring the Pokémon from the relevant game. Unlike other Pokémon titles, you do not need to trade to unlock all 151 in the battery-backed Pokédex – but it is possible to trade high-scores via the Game Boy Color’s infrared port, as well as print out high scores if you attach a Game Boy Printer. There is a unique screen surround when playing on the Super Game Boy attachment for Super NES. Although the cartridge can be played on earlier DMG models of Game Boy, certain features are disabled (including the animated Pokémon in the Pokédex) and the graphics are of course textured monochrome rather than full color.

ppblue_supergameboy

– Super Game Boy surround with the Blue table.

 

 

 

 

 

ppred_DMG_capture – Playing the Red table on a DMG Game Boy.

 

 

 

 

 

The game was a joint development between HAL Laboratory and Jupiter, under license from Game Freak. HAL is of course known for their work on the Kirby games, with former employees and then President Satoru Iwata moving on to become Nintendo’s president. And in 2020 HAL moved part of its staff into Nintendo’s Tokyo Building, meaning it now shares offices with Pokémon creators Game Freak, 1Up Studios, and Nintendo EPD Tokyo. Jupiter is based in Kyoto, with a Tokyo sub-office. The company’s motto translates as “Let’s Play! Let’s Smile!” and it has a long history of releasing games for Nintendo’s handheld consoles – from Game Boy to Switch. Jupiter also worked on the -Game Boy Camera’s built-in software and created an unreleased Pokémon Picross game for Game Boy Color (which was uncovered in the recent large leak of Nintendo data, after only being known about through a few magazine articles of the time).

pp_us_cartridge

– The Pokémon Pinball cartridge with its distinctive shape.

 

 

 

 

 

 

 

 

 

At first glance, the Game Boy Color cartridge for Pokémon Pinball is much larger than normal. At the top is the cover for a AAA battery. This powers the rumble motors inside the cartridge, much like the force feedback found in more recent controllers. This feature is disabled when playing on the Super Game Boy. The Japanese and American versions allow you to switch the Rumble, so it is either on or off. The European cart offers a choice of strengths – Off, Mild or Strong. It is one of a few unique Game Boy cartridge designs with extra hardware inside, alongside the likes of Kirby Tilt ‘n’ Tumble, Wario Ware Twisted, and Yoshi’s Universal Gravitation.

 

ppblue_field_complete

– The complete Blue table.

The complete Red table – ppred_field_complete

How do you go about catching ‘em all in this pinball spin-off? There are common modes to both tables, so it is best to look at the first and then explain the differences. The player can enter Catch ‘Em Mode by flipping the Pokéball over the GET light two or three times. A different type of Pokémon will be available to catch if you light it three times. Then the mode is activated by hitting a particular target – Bellsprout on Red and Cloyster on Blue. A silhouette of a Pokémon will then appear at the bottom of the table and must be filled in by hitting the pop bumpers (at the top of the table – Voltorbs on the Red table and Shellders on Blue). This will fill in the silhouette and make the Pokémon itself appear in the middle, so it must be hit three times to light up the word CATCH! (This is shown as GET in the Japanese version). Each Pokémon caught is recorded in the Pokédex, and awards one of three Pokéballs needed to reach the Bonus Stage (lighting up in the middle of the table). If you encounter a Pokémon but do not capture it, its image appears as a shadow in the Pokédex until you capture it another time.

ppred_abra_reveal

– Abra is being revealed for capture.

 

 

 

 

 

ppblue_zubat_reveal2

– Zubat is almost revealed.

 

 

 

 

 

ppblue_bellsprout_2hits

– Bellsprout has taken two hits.

 

 

 

 

 

ppblue_zubat_0hits

– Hit Zutbat three times with the ball.

 

 

 

 

 

ppred_abra_2hit

– One more hit to capture Abra.

 

 

 

 

 

Once you have caught a Pokémon, the EVO light must be passed over three times to light it up and enter Evolution Mode by hitting the target (Ditto on Red and Slowpoke on Blue). The player uses the flipper buttons to choose between any Pokémon already captured that can evolve. Arrows will guide the player to where the necessary EX (Experience), Evolution Stone, or Link Cable are hidden on the field. The player must collect three of these items; hitting the wrong location will mean the player must send the ball around the outer “loop” of the table or wait 10 seconds for a fresh item to appear and the Pokémon to recover from “fainting”. Both Evolution Mode and Catch’ Em Mode are played against a time limit that gradually counts down. Get the three items in Evolution Mode before time runs out and a hole appears in the middle of the table; flipping the ball into it will secure the Evolution for the selected Pokémon and fill in its new Pokédex entry.

ppblue_choose_evo

– Here on the Blue table, choosing a Pokémon to Evolve.

 

 

 

 

ppblue_evo_ex_token

– An Experience Token to be hit.

 

 

 

 

 

ppblue_evo_1ex

– One EX token down, two to go.

 

 

 

 

 

Once the player has three Pokéball icons lit from captures, the Bonus Stage can be activated by hitting the open center hole. Red has Bonus Stages based on Diglett and Gengar, while Blue has Meowth and Seel. Completing both Bonus Stages on either table will then open the special Mewtwo Bonus Stage. Diglett requires the player to knock down all the Digletts and then hit Dugtrio at the top three times; the player only gets one ball on this stage. Gengar is played against a 1:30 minute time limit in the graveyard. Hitting Gastly ten times will launch Haunted; hitting Haunted ten times will see the player facing a huge Gengar, which must be hit five times to complete the stage. Meowth throws coins around, and the player must collect them with the ball; hitting more than one pile in a row increases the multiplier (the first coin is worth 1, the second is worth 2, and so on). Dropping (draining, in pinball parlance) the ball resets the multiplier and costs four coins. Against a one-minute time limit, the player must collect 20 coins to complete the stage. Seels swim around underwater, with their heads “popping up” every so often. Hit ahead with the Pokéball and a point/icon is earned, with the chance to earn multipliers as in Meowth’s stage. The player has 1:30 to collect 20 icons but can continue to earn points after they reach 20 until time runs out.

Mewtwo’s Bonus Stage is more challenging, as the Legendary Pokémon is surrounded by six moving black circles. Hitting a circle earns a million points and hitting Mewtwo himself earns 50,000,000. With just 2:00 to play, the player must accumulate 25 hits on Mewtwo to capture it. Fortunately, each hit also removes a black circle. A clever player can fail and replay Mewtwo’s bonus stage to earn huge scores.

To simulate a Trainer moving around the region, Map Move is used. The starting location is chosen at random from a shortlist, with different areas for each table. Each area also has its own types of Pokémon available. Red requires you to hit Diglett twice to enter Map Move, while Blue requires three hits on Poliwag or Psyduck. Once these triggers on the table are hit, the player has 30 seconds to hit key targets and make a Map Move. This means a player will play three locations from the “Area 1” list, two from the “Area 2” list, and then the sixth and final area visited will be Indigo Plateau on both tables. Mew can be encountered on Indigo Plateau, but its strength means it would take 1024 hits to capture – and so its entry is added to the Pokédex on finding it rather than capture.

ppblue_mapmove_mtmoon

– The trainer has arrived at Mt. Moon.

 

 

 

 

 

At the top of each table, above the bumpers, are three channels. Dropping the ball through a channel lights one, and the position of lit channels can be cycled with the flippers. Passing over a lit light will turn it off again. Note that on the Red table, hitting Staryu toggles whether the player can upgrade the ball using the channels. Once all three channels are lit the Pokéball upgrades, giving a higher score multiplier. The basic Pokéball becomes a Great Ball (x2 multiplier), then an Ultra Ball (x3), and finally a Master Ball (x5). Combined with the basic table multiplier this can rapidly increase your score. However, each ball only lasts a short while and will change back to the previous strength – and draining the ball off the bottom of the screen reverts to the standard Pokéball.

ppblue_masterball

– A Master Ball with its x5 bonus multiplier.

 

 

 

 

 

Also on each table are the CAVE lights (HOLE in Japan) that can be lit up by the ball passing over them. Once all four are lit, the Slots feature becomes active (but only if the player is not in another mode – i.e., Catch ‘Em, Evolution, or Map Move). The slot machine is started by putting the ball into the center hole. The reel spins to offer an upgrade, with the reel slowing down once the player presses A. Among the upgrades are Small and Big Scores, a Pokéball upgrade, or an increase in score multiplier. The ball Saver protects the player for either 30, 60, or 90 seconds (or until the ball is drained twice), while the Pika power-up can be handy. Normally a Pikachu will sit in one of the two drain channels at the bottom of the table and can be moved between them with the flippers. If his power meter is fully charged – by hitting the spinner on the outer loop, filling the thunder icon – then he will fire his Thunder Strike to act as a kickback, saving the ball from draining. If you get the Pika bonus you have two Pikachus, protecting on both sides and able to charge. The Slots can also award an extra Ball (life) or automatically start a mode – Catch ‘Em, Evolution, or Map Move.

ppred_slot

– The Slot is open.

 

 

 

 

 

ppblue_slot_smallbonus

– The Small Bonus awards a miserly few points.

 

 

 

 

 

ppblue_pika_bonus

 – Gaining the Pika bonus

 

 

 

 

 

 

The player starts with three Pokéballs, but once all balls are lost it is Game Over. Helpfully the Ball Saver is activated for 30 seconds at the start of each life. There is a separate high score list for each table, and as mentioned you can transfer these scores to another Game Boy Color via infrared for your friend to beat. Stats are shown after each ball, awarding bonus points for the number of Pokémon caught or evolved with that ball (times the score multiplier in effect), as well extra for turning the spinner multiple times. As well as flipping the flippers, the player can tilt the table to shake a stuck ball loose – but it is not often needed.

ppred_ballsaved

– Ball Saved! Launch it again.

 

 

 

 

 

ppblue_slot_saved

– I was going for the Slot but missed the ball.

 

 

 

 

 

Positive reviews of Pokémon Pinball give it a GameRankings average of 81.73%. This included 32 out of a possible 40 from legendary Japanese magazine Famitsu. GameSpot’s 8.7 ratings praised the display and presentation but did feel the physics were poor – and the rumble was just a “nice novelty”. CNET was more positive, calling it one of the best pinball games for the Game Boy Color and “more than a shameless cash-in on the Pokémon phenomenon”.

Looking back, these reviews seem fair. The major problem with the game – as in several Game Boy pinball titles – is the way the viewpoint “flicks” between two halves of the table. Although other Game Boy Color pinball games managed to achieve scrolling tables, the 8-bit processor was slow for moving a large table around. The physics are mixed but for the most part, the ball moves realistically. The flippers take some getting used to as there are limited angles, so it is more about controlling the speed of the ball when you hit it to get the right target. And I found the fixed launch speed unusual; most pinball games simulate the spring-based “plunger” which gives the possibility of different launch speeds and skill shots. Graphics are pleasing with some cute, animated Pokémon – although they do not move around (except in the bonus rounds). It is of course the long-term challenge of catching ‘em all that will keep you playing. Personally, I prefer the Blue table, but both are great fun to play in short bursts.

ppred_hiscore

– Red table high scores, storing the top five scores.

 

 

 

 

 

ppblue_hiscore

– Blue table high scores, with the names of the companies involved.

 

 

 

 

There are some other interesting problems and changes between regions, beyond the obvious Language selection menu for Europe. Japanese and American versions allow the player to reconfigure all the controls, but European users are limited to a choice of three pre-set control schemes. The Pokédex entries are taken from Red and Blue with a full stop added at the end. But there are spelling mistakes and translation errors in there. The Japanese text in-game displays the Romanised Japanese names (Poppo for Pidgey, Pawou for Seel) but the Pokédex itself shows the names in kanji. The Cutting Room Floor website (https://tcrf.net/Pok%C3%A9mon_Pinball) reveals unused graphics that could have been a third table or layout, as well as an unused Japanese font. Entering the Game Genie code 000-21D-E6E unlocks a hidden Debug menu that allows you to switch between Game Boy Color and DMG mode for earlier Game Boys.

ppblue_keyconfig

– The Key Config screen from the US game.

 

 

 

 

 

ppblue_pokedex_geodude_anima

 

– Geodude animating in the Pokédex.

 

 

 

 

 

ppblue_pokedex_shadow_meowth

 – I encountered a Meowth but failed to capture it.

 

 

 

 

 

 

ppred_abra_text2

 – The second page of text for Abra in the Pokédex.

 

 

 

 

 

The music by Go Ichinose is particularly good for the hardware, reusing familiar themes from the games and the anime. Interestingly the Blue Table’s background theme has a melody that appeared in Pokémon Gold and Silver when visiting Ecruteak City and Cianwood City – games that were released seven months after Pokémon Pinball. Red’s background melody meanwhile is from the Generation II games, when visiting Kanto province. Catch ‘Em Mode on the Blue table uses an instrumental version of “Aim To Be A Pokémon Master” – the original opening theme of the anime.

If you have never played Pokémon Pinball, I can recommend it. For pinball fans, there are some quirks to be endured, but Pokémon fans will get a real kick out of it.

OVERALL: 8/10

ppblue_gameover

 – Game Over!

Curious for more? Well, this article is part of a collaboration between various content creators where we took a look back together on the Pokémon franchise. Feel free to read all the other articles by following the links you can find in the hub article.

 

Review: Pokémon Pinball Mini (Pokémon Mini)

By Merman (@merman1974)

Console: Pokémon mini

Developer: Jupiter

Publisher: Nintendo

Release dates: Japan – December 14th 2001, North America – November 16th 2001, PAL – Europe March 15th 2002 and Australia October 11th 2001

The Pokémon mini console was an unusual move from Nintendo. Going back to an LCD screen seemed strange in 2001, but the success of Game Freaks’ franchise led to a huge number of licensed products. These included a Tamagotchi style virtual pet and an electronic Pokédex.

Pokemon_mini_logo – The Pokémon mini logo

There were three varieties of Pokémon mini, matching the colour of its shell with three Pokémon from the later generations – these colours were: Wooper Blue, Chikorita Green, and Smoochum Purple. The hardware is particularly intriguing, as the smallest Nintendo console with interchangeable cartridges. The monochrome screen has a resolution of just 96×64 pixels, and it is powered by a 4MHz 8-bit CPU from Seiko. Squeezed into the case are an internal real-time clock, an infrared port for multiplayer gaming, a reed switch that detects when the player shakes the console, and a motor for rumble/force feedback. Memory includes 4K of RAM and the 4K BIOS, while each cartridge holds 512 kibibytes (just over half a megabyte). The console also has six save slots, which are shared between games. Power comes from a single AAA battery that can last up to 60 hours of gameplay. Officially the word mini was always shown in lower case, although many sources use that interchangeably with Mini.

  Pokémon_mini_Chikorita_GreenChikorita Green

 

 

Smoochum Purple Pokémon_mini_Smoochum_Purple

 

Pokémon_mini_Wooper_BlueWooper Blue

 

 

 

Internationally there were four titles available at launch. Pokémon Party mini is a mixture of mini-games, Pokémon Puzzle mini requires you to assemble pictures of Pokémon and Pokémon Zany Cards has four card games played with Pokémon cards. We are here to talk about the fourth launch game, Pokémon Pinball mini, but it is worth discussing how the poor sales of the initial games meant no further titles were sold in North America. Pokémon Tetris saw a release in Japan and Europe, but the last five official titles – Pokémon Puzzle Collection vol. 2, Pokémon Race mini, Pichu Bros. mini, Togepi’s Great Adventure and Pokémon Breeder mini – were only sold in Japan. Developers Jupiter were responsible for six of the ten released mini games, including Pinball mini – following on from their work on the original Pokémon Pinball game for Game Boy Color.

Pinball_mini_EN_boxart – The English box art for Pokémon Pinball mini

Pinball_mini_JP_boxart – The Japanese box art for Pokémon Pinball mini

Emulated versions of some Mini games appeared in the later GameCube title Pokémon Channel, and that allowed the console to be reverse engineered by hackers. Pikachu has to find the Pokémon mini under the bed and extra games are then purchased from the Shop ‘n Squirtle. It initially comes with a special bonus mini game known as Snorlax’s Lunch Time. Pokémon Pinball Petit was included in Pokémon Channel, with just ten Quest Mode levels from the original game and no way to save high scores. An emulator and homebrew titles are now available online for those who are unable to track down the elusive mini hardware. There was even a demo (SHizZLE, by Team Pokéme) entered into the Breakpoint “wild” demo competition in 2005. Fans have since created English translations of all the Japanese exclusive titles, making them playable in an emulator or via the Ditto mini flash cartridge (containing Flash memory, and thus allowing homebrew or translated cartridge files to be run on the original hardware itself).

Pokemon_Channel_US_boxart

US box artwork for Pokémon Channel (GameCube)

snorlaxs_lunch_time – Feed Snorlax to keep him awake in this Pokémon Channel mini-game.

So how does the Pinball mini game work? The game is split into three modes. Quest Mode has 70 levels that must be completed in order, Time Attack challenges you to complete one of ten selectable levels as fast as possible, and Score Attack has ten different levels to rack up as many points as possible. As with Time Attack, the player is free to play any of the ten Score Attack levels.

ppmini_title – The title screen initially just shows Diglett hitting the Pokéball.

ppmini_diglett_scoreattack – Diglett taking on a Score Attack level.

In each level, the player hits the Pokéball around with a Pokémon replacing the flipper usually found at the bottom of the table. The player starts off with Digglet, whose head pops up to hit the ball when A is pressed. Time it right and you get a faster-moving Power Shot. As you move through Quest Mode, there are three types of level. Fill Holes requires you to fill all the holes with Pokéballs as quickly as possible. These levels have a time limit, and this type of gameplay is the core of the ten Time Attack levels. High Score levels in Quest and Score Attack award one point for hitting the ball into a hole, and three points for a power shot. In Quest Mode these levels have a minimum score to complete them – also against the time limit. As well as holes, there are other features on the tables. Blocks can be broken by three hits (or one power shot), but hard blocks cannot be broken. Water will end the game, while the gravity changer (a black arrow) makes gravity act in that direction. Bumpers make the ball rebound, but the Out Hole will grab the ball and take time to release it. Ditto stops the ball bouncing and drops it slowly, while Pichu throws the ball in the direction it is facing (with the same strength it was hit).

ppmini_ditto – Ditto will affect the ball when hit.

ppmini_gravity – Hitting the Gravity arrow will make gravity start acting to the left.

ppmini_outhole – The Out Hole in the middle will hold onto the ball for a while.

ppmini_pichu – Naughty Pichu throws the ball around.

There are four Capture Levels in Quest Mode, allowing the player to unlock a different Pokémon. The Pokémon moves back and forth across the screen, starting with 3HP. Hitting the creature with the ball removes 1HP, while a power shot removes 3HP. Once the Pokémon is reduced to 0HP it faints, and needs one more hit with the ball to capture it. The player must then flip the Pokeball into the hole to complete the level, with its weight being heavier (making it slower to move) with the captured creature inside. If the player waits too long to hit a fainted creature, it revives with 1HP and must be hit again.

ppmini_pikachu – The player has unlocked Pikachu, who is a little unpredictable.

When a new Pokémon is unlocked, it can be used to replay any level – except its own capture level. Pikachu (#025) is unlocked by completing level 10, but the ball flies in a random direction when he hits it. Clefairy (#035) is the prize for passing level 20. Its psychic abilities allow you a small amount of control over the ball with the D-pad. The player must use Pikachu on level 11 and Clefairy on level 21 and is excluded from using Clefairy on some later levels. The slow-moving Wobbuffet (#202) is unlocked at level 30 but can send the ball flying further. The final Pokémon to be captured is Poliwag (#060) after level 40. Poliwag moves up faster than the others but is not as powerful (making power shots harder). One level filled with water requires the use of Poliwag, but only Diglett can be used on level 70. Completing the Quest Mode shows Poliwag and Clefairy alongside Diglett on the title screen.

ppmini_clefairy_blocks – Clefairy’s ability to influence the ball’s movement will help get rid of these Blocks.

As a pinball game the small size of the Pokémon mini screen is restrictive. But as a spin-off from the Pokémon games, it has a certain charm in the way it uses different creatures. It is a tough game to play through, thanks to the time and score limits. The cost of the console itself and the limited sales make tracking it down tough for collectors, so the recommendation would be to try the other two Pinball titles on Game Boy instead.

OVERALL: 6/10

This article is part of a big collaboration where various writers take a look at the Pokémon series in a retrospective way. Feel free to read more articles like these by visiting the hub article.

Interview with GameChuck after “SpeedLimit” release

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Welcome my dear reader! Today, I want to share something special. Last year, I took a look at a game called Speed Limit. When I looked at the game it was still in development but a demo was released. Now, this week the full version was released on all major platforms. You can find more information on the official website and on the website of the publisher. Now, instead of writing a very same-y article, I thought it would be more fun to talk about the game with the developers. So, that’s what’s going to happen today. I’m going to share an interview with you guys and girls that I had with GameChunck! Thank you so much for answering my questions. Before I start, feel free to leave a comment with your opinion and/or thoughts on the interview, the game and/or the content of this article. 

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Jonez: Hello there and welcome. Thank you so much for taking the time to do this interview with me. So, to whom do I have the pleasure of speaking to from the development team?

Alex: Hi, I’m Alex, the CEO of Gamechuck and level designer for some small parts of Speed Limit. Most of the development was done by others but as they are too busy celebrating our pan-console release, I will try my best to tell you everything you want to know!

Jonez: So, last year a demo for Speed Limit was released. Now, we are almost a year later and the game got more development. What is new in this full version? Did the game get easier or more difficult? 

Alex: The game is much bigger than the demo – it features 10 (or more, khm khm, spoilers) levels, with 5 distinct gameplay genres, while the demo is just the first three levels (side scrolling genre and top-down). Also, we used the feedback from the demo release to make the game much more enticing, but not easier per se (although we did add Easy mode in both the demo and the full game since then).

Jonez: Now, this game got released on multiple platforms like the PS4, PS5, XBOX One, Steam and Switch. What challenges did you face in porting this game? 

Alex: The Switch is at the same time the most slick experience (they check on everything and give you detailed feedback on where they found which error) but also quite cumbersome as every change takes a long time to get approved. Also, the PS4 had some issues regarding how we draw shaders for light for the bike rear lights, but we fixed it using clever math so now it works as intended on all platforms!

Jonez: This game is almost one long interactive movie. I guess this game wasn’t the easiest to develop since you risked to damage the flow of the game. So, what was the most challenging in developing this game? 

Alex: The most difficult part was correctly figuring out how much time it will take for each feature, and since we were starting from scratch with every level (e.g. every new genre) it was really hard, but we needed to guesstimate anyway since due to porting and so on, we were operating on a schedule.

Jonez: So, can I ask if you guys have future plans for the game? Or will this game only get bug fixes?

Alex: We hope to give the game a lot of interesting updates and maybe even DLCs, because the game this well received deserves to be continually updated! I can’t promise co-op mode (although I’d really like to!) but more modes, achievements etc. – definitely!

Jonez: You know, when I played the first level. I always wondered… Can you defeat those enemy soldiers?

Alex: No, but you can reach a stalemate with them, by standing at a spot where they can’t hurt you and just keep shooting them down!

Jonez: It didn’t take long for me to find an easter egg. The Chuck Norris easter egg was a nice gag. Are there more in the game?

Alex: A lot. Let me get back to you with an exact figure later.

Jonez: As I said earlier, this game feels like some sort of interactive action movie. How did you go about testing this game? Did you always start from the start or did you test it section by section?

Alex: We tested both specific sections and the whole game, and also used the G.Round platform for testing the game with hundreds of players prior to launch so we can iron out any big issues (there weren’t any and we got incredibly glowing remarks!)

Jonez: So, an indie studio is always known for having a small team. Who were the heroes that brought this game to life? 

Alex: The dev team is 7 people (artist Jurica and the game director Igor doing pixel art, Vanja and Karlo and one student Sara coding various levels and Matija doing sounds and music) and then there’s me, Lucija doing PR/bizdev and Iggy doing community management. 10 people seems like a lot but bear in mind we weren’t all doing the game full time and we do have a lot of other games in the pipeline!

Jonez: So, one of the biggest differences I noticed is the fact there is an easy mode. Which differences are there in the easy mode compared to the normal mode?

Alex: The difference between easy and hard is almost exclusively in the number of enemies and/or their hitpoints, and of course – the true ending is not available in Easy mode!

Jonez: It wouldn’t surprise me that the game broke quite often during development. Can you share one of the funniest moments of the game breaking during development? 

Alex: There were many but here’s one that was quite fun:

Jonez: And my final question: You are also developing another game. Tell us more about it? Did you learn anything while develeoping Speed Limit that is going to be used in that new game? 

Alex: The level designer of Speed Limit is, incidentally, also the lead writer for our narrative game Trip the Ark Fantastic. A complete departure from Speed Limit, this is a slow non-combat narrative experience about the scientific method, philosophy and cute rabbits striking for better working conditions. Now, if that didn’t hook you, then the classical animation and orchestral score will!

Jonez: Thank you so much for answering my questions! I’m quite curious to see what your studio is going to publish next. I also want to thank you all for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it and putting it together. I hope to be able to welcome you in a future article but until then, have a great rest of your day and take care! 

Also, don’t forget to give SpeedLimit a try!

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Game Quicky: Colorful Colore (Switch) ~ It’s Sliding Time

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On the day before my 28th birthday, I want to talk about a game called Colorful Colore. A game developed by a small team of developers and ported by Drageus Games over to the Nintendo Switch. As usual with Drageus Games, I got a free press code to take a look at this game and I’m allowed to give my 100% honest opinion on the game. So, in this game quicky article, I’m going to take a look at the Switch port and if it’s worth it to pick it up for the low price of 3 bucks or if you should spend your money elsewhere. With that said, feel free to leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article. 

Sliding just right

colorful-colore-switch-screenshot01The goal of this game is quite simple. You have to solve sliding puzzles to get from the start of the level to the end point of the level. There are 50 levels in this game for you to go through. I think the best game to compare this game too is Quell. 

There is an unique mechanic in this game where the blob and the tile it lands on has to color match. If you don’t have the same color, it’s game over and you have to restart the level. So, you have to find the correct way to the end before you get yourself stuck or make a wrong move. 

It’s a great thing that this game has been translated into Spanish and Portuguese, but it shouldn’t matter that much since the UI is so clean, the language of the game shouldn’t matter. The UI is extremely simple to use and get the hang off. 

Just like the responsive controls of this game. There is no input delay and the controls are fast and easy to learn. I don’t have any complaints about them since they allow to play my relaxing puzzle game in peace. 

This puzzle game is so relaxing with the colorful art-style and the relaxing sound effects and music, it works beautifully. I could nitpick and say that the same music track loops throughout the whole game, but it’s rather relaxing and brings me into the right mood to play this game. This game has that “just one more puzzle” mentality and I’m still amazed that this nice little game only costs 3€ and it has this high quality in it’s animations, visuals, music and sound. It’s a joy to slide in these puzzles and to solve them.

Sliding towards doom

ss_e29449a5e0c4dea278a8256d4ff5f426b8904ff4.600x338Sadly enough, there are some negatives I could say about this game. Things that could be improved or could be changed to make an even better game to play and to give it some more life. 

First of all, I was a bit disappointed to learn that stats are lacking in this game. It would be so great to see if I finished the level with the least amount of moves or with the fastest time. And if you could reset those stats in the options menu, where you even can’t reset your progress by the way, then it would be even better. 

Second, some of the teleport icons are too small. When I was playing this game, I had the most comfortable experience in handheld mode with the game at an arm’s length to my face. On my large 51-inch TV, I felt a bit more confused since I had to focus on the symbols on the teleporters for them to make sense which one is which. 

Thirdly, and I can’t tell if this is a problem with this game or with these style of games but I found it quite annoying to “loose my character”. Since this game uses teleporters, I sometimes didn’t notice where my character was. Thankfully, you can hear a “tud” when the blob lands on a wall but here is the annoying thing. I fell that Quell did a better job with these teleporters. They are less instant, use some more sound effects and the player bubble has some minor animation when you loose it. 

Now, my 4th complaint has to do with the unique color-matching mechanic. While I’m no expert on colorblindness, I can totally understand that this game might be quite tricky to play for people who are colorblind. One of my old class mates wasn’t able to tell yellow and red apart and that’s going to be tricky in this game. 

My fifth point is that there is no hint system. While it’s a good thing that this game challenges you in trying to find the right solution, it’s quite annoying when you are stuck on a certain level just because you are unable to figure one or two moves out. I have to be honest, if the hint system in Quell didn’t exist, I would have put the game down in a few levels. I’m afraid that I or some other players will do the exact same for this game. 

And my final complaint is a nitpick and something that this game can’t really solve. This game suffers from the “better played in short bursts”-syndrome. While it has that “one more level” vibe for me, I enjoyed the game quite a lot more when I played it in short bursts while going to the bathroom or while waiting for my food to cook. 

With that said, it’s time for the wrap-up and the conclusion of this article.

Does it slide right?

ss_3904a05c6a4abd54c4e048d31f5b09a065e13d00.600x338If you compare this game to similar games in the genre like Quell, this game comes close but not close enough. Yet, that doesn’t mean that this game is a bad game or has a lot of flaws. 

This game does a lot right and most of the mistakes this game makes have to do with a lack of depth. There are no big flaws in the fundamentals of this game since it explains the game mechanics quite well without holding your hands as if you are a small child. 

To be honest, I’m a bit conflicted on the platform that this game released on. This game would feel perfect to become a mobile game but that might have several ads and it would ruin the flow of the game. Yet, the small teleporters playing the big screen is biggest issue that this Switch port has. And of course the lack of something to aid the people who are colorblind of course. 

Now, should you give this game a try? If you are looking for an enjoyable small puzzle game, I think you won’t be let down by this game. It’s sad to see that there is a lot of untapped potential in this game but hey, it would be quite rude to ask for even more when the game is so cheap. So, if you enjoy games like Quell, I think this game might be an enjoyable time waster while in the waiting room or in the bathroom. 

And that’s everything I wanted to say about this game. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.