NEStalgia

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NES box art for Pinball Quest, the cover of NEStalgia episode 326

326 · Pinball Quest

▶ Game info
VerdictPlay it
GenreArcade
ReleasedJune 1990
SeasonSeason 6
DeveloperTOSE
PublisherJaleco
May 24, 2024 · 42 min · transcript available

Pinball Quest is billed as a pinball role-playing game, though the term is used loosely, as you only earn gold to buy stoppers and more powerful flippers. Actually, there are four different modes of play. The RPG-mode has six, multi-screen pinball tables, where you use your flippers to knock the pinball into enemies, find keys, and eventually rescue Princess Bali. The other modes, POP!POP!, Viva Golf, and Circus, are each specialized multi-screen pinball tables involving sports, golf, and the circus. The latter has a slot machine and a bonus game in which you throw balls at animals to save the girl they are chasing.

Our verdict: Play it

Mike, Sean and Joe covered this one. Pinball Quest is a pinball game with an RPG mode attached: you steer the ball through a six-level castle to rescue Princess Bali from Beelzebub, the Dark Lord of the Machine. Around that sit three plain tables, Circus, Viva Golf and Pop Pop. It is odder and more inventive than any pinball game we had played so far.

Why we liked it

  • It doesn't copy real pinball. You can move your flippers up and down the table, which no arcade machine can do. Pop Pop is bowling crossed with billiards, and clearing the pins drops you into a small billiards minigame. We ranked the tables in menu order, Pop Pop first and Circus last.
  • Viva Golf surprised us. We expected strokes and holes. It is actually a game of beating gophers off your lawn.
  • Real objectives. You clear pins, take out enemies and go after targets, which gives the tables more to do than the earlier NES pinball games.
  • The RPG mode is charming. Tombstones, a witch on the second stage, a moth lady who takes around 30 hits, a shop, and bosses. The ending pulled a magnet out of nowhere, and Sean's reading was that we, the ball, were the bad guys all along.
  • Moving the flippers matters. Sometimes all four move together, so you have to get them out of your own ball's way, and falling to a lower section means working your way back.

Where it slips

  • Thin as an RPG. We agreed it plays more like a pinball adventure. Your only upgrades are stronger flippers and stoppers that cover pits, and you attack the same way throughout. The shop lets you steal, and the devil beats you up if it goes wrong.
  • Crunchier flippers than in pinball games we liked earlier. Light taps on a flipper's edge either did nothing or sent the ball somewhere unexpected, and the first stage's ramp took several tries.
  • Lopsided. The standalone tables have ideas the RPG mode lacks, and Circus feels phoned in. The RPG mode also sits below the other tables on the menu, almost hidden.

Beyond the game

We mentioned Living Ball on the Amiga, with its 99-level table, and Yoku's Island, a full Metroidvania pinball game for anyone who liked this RPG demo.

The bottom line

Play it. All three of us voted no on the Essential Games List, though with long cases. Mike liked the idea but found the game unbalanced. Joe said it sold him on pinball, which is not his thing, and came close but not close enough. Sean thought the developers meant the RPG mode to be the star and wanted a lost sequel. We would all take a bigger follow-up with more levels.

Written from our conversation in this episode.

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