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.

 

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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.

Review: Pokémon Pinball Ruby and Sapphire (Gameboy Advance)

By Merman (@merman1974)

pprs_logo

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.

 

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)

pokemon-xy-launch-169

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)

Pokémon_Sword_and_Shield

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)

pokemon stadium

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)

Colosseum_xd_3037

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)

pokemon-go-169

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)

Pokémon_Pinball_Coverart

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!