PinballQuest is a 1989 pinball video game developed by Tose[citation needed] and published by Jaleco. Released for the Nintendo Entertainment System, Pinball Quest was unusual at the time of its release for its "unique"[1] mash-up of pinball and role-playing game (RPG) mechanics, and it is considered the "first ever RPG pinball game."[2]
In RPG mode, the player controls the silver pinball and progresses through a six-level castle to rescue Princess Bali from Beezelbub, the "Dark Lord of the Machine." As in traditional pinball, flippers are used to keep the ball in the playfield and accomplish objectives, such as hitting targets or defeating an enemy.
Retrospective reviews of Pinball Quest focus on the novelty of its RPG elements. The game has been called a "curious mix of genres",[2] with some reviewers describing it in more extreme terms, stating it is "among the most bizarre genre hybrids in the history of video games"[3] and a "baffling experiment."[4]
As odd as it is for such a game to even exist, Jaleco, its developer, was actually crazy enough to localize it in America. Normally this kind of weirdness guarantees that a game gets left in Japan, or at least severely altered in its localization, but Pinball Quest made it overseas with nothing more than a English translation.
Pop!Pop! is a bowling/dance hall/Americana themed table with bowling pins on the table that can be knocked over for points. You can move your flippers up to the higher portion of the table by pushing Up and can move them back down by pushing Down. In the upper portion, there are four bumpers that take up a huge amount of the room, two targets to the left, and two holes that will make the ball exit the other hole. Above the lower of the two holes are three bowling pins. Knocking each pin over will enable a target at the end of the lane to the left and shooting the lower of the holes will fire the ball up this lane. The overall layout of this portion of the table is a bit angular, but it works well.
The most important part of this table is the slot machine to the upper right of the lower portion, which is activated when the ball enters a hole to its right. If the slot machine shows three of the same thing (this is pretty easy to get) then it will activate any of several possible things. Three plums will make the bumpers flash, which probably makes them worth more points. Three gold items will make the mini game available, which is accessed by shooting the ball up the ramp. Three seals will get you an extra ball. Three bunches of fruit will open an entrance back to the plunger. Three clowns will activate everything that the others do. As you have infinite nudge in Pinball Quest, the easiest way to get the ball to the slot machine is to rapidly tap the B button when the ball is approaching it. This should keep the ball to the right side of the table, which will lead it to the slot machine.
The mini game for the Circus table is totally different from pinball. You control a guy who has to stop a bunch of lions from chasing a lady around. He can only move back and forth, and pushing a button will make him toss a pinball up in the air. Your goal is to hit each of the lions, but there are other animals that get in the way and hitting any animal will make them go into a cage at the bottom of the screen. However, these cages take up space and the more cages there are, the less room that you have to maneuver. If the guy gets hit by any of the animals, then you will go back to the pinball table.
RPG Mode is a pinball/RPG hybrid, and the real meat and bones of Pinball Quest. It takes several elements from RPGs. It follows a linear progression across multiple tables with monsters roaming around and boss fights at the end. There are even shops between each table where you can buy stoppers or more powerful flippers that cause more damage to enemies with each hit. You have infinite balls, but if a ball is lost after the first table, then it will fall back to the prior table. This is definitely the worst thing about RPG mode, because it is WAY to easy to lose the ball in a few of these tables, and you are going to have to replay certain tables WAY to many times.
After he leaves, shoot the wall that blocks the path that leads to the upper left and then shoot the path again to enter to upper portion of the table. After accomplishing this, quickly push Up on the control pad to move your flippers to the upper portion before the ball falls back down. There are a couple holes that will launch the ball back out, two trees for bumpers, a couple rocks for targets, and a few skeletons with low HP that are pacing around. After they are beaten, a huge skeleton with a shield will appear. After he is defeated, he will explode into skeleton bits and leave behind a key. Shoot the key to make it to the second table. If you come back to this table, then you can move on by shooting the key again.
The third table begins with an area that has two bumpers, a hole to the upper left, and a lane to the left of that. There are also two goblins pacing around. Hitting either of them will cause them to move the ball to a mine cart to the right which will then take the ball to the upper portion of this table. From there you will see two rows of knights. After shooting them a few times, they will disappear and be replaced by a huge knight. After defeating him, the ball will automatically move up through the door to the fourth table. If you lose the ball to the right in the upper portion of the table, it will fall back into the mine cart and be brought back up. That makes this table much easier than the second, but you can still lose it between the flippers.
The sixth and final table is pretty simplistic. It begins in an area with three candles above the two flippers. Shooting any of these three candles will launch the ball up to the upper portion of the table where a huge monster has the princess captive. He will shoot skulls at your flippers, which will destroy them if they are hit, so move the flippers back down to avoid these, but make certain to move them back up very quickly or you will lose the ball. This boss is much tougher than any opponent you have faced up to this point. Luckily there are several candles along both walls of the upper portion of the table that will raise your attack meter . You NEED to shoot as many of these as possible or this boss fight will take longer than you are likely to have the patience for. Keep hitting the final boss and he will eventually be defeated and the princess will be rescued. You even get a VERY brief ending that is almost as simplistic as the intro. After the princess is rescued, the ball begins pacing around and is then joined by the princess. I have no clue if this is supposed to be some kind of dance or something, but they are shortly there after drawn into a hole by a giant magnet (!?). The magnet explodes after they make contact with it (!?, again) and they fall back to Pinball Land, or wherever they are from. Then they are shown talking to a bunch of pinballs. Then it goes to the credits. Strange, indeed.
The Pro, Premium, and Limited Edition models all feature an interactive Dr. Strange spinning kinetic sling ring disc with dual direction velocity detection, aiding players on their journey to opening portals and starting Infinity Gem quests. All models feature a gravity defying Avengers Tower magnetic lock ramp with gravitational vari-target and magnet hold, capturing pinballs in midair as players unlock Iron Man Multiball. In addition to distinct hand-drawn artwork, all models feature an Avengers Computer Bingo grid 3-target drop bank, a Thor captive ball, Hulk spinning target, custom intricate wireform ramps, and 3 full size flippers.
The Premium and Limited Edition models feature an interactive Dr. Strange motorized pop-up disc scoop, transporting pinballs into an underground Portal, a visible subway capable of holding and staging up to 3 balls through custom playfield windows accentuated with dynamic RGB lighting effects. These models also include a custom sculpted Thanos Infinity Gauntlet integrated with atmospheric light-up gems, a Captain Marvel inverse gravity custom wireform ramp, and a Pym Laboratories vertical up-kicker.
The LE model is limited to 500 units globally. This limited version includes additional unique features such as an exclusive mirrored backglass, exclusive custom themed cabinet artwork, a custom autographed bottom arch, exclusive custom art blades, upgraded audio system, anti-reflection pinball glass, a shaker motor, and a sequentially numbered plaque.
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