Tables Guide

Tables Guide

The majority of tables featured in Metroid Prime Pinball task players to defeat a specific boss character. See the bosses guide for tips and tricks to clear them.

All the classic pinball action takes place on three tables with environments inspired by the Pirate Frigate, Tallon Overworld and the Magmoor Caverns (for multiplayer battles).

Mini-games are richly dispersed on each table. During a Multi-mission game, conquering mini-games (most ranging from levels 1 to 3) rewards you with valuable artifacts needed to unlock the Artifact Temple. Completing mini-games in Single mission rewards you with a Special and 50,000 points.

With the pick-up-and-play nature of the game, tactics are easily developed for all tables and you'll learn the ropes fairly quickly just by poking around. See below for tips relating to each table's mini-games and any other juicy points of interest.

Notes

  • See the trio of bumpers up in the northern part of each table? Strike one with the ball to cycle the mini-game hologram pod between available modes. Each strike also slowly raises the Jackpot total (earned during the Clone/Gunship Multiball modes).
  • Whenever a mini-game with a timer is active, the hologram pod raises a wall to bar your ball from entering it. Strike this wall to score an extra fives seconds on top of the current time.
  • Sometimes by striking the trio of bumpers up on the northern side of the Pirate Frigate and Tallon Overworld boards, a message appears informing you of a rise in the Bounty multiplier (you can also score this in the Scan pod). This is used for the post-game screen after losing a ball - the higher the multiplier the more bonus points you'll gain.
  • Upon completing Multi-mission mode the first time, Expert mode will unlock. Toggle this on for a real challenge - all mini-games will start from level 2.

Pirate Frigate

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Parasite Purge (Levels 1-3)

This mode is summoned via the mini-game hologram pod. A swarm of parasites cascade down from above, covering the top half of the board. They'll stroll about harmlessly - but don't waste your time. Launch the ball up north and clear out the infestation quickly, or more of the little critters will arrive from the skies. Clear all targets to win the mini-game. Higher levels equals more of the critters to deal with.

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Space Pirate Panic (Levels 1-3)

This one is also activated via the hologram pod. A trio of Space Pirates will teleport into position on the upper board and proceed to fire homing missiles at your ball. They'll leap about the table trying to avoid your strikes, so try to catch them quickly with a well-aimed ball. Drop bombs as you move around to try and catch them off-guard.

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Shriekbat Shootout (Levels 1-3)

Receive this mode by sending the ball up through the ramp on the top-right corner sufficient times to fill up the Samus logo. Hop in the visible S-logo in the center of the board and watch as Samus stands ready to face the onslaught. This mode is quite tough, as the swarms of Shriekbats attack fast and from multiple directions. Watch the swarms as they arrive and pick off each in the order they appear - their screeching calls precede an attack run.

Spread your shots wide to keep them all covered. If you have missiles they can help with a quick spread-shot effect (press X) but with only one shot it may be difficult to use wisely. Higher levels bring further swarms so don't expect an easy ride. Clearing out all targets while evading damage will score you 50,000 points, or 25,000 points if you take a hit.

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Metroid Mania (Levels 1-3)

Summoned via the hologram pod. This mode calls upon several Metroids whom simply hover in the center of the board, waiting for your presence. Slam each target with your ball a few times to clear them out, or drop bombs as you pass by for splash damage. If a Metroid snags your ball quickly drop a bomb before it sucks too much energy. Level 2 gives you two pairs of Metroids to deal with, while level 3 throws out two rounds of three each.

If the Force Ball item is available and appears on the upper-right ramp, try to score it to easily take out each Metroid with a single strike each.

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Wall Jump (Levels 1-3)

The Wall Jump can be accessed via the ramp high above in the top-left corner of the board. But to receive it you'll first need to fill up the three red capsules leading into the small red pod. Send the ball up through the ramp enough times to receive the Wall Jump Ready message, then fire it up there again to reach the pod.

Samus is then shown at the base of the wall jump segment while the prize awaits at the very top. Don't worry about the swarm of Puffers floating about, they won't stop your climb. The L and R buttons are displayed on either side of the screen - simply press each consecutively as Samus climbs the shaft to reach the item at the top.

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Clone Multiball

See the structure on the upper board between the ramp entrances? Send the ball knocking into it enough times to receive the Lock is Lit message, then look closely again at the structure. A small green hole has opened up on the front - send the ball in there to fire up the device and receive two extra balls! This mode now lasts as long as at least two balls remain in play, so try to score as many Jackpots as possible by sending the balls up the ramps marked with yellow arrows.

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Phazon Frenzy (Levels 1-3)

Upon completing a number of the hologram pod mini-games, the Phazon Frenzy hologram should eventually pop up (it looks like a sequence of rotating balls). There's nothing to lose in this mode; only points to gain. Small red and blue pills swarm the table - strike one to score 10,000 points each. Send the ball careening around the table and strike as many as possible, they'll keep reappearing so you shouldn't run out. A permanent force field also guards the drop zone so don't be afraid to take risks. Eventually the automatic timer will end this mode.

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Phazon Multiball

On the Pirate Frigate table you'll only have access to this mode by winning it in the Scan pod. Much like Phazon Frenzy, this mode deploys a number of small red and blue pills about the table. Except this time you'll have two active balls, one red and the other blue. The pinballs can only take out their matching-coloured pills, so this one tends to become a little chaotic. Ensure both balls remain in play to keep this mode active. If you can clear out a full set of coloured balls a larger one appears - strike this one to score 50,000 points!

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Hurry Up

The Hurry Up Activated message seems to pop up at odd intervals, even right in the middle of other mini-games. When the message appears, so does a countdown score starting at 50,000. See the flashing sequence of running lights up on one of the upper ramps? If you can quickly send the ball along those set of lights through the ramp before the score counts to zero, whatever value it is will be added to your total score.

Tallon Overworld

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Burrower Bash (Levels 1-3)

This mode is summoned via the hologram pod. A horde of Burrowers will promptly swarm the upper board before burrowing their way underground. Bring the critters back into view by sending the ball directly over their positions on the board. Once the targets are in view, send the ball into them again to clear them out. Be quick though as they'll burrow back underground after a short time.

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Triclops Terror (Levels 1-3)

This is also called via the hologram pod. A trio of Triclops will emerge from the sneaky invisible land between the two screens and meander about as they wait to catch your ball. If a Triclops does manage to grab hold, it'll annoyingly take the ball directly over the drop zone and plop it down right between the flippers. Stop this sneaky trick by rubbing the touch screen to shake free. Lay bombs as you pass among the targets as they often pick them up erroneously, giving you an easy strike. Higher levels deliver more waves of Triclops.

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Beetle Blast (Levels 1-3)

Much like Shriekbat Shootout, you'll need to fill in the Samus logo and receive the Combat Ready message to activate this mode. Fill in the logo by sending the ball up under the middle ramp in the center of the upper board. Once Samus stands ready the Beetles will slowly emerge from underground and make tracks straight for Samus' position. Each one takes a few hits to bring down, and their numbers very quickly start to grow.

Concentrate on each one as they appear and don't forget to swing your field of fire around. Higher levels bring more hungry Beetles your way, so use the spread-Missile trick as a last resort and keep in mind that you can take up to four hits - if the Beetles score a hit all the active ones will oddly disappear. Clear all the Beetles without taking a hit to score 50,000 points, or 25,000 as consolation.

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Metroid Mania (Levels 1-3)

Just like aboard the Pirate Frigate, the Metroid Mania mode works the same in every way. See the Pirate Frigate entry above for more details. If you've scored the Force Ball from the Impact Crater, watch for it appearing in the top-left ramp; try to take out a few targets with its extra punch.

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Wall Jump (Levels 1-3)

The Tallon Overworld Wall Jump operates exactly as the Pirate Frigate's version, except with different decor and War Wasps hovering about the shaft instead of Puffers. The Wall Jump pod rests on the top-right corner of the main board, so send the ball up the ramp there enough times to fill up the three red capsules. Hop in the red pod when the Wall Jump Ready message appears to reach the upper shaft. Don't worry about the War Wasps, simply press L and R consecutively (starting with whichever button is flashing on-screen) to send Samus up to her prize.

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Gunship Multiball

Samus' gunship resting on the upper screen has a secret... Whenever the Lock is Lit message appears, the upper hatch atop the gunship opens. Send a ball in there to lock the ball away - notice the three indicator lights near the cockpit window? Send another two balls into the gunship as the hatch opens - with them all locked away you'll enter the Gunship Multiball mode.

Keep at least two of the three balls in play to remain in this mode, and try to send them up the ramps marked with large yellow arrows to score a variety of Jackpots (see if you can lock one of the balls back inside the gunship again).

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Phazon Frenzy (Levels 1-3)

Just like the Pirate Frigate, this mode can be gained after clearing out a number of the other hologram-pod modes. Send the ball into the hologram (of which looks like small rotating balls) once it appears to spread the small red and blue pills all over the table. Send the ball every direction without worry and try to rack up as many points as possible - you'll generally score a bonus Artifact or Special for scoring up big.

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Phazon Multiball

The Tallon Overworld board gives two methods of entering this mode. Like the Pirate Frigate, it can randomly activate via the Scan pod, but take a close look at the objects in the bottom-right corner of the upper screen. There's a pod there blocked by two barriers, one red and the other blue. Send the ball into each barrier to knock them down for a short time, then send the ball through to the open pod to enter Phazon Multiball mode.

It can be quite hard to sneak the ball into this region, so try to allow the ball to roll down to the tip of the left flipper before striking it to hit the right angle. Keep both coloured balls in play to remain in this mode, and try to clear out all the coloured pills and score the larger pill to score a 50,000 point reward.

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Hurry Up

The Hurry Up Activated message still tends to pop up randomly, but has the same idea. Send the ball through the ramp marked with a sequence of running lights (in the same order as the lights flash) to clear the mode and add the countdown timer score to your total.

Magmoor Caverns

The multiplayer-only Magmoor Caverns table has a simple premise: reach 100,000 points before your opponents do to win. The game can be played between a maximum of 8 Nintendo DS units - see the game's manual for more details. There's a number of tactics to help you reach the score quickly, see below for tips:

  • Score a Special: Picking up a Special grants you 25,000 points, not a bad way to boost your score. To summon the item, see the two spinners on either side of the board? Send the ball up through those ramps and watch as the corresponding tower begins lighting up. Once both towers are fully lit with an orange glow, the Special appears at the very peak of the table and the Tower Target activates (the small object directly under the upper-right flipper). Send the ball into this object and watch as it automatically hops up the towers, grabbing the Special at the peak of the climb.
  • Send Metroids to other players: You can send a pet Metroid to other players to help slow them down. See the small blue light pods around the table? Strike a full bank of each to send Metroids to all other players, or to players with higher scores.