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Pokémon Pinball: Ruby and Sapphire - Sapphire Table

Автор: Overhazard

Загружено: 2015-01-18

Просмотров: 93658

Описание: Like with the Ruby Table, I should say that there will be a lot of unexplained pinball terminology in this description. Most are pretty straightforward, but if there are any terms you don't understand, just leave a comment or send me a message directly if you cannot comment.

The Sapphire Table is the counterpart to the Blue Field in Pokémon Pinball. It has a roughly symmetrical layout, Catch 'Em! and Evolution Modes on opposite sides, and side targets (Seedot and Zigzagoon on Sapphire, Poliwag and Psyduck on Blue) that are always active but level down with time.

We have the usual bottom third: Two slingshots, two inlines, two outlanes, the Pikachu kickback activated via the spinner on the right orbit, and the two flippers, which are the only two flippers in the game. Like in the Ruby Table, Catch 'Em! Mode and Evolution Mode are activated via the orbits. Spoink is the plunger, and there is no skill shot. Latias is the Ball Saver in this one.

Seedot and Zigzagoon's targets are always active, unlike Linoone in the Ruby Table. However, they're timed: If enough time passes without having hit the target again, that target's status is downgraded. Seedot, like the left Linoone, will activate Travel Mode if the nest fills up, and it's exactly like in the Ruby Table. Zigzagoon, on the other hand, when activated, allows you to do a hard-stop on the HOLE roulette. With good timing, you can get exactly what you want.

The bumpers are Shroomish in this one, and unlike Lotad/Chinchou, all three will always be present, and they don't move around.

In front of Pelipper is a stand-up target with a number on the arrow pointing to it. This number goes up by 1 each time the target is hit, which is the end-of-ball bonus multiplier. (The one on the Ruby table was between the bumpers and Sharpedo, also accompanied by a sign with a number.) Providing Coins is the left ramp, which dunks the ball by Pelipper. Hitting the stand-up target causes Pelipper to face away; if the ball reaches Pelipper via the left ramp and Pelipper is facing away, it will grab the ball and fly away, alternating between dropping it into the top rollovers or taking it outright to the Spheal Bonus Stage.

Catch 'Em!, Evolution, and Hatch work just like in the Ruby table. Catch 'Em! begins by shooting Wailmer, Evolution via the Poké Mart (which is activated when not in Evolution Mode by hitting the Plusle stand-up target and the Minun stand-up target in either order), and Hatch begins when the right ramp is shot 4 times. Like in the Ruby Table, Bonus Rounds begin when all three Poké Ball symbols below the monitor are lit--one becomes lit for obtaining a Pokémon, and two for evolving a Pokémon.

The Bonus Round progression here is Dusclops, Kyogre, Dusclops, Kyogre, and Rayquaza. But let's begin with the additional one, Spheal.

For the Spheal Bonus Round, you're given 2 minutes to have the Sealeos at the top dunk as many Poké Balls and Spheals as possible into the basket. Hitting Sealeo provies 10,000 points, and hitting a Spheal in the water provides 5,000 points. Shooting the ball up either ramp all the way will cause that ramp's Sealeo to toss the ball into the basket, but if you see a Spheal attempting to climb up a ramp (they will all otherwise slip back down), hit it with the ball to bump it up to a Sealeo. When time runs out, you're given 1 million points per Poké Ball and 5 million points per Spheal thrown into the basket, times the playfield multiplier.

The Dusclops round begins with Duskulls. Hit 15 of them to summon Dusclops. Dusclops only requires 5 hits, but any shot to Dusclop's front when it's standing still will be neutralized. Dusclops is compeltely vulnerable from the sides and back, however, as well as when it's walking. Defeating Dusclops gives 30 million points times the playfield multiplier. You're given 2 minutes.

You can defeat Kyogre by hitting it 15 times in 3 minutes. It will create unavoidable waves of ice that freezes the ball, which must be broken free by flipper-mashing. Kyogre also creates whirlpools that trap the ball until they go away, and Kyogre can also dive underwater to evade getting hit, though it must sometimes come up for air. Defeating Kyogre gives 50 million points times the platfield multiplier. Defeating Kyogre twice will catch it.

Rayquaza is defeated after 15 hits in 3 minutes, but it floats up and down and can only be hit when close enough to the ground. Rayquaza can shoot lightning bolts to stun the ball, and more annoyingly, whirlwinds that fling the ball high up. It can also send the ball to the left or right with wind from its wake. Defeating Rayquaza gives 99,999,999 points times the playfield multiplier. Defeating Rayquaza twice will catch it.

As you can see, there are a lot of Legendary Pokémon still on the loose at the end of this video. We'll cover catcing Rayquaza, Jirachi, Latias, Latios, Regirock, Registeel, and Regice later. (There is no Deoxys in this game, if you're wondering.)

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