Metroid Prime Pinball
General FAQ and Tips
Written by Mikaa
Version 0.95

*Copyright 2005 by Mikaa (aka Michael Robbins).  This doccument is owned by
Michael Robbins, and may not be reproduced, duplicated, sold, or distributed
in any fashion or form without the blessing of the author (namely me).

If you want to use this FAQ, simply e-mail me (see contact section below);
odds are good I will allow you to use it, though I will only acknowlege
e-mails that abide by the ground rules in the Contact section.



*Intro

 This FAQ is designed to give gamers (namely you, the reader) insight
into the DS title Metroid Prime Pinball from a series die-hard who threw
a tantrum when the game was delayed a day in shipping.  No, I'm not a
fan-boy who praises every game (read my review for proof on that), but I
feel I have enough experiance in the series to write a FAQ for this...
interesting spin-off.


*Sites allowed to host this FAQ
(Note - see the Contact section on how to contact me;  If you ask nicely and
meet the requirements, I will probably allow you to host this FAQ)

www.gamefaqs.com
www.cheatcc.com


*Version History

v.0.95 - 11-08-2005
- Wow, a week since I updated - a record.  ...  Ok, enough sarcasm and
stupidity.  In any event, I haven't really unlocked anything, though I
did have an e-mail with some usable data that I added.  Lest I get around
to playing MPP today, this will be all I do to change;  I have yet to
get to the Temple again for whatever reason, usually a nasty cheap shot.
No, I'm not a nut who plays and plays until I get it.  Well, I am, but not
when it comes to Pinball.  HOPEFULLY, by the end of the month, I will have
something that will push the 1.0 line here.  Sorry...

EDIT - Wow, I added a new mystery.  Like anyone cares what I write there
anyway...

v.0.93 - 11-01-2005
- Wow, these version updates are fun, eh?  Almost updated as much as the
PSP's firmware...  OK, bad joke and in bad taste, but what could you
expect from me?  Don't answer that.  Anyway, fixed a couple of errors,
noted several points made in an e-mail (see Credits below), and continued
working on the Enemies section.  Oh, and for those who care, still trying
to get to Impact Crater.  Almost got to the Temple again, but it's kinda hard
to do when the Omega smacks you right down the tube on your last ball...
Expect a larger update to the Enemies section next update, and hope I get
to the Impact Crater...  Gah.

v.0.90 - 10-31-2005
- Began work on the Enemies section, recieved a pair of e-mails after
realizing the FAQ was posted, and began to think of how to tweak it
tomorrow.

v.0.85 - 10-30-2005
- Wrapped up the last few sections, made the Contact Section meet my
satisfaction and needs, threw in the Dark Samus Rumor based on a thread I
heard about, and started the credits section.  Oh, and I submitted it to
GameFAQs.com...

v.0.7 - 10-29-2005
- Started working on the FAQ a day after I unlocked the Artifact Temple
table, given that I had enough free time and material to write a workable
FAQ.  That, and I might get lucky and unlock the Impact Crater.  Or not.
But you probably could care less about me, so let's move on to the next
item at hand...


Table of Contents
1.  Basics and Controls
2.  Tables
   A.  Pirate Frigate
   B.  Tallon Overworld
   C.  Phazon Mines
   D.  Phendrana Drifts
   E.  Artifact Temple
   F.  Impact Crater (Coming Soon, after I unlock it)
   G.  Magmoor Caverns
3.  Music References
4.  Enemies
5.  Unlockables
6.  Rumors and Mysteries
7.  About the Author
8.  Contact Information
9.  Credits
10. Tips and Tricks



1.  Basics and Controls

 In short, the game is basically a pinball game with a few traditional
pinball game features tweaked to match the Metroid series.  So, how does
a pinball game relate the feel of a series where you search a planet,
blow up massive bosses and scores of creatures, and save the universe?
The same way you would adapt a pinball game for any other series:  just
make it look like it and add familair visuals.

 But the tables, and the game itself, for that matter, is more than what
you would expect if a Star Wars movie was turned into a pinball game.
Keep in mind that the entire game of Metroid Prime Pinball does keep the
feel of both the Metroid series and pinball, while not turning away the
fans of either one.

 As you might have guessed, the game is played in a series of tables based
on levels from the Game Cube title Metroid Prime.  More on the tables
themselves can be found below, but a few notable features that all of them
share may be viewed below.  Note that if you have unlocked any tables
yourself, odds are you don't need to read below for the basics.  If you
haven't, do read, as it will help you from guessing (unless you read the
manual, but who does that these days with in-game walkthroughs for the
game?  Sorry, ranting...)

** Control Basics
*Left Flipper - This is, you guessed it, the left ball flipper.  Note that
this includes the normal bottom flipper as well as any other left-sided
flipper on a table.  Also, like most pinball games, flipping the left
flipper will rotate certain objects on the table to the left (namely the
lights that grant you Bounty Multipliers).  Below are the controls that
activate the Left Flippers:
- L Button
- (D-Pad) Left

*Right Flipper - Same features as the Left Flipper (from moving lights to
flipping flippers), except that it relates to any flippers on the Right of
the table.  Controls for the Right Flipper are as follows, but you probably
have already skipped down.  Oh well, here ya go:
- R Button
- (D-Pad) Right
- A Button

*Touch Screen - Yes, the Touch Screen is used in the game, but in a very
limited fashion:  this is the table shaking option.  For those who haven't
played a pinball game before (all three of you), you can shake the table,
causing your ball to adjust its path or achieve a different effect.  Note
that the table shakes in the direction you move your finger across the
touch screen.

*Pausing/Menu - This is acomplished by the Start Button, and outside of
triggering menus and pausing, the only observation that should be made is
that, for whatever reason, the music is muted when you pause, keeping you
from enjoying the soundtrack.  Oh well.
- Start Button

*Missiles - Yes, the series-staple Missiles made it into the game, but
only in Combat Mode (see below).  How these are used is dependent on what
foes are on screen and if you are in a mini-game;  if you are against a
boss, you shoot out your fill of missiles to inflict damage;  against waves
of foes (namely Beetles or Shreekers), you will shoot your full compliment
of missiles (up to four) in a wave.  Note that in Multi-Mission Mode, you
can not use Missiles until you obtain them in the Phazon Mines.  In Single
Mode, you have four from the start.
- X Button

*Bombs - Yes, these return, but their uses are...  How to say this, Bombs
largely work the same, what with pressing the button to lay one, with fast
tapping laying all three (if you have enough to do so), they do work with a
form of Bomb Jump, but in the grand scheme of things, Bomb Jumping is
worthless.  Also, Bombs are really only effective in a few cases, mostly
agaisnt foes that need the player to use them to defeat them (namely
Triclopses and Metroids).
- B Button

*Power Bombs - This isn't the same Power Bombs your big brother first used
on the SNES;  These have more simmilarity to a Smart Bomb, in that they
kill virtually all foes on screen, and deal a chunk of damage to foes.  These
are near impossible to resupply, so use wisely.  Kin to Missiles, you cannot
use these until you unlock them (in this case, in Phendrana Drifts).
- Y Button


** Notable Modes and Notes
 I should now note that the goal of the game, kin to Metroid Prime, is to
collect twelve artifacts and go to the final boss.  These artifacts can be
aquired by completing missions, modes, killing bosses, and obtaining a Super
Jackpot, among other means.  Once you collect twelve, you begin to collect
"Specials," which are kin to the Varia Suit/Screw Attack symbol, as well
as the occasional Extra Ball.  Worship the rare Extra Ball...

 Speaking of the holy Extra Ball, before you even THINK of beating the game
in a day, you must practice not only keeping your balls alive (not intended
as it sounds), but also getting to two million points as fast as possible
without loosing any balls to get a free ball, as well as learning to time
your bombs in the Random Prize Awarder on the table.

 Though I have not come close to finding out some of these scores,
Jeffrey Lepine was kind enough to submit a list of points needed to obtain
Extra Balls (do note that I have NOT confirmed all of these, but given the
pattern of points needed as you read each Extra, I do consider this a valid
list):

2 Million
5 Million
10 Million
50 Million

 The Random Prize Generator (yes, I made that one up) appears in most
levels, usually in the form of a Spinner from Metroid Prime (the devices in
MPP that you enter to activate, then reenter to activate a slot machine.
Laying bombs stops the rotation, and awards you a prize, though luck is more
involved than skill...).  These can grant you Extra Balls, Forcefields
(which protects you from falling off of the table), Item Refills, Points,
and other, minor goodies.

 Combat Mode, which has been mentioned a few times already, is activated
when you roll your ball in a circular path in a given table, and triggers
a letter in the "SAMUS" to light up blue on the lower screen.  Once
completely lit, rolling your ball over the Metroid symbol, you revert to
Samus in normal form, shooting your arm-cannon in rapid fire at any
targets before you.  The Left Flipper Controls rotates you Left, the Right
Flipper Rotates you Right, and the X button fires missiles if you have
them.  This mode is key for a few mini-games, and helpful against a few
bosses.



** Table Types
 There are a few types of tables, as discussed below.  In each type, I will
talk about what notable features are in them (such as Combat Ability,
Mission (aka Modes), and bosses):

* Adventure Tables (yes, I made this name up)
 These maps are where you collect artifacts through a variety of
mini-games, sport no bosses, and are one of the two table types to have an
area for Wall Jumping.
 Tables in this Category:
 - Pirate Frigate
 - Tallon Overworld

* Arena Tables (yet again, I made this name up.  Wee haw.)
 These are the boss levels, where you have to defeat a boss while avoiding
the dangers inherent in the design of a level.  These levels usually have
some element that equals a one-hit kill, be it a cheap shot by a Triclopse,
a blast from the Omega Pirate, or Meta Ridely's blast slaying that last
ball just as you finished setting up your shot.
 Tables in this Category:
 - Phazon Mines
 - Phendrana Drifts
 - Artifact Temple

* Multiplayer Table(s) (yes, that's an (s).  Subject to updating)
 To my knowlege, there is only one map for Multiplaying, but being that it
is so different from other maps, it gets its own category.  Notable features
are the ability to Wall Jump (though in a vastly different fashion from the
normal method), obtain points instead of items from Random Prize
Generator-like devices, and has NO mini-games what-so-ever that really are
noteworthy.  More on this level can be found later in this FAQ.
 Table(s) in this Category:
 - Magmoor Caverns



2.  Tables
 Below I go in-depth on the various tables, including what foes you will
find, what notable mini-games are present, and if there are any items or
interesting points to note.  Please observe that I will reserve comments on
the music for a different section, as there is enough material on the
references to make its own section.  But you must have assumed that if you
read the Table of Contents.  But then, you didn't did you?  I thought you
didn't.  Wh-er, moving on...  Here is the formula I will use on the Table
Section, for easy reference;  don't hurt me!

 [Table Name]
   [Table Type - I will list the type here for easier reference]
   [Description - In-depth into the level design, as well as noting references
   to prior games in the Metroid Series]
   [Mini-games - I list what mini-games are there, but not how to best them
   or tips;  that's later]
   [Enemies - What foes you will face in a given level]

Note - for Mini-games, the first time I list them, I will go in-depth, and
later listings will simply be a listing;  seek prior areas for full
descriptions.


Now, to the descriptions, because I am a geek.  Oh, wait, wrong phrase.  Oh
well, on with the game.


A. Pirate Frigate
    Adventure Table
    Largely based on the Space Pirate labs from the first Metroid Prime,
this table is one of the two featured in most of the early MPPinball promo
shots.  The lower screen has the standard two flippers, with a single right
one on the upper-screen.  The level has a very industrialized feel to it,
though the only time you feel like you are actually on the frigate is when
you Wall-Jump;  otherwise, you might as well be on Tallon IV or Aether.
    Mini-Games:
    - Parasite Purge:  Remember those annoying critters from the first
Prime?  A swarm of these pests have popped onto the table, and you must
squash them by either rolling over them or leaving a bomb in their path.
If you don't squash all of them fast enough within the default time-limit,
more spawn, which can mean you loose out on both points and an artifact if
you don't act fast enough.
    - Metroid Mania:  If there are no 'troids on-screen when you start
this, two Metroids float onto the table;  if one was on the table already,
one more comes to join it.  Basically, you need to slay the two of these
floating jelly bags by either bashing into them or bombing them.  Note that
they can latch onto you, and can inflict damage on you, even if you bomb
free;  fortunately, laying bombs in their path(s) can damage them if they
are close enough.
    - Pirate Panic:  Three Space Pirates drop down, and can be a royal
pain if you are not careful.  Their missiles do home in on you, and can
knock you clear across the table without warning.  Simply slam into them
constantly or lay bombs and pray they jump on them to beat them.
    - Wall-Jump:  Oddly, this is brought over from Metroid Prime 2.  By
timing the tappings of the L and R buttons, you literally Wall Jump as Samus
did in MP2, complete with the Screw Attack.  The first time through, you
gain an Artifact (assuming you need it, I have not acomplished the first
level of this game with twelve artifacts), the secont time nets you an Extra
Ball, and I'll let you know what the third one gives when I get there...
    - Hurry Up:  Ew.  Remember those escape sequences in virtually every
Metroid game?  Here it is, and as annoying as ever.  Worse than ever,
though, in that they seem to happen random (as far as I have experianced),
and how many points you get depends on how fast you send the ball through
the right slot.  I need not mention how frustrating this is, especially
when you stare as the points drop like a rock as you bounce around the
bumpers.
    - Phazon Multi-Ball:  Tons of Red and Blue globs appear on the field,
and two balls appear on the screen, a Blue ball and a Red ball.  Each ball
absorbs the blobs of the same color, and rebound HARD off of opposing
colors.  This mode ends when you loose one or both of the balls.
    - Clone Chaos (a name of my own design):  Apparently, the Pirates have
the ability to clone Samus and her armor, and have such a complex security
system that allows Samus to manipulate all of the clones to her will.
Smart fellas, them.  Any way, this is the manditory Multi-Ball mode, and
ends when you loose either two or all of your balls.
    - Phazon Plague (again, I made this one up):  This rare game has you
collecting the Red and Blue Phazon globs with your only ball, with the goal
being to collect as many as possible.  Note that you rebound off of ALL of
them very hard, though, thankfully, a Forcefield is at the bottom all
throughout the mini-game.
    - Shreeker Shootout:  The only Combat Mode on this table, a TON of
Shreekers have broken free, and you have to blast them to oblivion.  NOT one
of the easier games, given how fast the critters are and how easy it is to
loose them in the mess of fliers.  Yippie.
    Enemies:
    - Metroids
    - Parasites
    - Space Pirates
    - Puffers
    - Shreekers



B. Tallon Overworld
    Adventure Table
    Heavily drawing on the Tallon IV design, this level is rampant with
vegetation, rock paths, and the occasional mechanical infestation of metal
beams or devices.  Who could ask for anything more?  Well, I could, but
still...
    Mini-Games:
    - Burrower Bash:  Essentially, this is the same as the Frigate's
Parasite Purge, except that you have to roll over or next to the critters to
draw them from the ground, then roll over them.
    - Metroid Mania
    - Wall-Jump:  The only difference is that you start on a different side
and have War Wasps instead of Puffers.  Oh, and a beautiful background verses
a star-filled backdrop...
    - Bettle Blowout (yes, I made that up):  Kin to the Shreeker Shoutout,
except MUCH easier.  The Beetles charge at you after a few seconds in waves
of two, increasing in numbers as the mini-game progresses.
    - Gunship Multiball:  Same as Clone Multiball, except that instead of
wondering how the Pirates could leave suit and lifeform cloning technology
sitting around for Samus to find, we now wonder why Samus never used this
resource before...
    - Hurry Up
    - Phazon Multi-Ball
    - Phazon Plague
    - Triclops Terror:  Three of these "unique" foes from Prime appear on
the screen, and you either bash into them, or lay a bomb for them to pick
up and damage them.  Note that they can, and will, cheaply dump you down
between the flippers, and there is nothing you can do.
    Enemies:
    - Metroids
    - Beetles
    - Burrowers
    - War Wasps
    - Triclops


C. Phazon Mines
    Arena Table
    Take a pinball table, mix in the graphical pallate for the Omega Pirate
battle room, sprinkle some harmless Phazon in random places, and have two
Left and two Right flippers, and you have this level.  Oh, and respawning
Space Pirates.  Good luck not getting smacked by a missile.
    Mini-Games:
    - Missiles:  Not really a mini-game, but in order to obtain the missiles
for use in Multi-Mission, you have to smack the case twice to break it, then
touch the item to collect.  Not hard, but annoying with the Space Pirates
leaping around.
    - Combat:  Combat can be triggered here, but instead of a mini-game,
you can plaster any Pirates on-screen, and lob any missiles you have at...
    - Omega Pirate:  MUCH easier than his Cube counterpart, but, well...
Duh.  Anyway, more on him later on in the FAQ.
    Enemies:
    - Space Pirates
    - Omega Pirate


D. Phendrana Drifts
    Arena Table
    Amusingly enough, the top-screen is almost a 2D top-down remake of
Thardus's arena, while the lower screen is more like the Chozo Ruins part of
the snowy lands.  Note that the right-hand shaft with the flipper (somehow,
that sounded wrong) is where you generate Power Bombs once you use them.
Oh, and there is a pair of flippers on both left and right per screen.  Oh,
and the lower screen is home to a nest of Triclopses, who can (and will) throw
you down to your doom...
    Mini-Games:
    - Power Bombs:  Like the Missiles, not really a true mini-game, but you
still need to smack it three times to grab it.  Just don't waste them...
    - Thardus:  Notably easier to best than Omega Pirate, the only real things
to note is that a Power Bomb will knock him out of his rolling attack (makes
you wonder about the Cube version...), and you can use his rolling attack to
juggle your ball in the Randomizer in the upper left-hand corner of his
arena.
    Enemies:
    - Triclops
    - Thardus



E. Artifact Temple
    Arena Table
    Almost a mirror replica of the Artifact Temple in 2D form.  As is usual
with the Arena Tables, there are four flippers, two left, two right, two
above, two below.  Figure it out.  Oh, and before I forget, this is the
only table I know where loosing with lives left sends you to another table;
your ball is sealed until completion of this level, which is done by
knocking dozens of Chozo Ruin-styled balls into the towers.  Did I mention
that all the while Ridley is bombing you in regular intervals?  Note that
this is one of the nastiest levels in terms of difficulty, as some towers
are hard to activate.
    Mini-Games:
    - Open the Portal:  This whole level is a mini-game;  as stated above,
you need to knock the balls into the twelve towers while avoiding Ridley's
bombing runs.  Note that if you do loose a few balls, some do eventually
respawn, though if you loose any before you recieve new ones, you are sent
to a prior temple of your choice.  Wee.
    Enemies:
    - Ridley



F. ??? (I have heard this is the Impact Crater, yet I have not reached this
yet.  Hopefully I will soon so I can finalize this FAQ...
    (Presumably an Arena Table)
    (Description Coming Soon)
    Mini-Games:
    Enemies:



G. Magmoor Caverns
    Multiplayer Table
    Such a dissapointment...  Oh, er... ahem.  This remake of the Magmoor
Caverns is suprisingly plain, with a pair of pillars for Wall Jumping once
the symbol for activation appears, a few random paths to move around, and
the rest is generic.  Yes, I'm actually bashing a table, but it might have
to do with the fact that a multiplayer table is so blah...
    Mini-Games:
    - Metroid Commander (Do I need to tell you who made that up?):  Once
activated, this "mini-game" sends a pair of Metroids to harass whoever is in
first place.  In the Practice Mode (activated by pressing Start on the
Wireless screen), activating this sics the floating bags of goo on YOU.
    Enemies:
    - Metroids



3.  Music References

 Ah, the very section that I wanted to write this whole FAQ for in the first
place.  Here I will tell you where the various music tracks in the game
originated from in the Prime series (I say "Prime Series," as at least one
track is strait out of Prime 2.)

Note:  Odds are, I probably have missed a few tracks.  See the contact section
for how to contact me, and I will see about finding any I missed.

Menus:
Title Screen
- Metroid Prime 2 "Press Start" Screen (YOU make sense of it)

Multi-Mission Screen
- Remix of Metroid Prime File Select Screen

Single Mission Screen
- Remix of Metroid Prime File Select Screen

Wireless Missions Screen
- Remix of Magmoor Theme (oddly enough, this is a FULL version, even though
it's a menu theme...)

Options Screen
- Metroid Prime Elevator Theme

Tables (Universal):
Starting a New Mission
- General Remix of the Samus Appears Theme

Metroid Mania
- Metroid Prime Phazon Mines Lower Theme (think the one with all the fungus
and Metroids.  You know the one)

Hurry Up
- A new version of the classic Escape Theme, assuing it is even remotely
based on that one;  this sounds almost completely new...

Multi-Ball (in general)
- Metroid Prime 2's Hunters Theme

Phazon Plague
- The new "Escape" theme is here again, and still is not as good as the old
remixes.  Probably the single worst song on here, yet it's only one out of...
how many?

Wall-Jump
- Metroid Prime Hall of the Elders Theme

High Score
- Metroid Prime Mission Cleared Theme



Pirate Frigate:
Main Theme
- Remix of Brinstar/Tallon IV Overworld Theme

Parasite Purge
- Edited Metroid Prime Hive Totem Boss Theme

Pirate Panic
- Metroid Prime 2 Pirate Theme (It's probably just me, but the theme seems
to be based more on the remix found in Prime 2 than the original in
Prime 1...)

Shreeker Shoutout
- Metroid Prime Mid-Boss Theme



Tallon Overworld:
Main Theme
- Remix of Metroid Prime's Tallon IV Overworld theme

Triclops Terror
- Metroid Prime Mid-Boss Theme (the Alpha Beetle battle comes to mind...)

Burrower Bash
- Metroid Prime Hive Totem Theme

Beetle Blowout
- Metroid Prime Mid-Boss Theme (this one gets around, eh?)


Phazon Mines:
Main Theme
- Metroid Prime Phazon Mine Theme (oddly enough, this is the theme heard
long before you get to the Omega's area...)

Omega Pirate
- Metroid Prime Omega Pirate Theme (nice remix, by the way)


Phendrana Drifts:
Main Theme
- Metroid Prime Phendrana Drifts First Theme (the first one you would hear
normally)

Thardus
- Metroid Prime Thardus Theme


Artifact Temple:
Main Theme
- Metroid Prime Artifact Temple Theme

Meta Ridley
- Yet another remix of the Super Metroid Boss Theme (the one known now as
"Ridley's Theme...")


Magmoor Caverns:
Main Theme
- Metroid Prime 2 "Hunters" Theme (why they used this instead of the wonderful
Magmoor Caverns remix in the menu, I will NEVER know)



3A.  Music and Remix Source List
 For those of you who like to know just what songs/remixes are in a given
Metroid game, here is a list of the games and what songs were taken and worked
and/or remixed for Metroid Prime Pinball.


Metroid Prime:
- File Select Screen Theme
- Samus Appears Theme
- Tallon Overworld Theme (itself a remix of the old Brinstar Theme)
- Artifact Temple Theme
- Magmoor Caverns Theme (itself a remix of the lower Norfar theme from Super
   Metroid)
- Elevator Theme (itself a remix of the classic Item theme)
- Mini-Boss Theme (Remember fighting the first Alpha Beetle?  Here you go)
- Hive Totem Theme (Probably one of my favorites from Prime, next to Magmoor's
   Theme)
- Phazon Mines (Actually, they used at least two different tracks from the
   Mines:  the theme you hear in the upper levels, and the theme found mostly
   wherever Metroids and Fungus were)
- Phendrana Drifts (Only the first theme when you enter this area is heard)
- Thardus Theme
- Omega Pirate Theme
- Meta Ridley Theme (as noted above, this is a remix of one of Super Metroid's
   Boss Themes, also referred to as "Ridley's Theme")
- Complete Mission Theme (when you loose/get a high score, you hear this)


Metroid Prime 2:  Echoes
- Title Screen Theme (One wonders about this...  Maybe it should be under
   the Mystery and Rumors bit?)
- Space Pirates Theme (I still say that the tracks sounds a bit too much like
   the stellar remix in Prime 2.  Then again, this is not a bad thing...)
- Hunters Theme (Believe it or not, but this is actually a remix of one of
   Super Metroid's Brinstar Themes.  Get used to it, as well, as it seems
   to be a favorite of Nintendo's for its use in anything with more than
   one player)





4.  Enemies

Here you will find information on the various enemies you will encounter
in your bouncing adventures across the pinball land of Metroid.  Note
that most of these listings give only general hints, as, in most cases,
there really is not a whole lot you can do against these createns, being
that you are a pinball and have as much control as your skill and luck
will allow.

(Note - Point Values for foes will appear once I try Expert Mode, as I wish
to confirm whether or not the points change)

(Note - Excluding bosses, it seems that virtually any foe can be damaged while
in Combat Mode with the blaster.  This does include (but is not limited to)
Metroids and Space Pirates)

Universal Foes:

Metroids
- If you don't know about these things, they are the flying bags of
   green/white and red that you see throughout the Metroid series.  Created
   by the Chozo, they can (and will) suck the life out of any creature they
   find.
- In MPP, Metroids either appear randomly from time to time or when you
   trigger a Mini-Game.  To best them, either bash in to them or bomb them.
   Note that you can bomb them and damage them either by laying a bomb in
   their flight path, or by blasting yourself out of their grasp.

Triclops
- If you didn't cheat or skip the normal path in Prime and went the main way
   into Magmoor, you should remember these irritants.  Basically, these are
   overgrown beetles with three claws that will catch you and hurl you in a
   direction, usually opposite of your goal.
- In MPP, these are the bane of your exsistance.  Triclopses can (and WILL)
   hurl you between the flippers, usually to your doom.  They are damaged
   either by bashing into them or by laying a bomb right as they try to grab
   you, which seems to result in a one-hit kill.

Space Pirates
- The scum of the universe, and the bane of the Galactic Federation.  Note
   that the Pirate designs of MPP mirror those found in the first Prime,
   not the redesigns from MP2, even though the music is that from MP2.
- Instead of shooting lasers or other random shots, MPP's Pirates lob
   semi-homing missiles at Samus, usually knocking her clear across the
   board.  They can be damaged by bombs and bashing, but tryint to bomb them
   can be tricky, as they tend to jump around a good bit.




5.  Unlockables

Probably the one section that will generate more e-mails than any other for a
good while, this section will feature me explaining how you unlock/activate
certain things.  Before e-mailing me about this section, be absolutely sure to
read the Contact Section below.

Now then, to the unlockables that I have CONFIRMED:


Single Mission Tables

*Phazon Mines
 Common Theory:  Beat the Omega and it becomes available
 How I did it:  I beat the Omega to a pulp and found it later.  I'm willing
   to bet this is pretty accurate.

*Phendrana Drifts
 Common Theory:  Beat Thardus and walk away with it.
 How I did it:  I beat the rock man.  Nuff said.

*Artifact Temple
 Common Theory:  I have no clue...
 How I did it:  Got to the Temple, promptly got kicked out, died on
   Tallon Overworld, but I still got it.


And now, the ones I have yet to confirm...

*Impact Crater
 Common Theory:  Beat it
 How I did it:  Not yet, hope to find out soon...

*Expert Mode
 Common Theory:  Beat Impact Crater
 How I did it:  Soon, I pray.  Soon.



6.  Rumors and Mysteries

In every game, there are always rumors about something either hidden in the
code, or some other, wierd glitch, or multiple characters to play as.  Well,
I figured I might post a few rumors, as well as some oddities in the game
that I noticed.  This is a just-for-fun section, so don't take these
seriously, or just take them with a grain of salt...


Rumor:  Sound Test
 How to access:  Beat "Expert Mode"
 Have I tried this:  Nope - still going for the Impact Crater.
 Any Truth to it:  Who can tell?  I prefer to post unlockables only after
   I have found it myself, but somehow, I doubt this is in the code.
   I hope there IS a sound test, but don't hold your breath.

Rumor:  Dark Samus is playable
 How to access:  Who knows?
 Have I tried this:  Nope.
 Any Truth to it:  Nada clue;  I've just heard the usual rumors that have
   run through the mills ever since Prime 2 was released.

Rumor: Extras when you have Metroid Zero Mission in the GBA slot
 How to access:  Have Metroid Zero Mission in the GBA slot when you start
   up MPP.
 Have I tried this:  Not yet, soon when I find a working cart.
 Any Truth to it:  Not sure;  I would have assumed that someone would have
   thought to try this, especially after Advance Wars DS and Feel the Magic.
   Then again, I don't know.  I hope to try this soon, though.




Mystery:  Magmoor without Magmoor Theme
 What is the Mystery:  The Magmoor Table plays the "Hunters" theme, not the
   Magmoor theme, which can be found on the Wireless screen.
 Why is this odd:  A full version of the theme is in the code, yet not played
   on the level it is taken from.
 Why the designers did this:  An error, maybe?  I have no clue.  Probably
   wanted to keep the tune up-beat and competative, I guess.

Mystery:  Metroid Prime 2 Title Music
 What is the Mystery:  Instead of the remix of the original Metroid intro
   that was used in Prime 1, Prime Pinball's Title plays Prime 2's music.
 Why is this odd:  Given that the majority of the game (sans the "Hunters"
   Theme) is designed based on Prime 1, not 2, and given how many of the
   first Prime's tracks are used, it is a bit strange.
 Why the designers did this:  Error on their part?  I really have no idea why
   this was done, other than maybe a few wires were crossed.  Maybe it hints
   at secrets.  Maybe it was a choice done back when the game was to be
   released in December, but changed when it was rushed for October.  Who
   can tell?

Mystery:  Limited hidden goodies?
 What is the Mystery:  After all the stuff hidden and unlockable in Metroid
   Prime 1 and 2 and Zero Mission, after all the things crammed into the
   Advance Wars DS cart, and all the things in Castlevania DS, why are there
   so few tables, few extra options, and no hidden games?
 Why this is odd:  Look at Castlevania DS.  Look at the DS Advance Wars.
   Both feature tons of hidden goodies, yet MPP has only a few tables, a
   hard mode, and that's about it thus far.  No hints of even a hidden
   option to play Metroid or Metroid II (the latter would be VERY nice).
 Why the designers did this:  Maybe it was the rush, maybe it was laziness.
   Unless someone finds something and I confirm it, I'll never know...

Mystery:  Chozo Ruins
 What is the Mystery:  We have the Artifact Temple, but that's not true
   ruins, we even have Magmoor in multiplayer.  But what ever happened to
   having a table to represent one of the largest areas in the game?
   heck, we could have had a second boss or two!
 Why this is odd:  A whole chunk of Metroid Prime not even shown?  Even
   Magmoor has a table!
 Why the designers did this:  Your guess is as good as mine.  Elements know
   why I didn't catch on to this sooner, but it is a valid question.





7.  About the Author

Not much to say;  Mikaa is a 20 year old male living in Kentucky, USA, a fan
of the DS, Metroid, Mega Man, GBA, and various other things.  He has no life,
works at Game Stop, and dreams of designing games for the DS.  Like that will
happen.

To contact the author, see the Contact Section below.



8.  Contact Information

Before you even consider e-mailing me, there are a few rules that I must
set to make sure no problems arise:

- I will only read e-mails that meet these qualities:
  - Each e-mail MUST be written with correct English Grammar;  I will NOT,
      I repeat, NOT read or acknowlege e-mails written in internet jabber.
      I do not have the time to translate these messages, and half the time
      these messages look like SPAM to me.  Just know, you have been warned
      on this one.
  - The Subject Line MUST, I repeat, MUST say "Metroid Prime Pinball FAQ."
      I might look at "MPP FAQ," or "Metroid Pinball FAQ," but I will NOT
      look at anything else, as I will consider it SPAM.  I recieve too much
      SPAM as it is, and will ignore anything not labled as I stated.
- Know that it may be a day or so before I reply, if at all.  I will reply
   faster if you meet the above e-mail qualities.
- If you wish to tell me about things I have not unlocked yet (such as the
   Impact Crater or "Expert Mode," keep in mind that I will not add such
   sections to my FAQ until I unlock them, which hopefully will not take
   long.  Do note that I will gladly accept grammatical corrections and name
   errors, and once I confirm said errors, I will fix them.
- I DO acknowlege those that contribute to my FAQs, so be sure you provide a
   user name at the end of your message for me to reference you by.
   Otherwise, you might not get credit by name.  Also, if you wish for your
   e-mail to NOT be posted, do let me know so I can make sure it is omitted.


9.  Credits and Contributions

This is the usual "Thanks to..." section, where I thank both things that aided
this FAQ and the people that contributed.  Anyway, here it is.


Thanks to...

- GameFAQs for hosting this.
- Melissa at Game Stop for calling me when this came in, and holding a copy
   for me (yes, I work there, but I still thank her anyway)
- Nintendo, for releasing this game in place of the delayed Metroid Prime
   Hunters, as well as the DS.
- The programmers, who managed to record some seriously wonerful music scores
   on a DS cart.  Who needs CD games again?

And to those who contributed, Thanks to...

- Jeffrey Lepine (points for Extra Balls, some pointers for some levels (which
   I will try ASAP), "Death Save" trick, and some extra info)
   [email protected]





10. Tips and Tricks

This section is designed to offer interesting tips and hints to play, be it
how to save balls or to unlock various items.  Note that I will still limit
posts to what I have unlocked or tried personally, being that I have had
a bad past with bad info (before I worked on GameFAQs, mind you).

And now, for those tips.


Death Save - Contributed by Jeffrey Lepine

Being that it was so well written, here it is:

"This is when your ball is going down one of the outlanes and you bang it
back through the flippers. This is surprisingly easy to do, especially
without a tilt-sensor.

- If you ball goes down the right outlane
       - Raise the right flipper
       - Just as the ball makes it to the right (fat part) of the flipper
         flick your finger diagonally up and left.
       - If done right, the ball should fly over to the left flipper and
         back into play.

The same can be done from the left outlane with the directions and
flippers reversed.

There's no bonus for this other than not losing your ball."

Nifty trick, though a bit tricky to pull off.  OK, groan-worthy comments
aside, I have managed to pull this off, though it is far from easy to do at
times.  Still, thanks for the trick!