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»Super Robot Pinball
  "It's a weird but fun spinoff."

Graphics: 8

Gameplay: 8

Sound: 7

Replay
Value: 7
It’s kind of interesting to take a look at the different ways that developers tried to bring the pinball experience to various game systems, especially when it comes to portables. At first, they tried to make the most accurate facsimile of a game of pinball game possible, but as time went on, developers decided to try gimmicks to capitalize on the fact that the differences between an actual pinball table and any video game equivalent. Most of these variations were set to the themes of various popular video game franchises. Games like Kirby’s Pinball Land and Sonic Spinball, for example. Then there’s this game, Super Robot Pinball, which was spun-off from the Super Robot Wars series. Sure, it’s in the same vein as those aforementioned titles, and despite its obscurity, it’s still a pretty good game.

At first glance, Super Robot Pinball doesn’t really seem too different from a far more popular GBC pinball game - Pokémon Pinball. The superficial similarities are numerous: both games only have two tables; both are based on popular Japanese series (Super Robot Wars and Pokémon respectively) and both are unique takes on the classic game of pinball. Delving deeper, however; the game shows an even greater similarity: much like Pokémon Pinball, there’s a bit of a collecting element but on a smaller scale. The collecting here involves both the heroic mechs and various villains from such series as Mobile Suit Gundam and Mazinger Z. Another comparison would be the blatancy of the game’s basis in the tables’ motif. There are numerous cameos on the pinball table itself. For example, there are various grunt enemies from the various series who appear as bumpers (of varying levels), not to mention the two gimmicky “savers” (Boss Borot, who takes up the mid-section and Haro, who takes up the outer lanes).

Of course, SRP has its own wild quirks too. For example, when certain goals are achieved, the ball is leveled up, allowing it to do more damage to the bumpers (which can be destroyed in a certain number of hits, depending on how high the bumpers’ and the ball’s levels are). When the ball levels up, it changes colors, shifting from blue to green to red all the way to a yellow-orange color. Also, unlike in Pokémon Pinball (in which players can simply choose between the two tables from the beginning), one must clear the first table to unlock the second one.

That brings about the question: how does one go about clearing a table. Well, there’s a gimmick involved, something like a cross between the ones found in Sonic Spinball and Pokémon Pinball. Basically, after destroying a set number of bumpers, an enemy robot (from one of the various series involved in this game) appears. At this point, the player must fire the ball up the “Scramble” ramp in the course of two minutes. When the ball is shot up the ramp, players are allowed to choose one of the six randomly chosen robots (there are 41 in all). After that, the ball returns into play and must be shot up the “Enemy” ramp, which sends the ball into the battle field. Basically, the battle field is a fairly small pinball table, with the enemy taking up center stage. In order to attack, one must shoot the ball into the enemy, until their health meter reaches zero. On the flipside, the player’s mech also has a health bar, and if it runs out, the battle phase ends, allowing the enemy to escape. However, when the player’s mech takes a certain amount of damage, a scramble hole opens, allowing the player to switch to a new mech for the rest of the battle. Of course, if the ball falls out of the battle table, players return to the normal table, affording them the chance to regain health through the “HP” ramp, change robots via the “Scramble” ramp, but try to get back up the “Enemy” ramp as quickly as possible, because the enemy regains health during the time out of the battle table.

After beating a certain number of enemies (three or five, depending on the table), players enter into the boss table. It’s similar to the boss battles found in both Sonic Spinball and Kirby’s Pinball Land: players attack the boss by striking them with the ball until they are defeated. Of course, falling out of the boss table is a bit more costly this time around: instead of simply being able to reenter the boss table through some special area, one must beat another regular enemy to return.

The graphics are a mixed bag, which isn’t a surprise considering the system. On a personal note, I honestly can’t believe that the Game Boy Color had a wider overall and on-screen palette than the Game Gear, because for the most part, the system’s graphics had vast areas of blank space, not to mention the fact that the coloring in most games was flat. Oh well, this is pretty much standard for the system, and aside from this setback, the game looks fairly nice. The pinball graphics are detailed to the point where you can tell the differences between the various bumpers. The battle graphics are also pretty good, albeit simple. The best effect would have to be when a Mark 3 Attack is achieved: there’s a little SRW-style cinematic showing off the move in its full (well, maybe not full, but it’s still a pretty good imitation of the graphical style seen in the console SRWs of the time) glory. It makes me wonder what a real SRW game on the GBC would’ve been like.

The sound’s actually pretty good, and that’s saying a lot if you know my feelings about the GBC’s sound card. Most of the robots’ themes are well-arranged on the GBC’s hardware, and most of the game’s original music is actually pretty good. On the other hand, the sound effects are pretty low-grade, quite similar to those heard in Kirby’s Pinball Land. All in all, they’re not bad; I just would’ve thought that the sounds would be a little more realistic with the new sound card.

The replay value is basically what you’d expect from a pinball game. Needless to say, there’s not that much, at least at face value. With only two tables (granted, they loop), the standard mode gets pretty bland. Of course, there are some other features, like an endless mode which allows players to play a single table infinitely. There are also two databases, which records every robot and enemy encountered, not unlike the Pokédex in Pokémon Pinball. Besides, this game is generally pretty quick, and it’s a decent time waster. Still, Pokémon Pinball’s easier to find, so it’s probably the best choice you have for a pinball game on the GBC.

Article by:
Wolfdogg
Posted on: Aug. 30th, 2007

     Review Recap
 Gameplay
Consider it Sonic Spinball and Pokémon Pinball’s otaku love child. Needless to say, it’s fun.

 Graphics
Sure, this game suffers from “flat-palette syndrome”, but it’s otherwise a fine looking game.

 Sound
The soundtrack’s pretty good for the most part. Sound effects are pretty much what you’d expect though.

 Replay Value
Eh, it’s got two tables and databases for both the mechs and the enemies. Unfortunately, this doesn’t really mean much replay.

     Comments



Platform: Game Boy Color
Genre: Pinball
Developer: Jupiter Multimedia
Publisher: Media Factory
Release Date: 02/23/2001
Save Type: 1 Slot
Players: 1