Monday, 10 December 2018

Family Pinball (NES)


Family Pinball, released in 1989, seems like it might have felt a little bit dated. Not only is the main table, a 2 screen high Pac-Man-themed affair, a bit simplistic when compared to real pinball tables of the late 1980s, but also compared to video pinball games on other systems. For example, Alien Crush had been released on PC Engine just a few months earlier, and while it might be a little unfair to compare games on systems with such different power levels, but while the Famicom had no chance of putting out anything that could rival Alien Crush graphically, it could definitely have played host to a pinball table that was just as complex and interesting.

I guess Namco saw the same problem in their own game, as while the Pac-Man table is the only traditional pinball table in the game, there are a bunch of other tables, that are more like pinball-inspired minigames, rather than actual tables. The first is 9-Ball. It's an odd combination of pinball and pachinko, where the aim is, like pachinko, to launch the ball at just the right speed so that it goes into one of the holes on the table. Before starting, you bet points, and winning the bet relies on getting balls in holes so that they form squares or lines. The pinball element enters proceddings in two ways: firstly, you can nudge the table to try and influence how the ball falls, and secondly, instead of a ball just falling off the bottom of the screen helplessly, there's a pair of flippers down there, so you can send it back up if you're quick enough.

The third of the minigames is battle pinball, and is also probably the most filled-out conceptually speaking, as well as the most fun to play. It's a versus pinball game, in which the aim is to get the ball past your opponent's flippers. First to three points wins. The way gravity works in this mode is a little odd, though I can't think of any better way they might have handled it: the ball will "fall" towards the nearest set of flippers, with "down" changing direction halfway up the table. (Or down it. You know what I mean.) There's three different tables in this mode, too, which would add a bit of variety if it was being played a lot (which I can actually imagine happening back in the game's heyday).

Finally, there's sports pinball, coming in soccer and ice hockey varieties (though there isn't much difference between the two as far as I can tell). This is mostly like battle pinball, with the same physics, and the same aim, but with no pinball bumpers or targets strewn about the tables, and with a much odder control scheme. Instead of activating two flippeers in front of your goal, you have a goalkeeper there, who you can move left and right, and who automatically deflects the ball, Pong-style. In the opponent's side of the table, you have one flipper, which you can also move left and right, and you can also press the buttons that activate the two flippers in other mdes to spin it clockwise or counter-clockwise. This mode feels a little half-baked, and is more fiddly than fun, especially compared to the much better battle pinball mode.

All in all, I found Family Pinball a bit of a disappointment, mainly thanks to how basic the main table is. If you have someone to regularly play against, you'll probably get decent milage out of battle mode, but otherwise, it's not a title worth bothering with.

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