Pokemon Piball - The Basics

Default Controls

Control Pad - Move command cursor
Control Pad Down - Tilt the table to the right
Control Pad Left - Move left flipper
A - Move right flipper, Launch pinball, Confirm command
B - Tilt the table to the left, Cancel command
Start - Pause the game
Select - Tilt the table upwards

Differences and explantions between the tables

Red Table

On the lower screen, there's the obvious two flippers and bumpers slightly above them. There are two Digletts in the middle of the left and right walls, and the thin pipes can be hit for bonus multipliers.

On the upper screen, right in the middle are 3 Electrodes. Above the VoltorBs are three holes, which are sometimes covered up. When they're uncovered, switching all three switches to black gives you a field multiplier. The tunnel to the immediate right of the VoltorBs rests a Bellsprout, which allows you to start catching pokémon , the furthest left tunnel allows you to evolve pokémon(as well as filling the lightning bar). A Ditto blocks the way to the hole for evolving pokémon, until you do something special....

Blue Table

On the lower screen, instead of Digletts in the middle of the walls, there's a Psyduck on the right wall and a simple button guarded by a Poliwag on the left wall. The pipes are larger on this table, and thus easier to hit for Bonuses.

On the upper screen, the left and right tunnels fill up the lightning meter. If you shoot the ball up the middle tunnel, the ball will fly in the direction the arrow is pointing at, be it the 3 Shellders which replace the Electrodes, the Cloyster which starts the catching pokémon mode, the Slowbro which starts the evolving pokémon mode, or right back at your flippers.

What things do

Diglett/Psyduck/Poliwag

Hit the same Diglett/Psyduck/Poliwag three times, and you'll get a chance to travel to a different location. If you hit, say, the left Diglett three times, you have to shoot the ball through either of the two of the loops at the left, then shoot the ball at the bonus cave. If you hit the Diglett on the right instead, you have to shoot the ball through either of the two loops at the right instead.

Shellders/VoltorBs

These have multiple uses. First, hitting these while in normal play will give you a 5000 points for each hit. In the catch pokémon mode, you have to hit these guys 6 times before you can attempt to catch the pokémon shown. In the evolve pokémon mode, these guys are one of the "triggers", that either puts EXP/Stones in the playing area or causes the pokémon to get tired.

Slowbro/Hole

By Hole, I mean the hole in the upper-left corner of the red table, usually guarded by a Ditto. Putting the ball into either will start the evolve pokémon mode.

Pikachu

These guys move around the two holes to the left and right of your flippers. If the lightning meter is filled, if you lose a ball down one of those holes, move either flipper to switch the Pikachu to that pedestal. If the lost ball hits the Pikachu, he'll push it back into the playing area with a lightning attack. Note that this won't work if the lightning meter isn't filled.

Bonus Cave

This Bonus Cave will open when you light up the 4 letters "H,O,L,E" near the flippers. When you shoot the ball into the Cave, a few bonuses will flash by the screen. Press A to stop the roulette on a bonus. These are what they do...

Small - Gives you 100-900 points.

Large - Gives you 1,000,000-9,000,000 points.

Get Mode Start - Starts the "Catch Pokémon" mode.

Evo Mode Start - Starts the "Evolve Pokémon" mode.

Ball Saver - Starts the Ball Saver below the flippers. If the ball goes under while the Ball Saver is activated, it'll launch another ball into the table, without you having to lose a ball. It last for 30 to 90 seconds depending on what the picture says. Note that you also get a 30 second Ball Saver when you start a new ball, and a 60 second Ball Saver when you start the "Evolve Pokémon" or "Catch Pokémon" mode(which disappears after you finish the mode, even if you completed the mode in less than a minute).

Extra Ball - Get an extra ball.

Bonus Multiplier - The number on the picture tells you how much it increases the normal bonus multiplier by.

Go To Bonus - Whisks you to the bonus stage which the picture shows. If you're playing on the red table, you have access to the Diglett, Gengar and Mewtwo bonus stages. If you're playing on the blue table, you have access to the Meowth, Dewgong and Mewtwo bonus stages.

Two Pikachus - Activates the super-seizure attack. Actually, it activates both Pikachu's near the left and right flippers and keeps the lightning meter full at all times, meaning that the only way you can lose a ball is right through your flippers.

Bonus Stages - These are great places to rack up the points. To go to these places, you either need to stop the bonus roulette on the "Go to Bonus" bonus, or get three Pokéballs under the screen which shows you the bonus you're gonna get. To get a Pokéball, successfully catch a Pokémon. Successfully evolving a Pokémon give you two.

Field Multipliers : These are gotten by lighting up all three of the holes above the Electrodes/Shellders. In general, it upgrades you ball from a Pokéball to a Great Ball, a Ultra Ball and the all powerful Master Ball, which will multiply the points you usually get with the normal Pokéball by 2, 3 and 4 respectively.

Catching Pokémon

Red Table

To catch Pokémon, you need at least two of the arrows at the upper-right lighted. If you're starting the game immediately, two of them are already activated, and putting the ball into the Bellsprout immediately starts the "Catching Pokémon" mode. If you're in the middle of the game, you have to shoot the ball up the furthest right loop at least twice to activate the arrows, then shoot the ball at the Bellsprout(If you don't, the Bellsprout will spit the ball out without stating the "Catch Pokémon" mode). Once the mode starts, you'll see a sihoulette of the Pokémon you're about to catch. To change that sihoulette into the Pokémon itself, you have to hit the Electrodes 6 times, each time revealing one-sixth of the Pokémon's potrait. When it's fully uncovered, the Pokémon will appear. Shoot at it 4 times(3 to make the letters G-E-T to appear, and one more to actually catch the Pokémon)(Note : In the American version, the letters are C-A-T-C-H). Note that if you light up all three arrows, you have a better chance of getting rarer Pokémon to appear than if you only have two arrows activated.

Blue Table

To catch Pokémon, you need at least two of the arrows at the upper-right lighted. If you're starting the game immediately, two of them are already activated, and you can shoot the ball upwards and hope that the arrow is pointing right towards the Cloyster. If not, shoot the ball up the furthest right loop at least twice to light up the two arrows, then shoot the ball upwards and hope again that the arrow is pointing towards the right.(If you don't, the arrow will NEVER point at the Cloyster) Once the mode starts, you'll see a sihoulette of the Pokémon you're about to catch. To change that sihoulette into the Pokémon itself, you have to hit the Shellders 6 times, each time revealing one-sixth of the Pokémon's potrait. When it's fully uncovered, the Pokémon will appear. Shoot at it 4 times(3 to make the letters G-E-T to appear, and one more to actually catch the Pokémon)(Note : In the American version, the letters are C-A-T-C-H). Note that if you light up all three arrows, you have a better chance of getting rarer Pokémon to appear than if you only have two arrows activated.

Evolving Pokémon

Red Table

First, shoot the ball up the left loop at least three times to make all the arrows pointing to the left loop light up. This also removes the Ditto that normally covers up the hole that allows you to start the "Evolve Pokémon" mode. Shoot the ball into the hole then pick the Pokémon you want to evolve(Note that the Pokémon who are fully evolved have a star next to them). Next, there will be 5 "triggers", the two small pipes, the two Digletts and any one of the VoltorBs. These will either make the Pokémon tired, leaving you to wait for some time before you can attempt to try to activate the other triggers, or it'll place EXP icons or elemental icons(depending on how the Pokémon you chose evolves) around the table. Collect these icons with the ball, then repeat the manuever two more times. The hole which is normally meant for Bonuses appears after collecting three EXP/elemental icons. Shoot the ball into the hole to finally evolve the chosen Pokémon. A quick tip - if the icon is in a hard to reach place(For example, the top of the loop), letting the ball drop out of the table and paunching it back in while the ball-saver is activated may be easier than actually going for the icon directly.

Blue Table

First, shoot the ball up the left loop at least three times to make all the arrows pointing to the left loop light up. Then, shoot the ball towards the all-familiar arrow and hope that it points at the Slowbro(Note that like the "Catching Pokémon mode, the arrow will NEVER point at the Slowbro until all three arrows at pointing at the left loop is lighted up). Once it does, choose the Pokémon to evolve(Note that the Pokémon who are fully evolved have a star next to them). Next, there will be 5 "triggers", the two medium-sized pipes, the Psyduck, the Poliwag-guarded button and any one of the Shellders. These will either make the Pokémon tired, leaving you to wait for some time before you can attempt to try to activate the other triggers, or it'll place EXP icons or elemental icons(depending on how the Pokémon you chose evolves) around the table. Collect these icons with the ball, then repeat the manuever two more times. The hole which is normally meant for Bonuses appears after collecting three EXP/elemental icons. Shoot the ball into the hole to finally evolve the chosen Pokémon. A quick tip - if the icon is in a hard to reach place(For example, the top of the loop), letting the ball drop out of the table and paunching it back in while the ball-saver is activated may be easier than actually going for the icon directly. 1