Sonic Pinball Party FAQ v0.90
by AxemRangerBlue
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Contents
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A. Introduction
I. What is Sonic Pinball Party?
II. Pinball Terms
III. Some Sonic Team Data
B. The Main Mass
I. The Sonic Table
a. Objectives, Holes, etc.
b. Stuff to Know/Do
c. Other
II. The NiGHTS Table
a. Objectives, Holes, etc.
b. Stuff to Know/Do
c. Other
III. The Samba de Amigo Table
a. Objectives, Holes, etc.
b. Stuff to Know/Do
c. Fever Play Mode
d. Other
IV. Story Mode
a. Knuckles
b. Tails
c. Amy Rose
d. Metal Sonic
e. Eggman
V. Regarding the Chao
VI. Casinopolis
a. Roulette
b. Slots
c. Bingo
C. Conclusion
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A. Introduction
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If you are reading this, chances are you have bought or rented Sonic Pinball
Party (most likely without instructions) and are wondering, "What next?" The
good news is that you've got help. Read on!
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A. I. What is Sonic Pinball Party?
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Sonic Pinball Party is a trio of pinball tables based on Sonic Team games that
are conveniently arranged for you into one neat little package for your GBA.
(Sonic Team, by the way, is a developer team that belongs to SEGA. Read Section
A. III. for more information.) In the game, you can either play the tables with
only your score in mind, or play through the Story Mode and attempt to save
Sonic's friends from Eggman via a pinball tournament. (Cheesy storyline? Yes.
But it's a pinball game, so any story at all is a surprise.) You can also use
your Tiny Chao Garden to raise a Chao (See Section B. V.), and the Casinopolis
area to raise rings to use on your little Chao. At this point in time, Sonic
Pinball Party is only purchaseable at your local Target store or online.
If you are a pinball fan who loves a challenge, this game is for you. If you
love Sonic Team (or even general-issue SEGA) games, this game is probably for
you, unless you hate pinball games. Otherwise, this game might not fit the
bill. If you hate pinball games, don't bother with this game. You won't like
the results.
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A. II. Some Basic Pinball Terms
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If you like to play pinball games, real-life or otherwise, you probably don't
need to read this section. If you bought the game because of the presence of
Sonic, NiGHTS and/or Amigo on the box, and have never played a pinball game
before, you NEED to read this section.
First, the plunger. (I'm assuming you've at least seen a pinball table in
action before. Otherwise...well...you'll figure it out as we go along.) The
plunger is the little spring-loaded thing that launches the ball from the
secret place in all pinball tables where the extra balls are kept into the main
part of the pinball table. In this game, the plungers only have one strength,
so don't worry about how hard you're going to hit the ball. Just hit the A
button and away you go.
Before you can use the plunger in Sonic Pinball Party, though, you have to
select what's called a Shoot Bonus. Press Left on the Control Pad or A to pick
one--the selection for each seems predetermined. I may attempt to make a list
of what they are (via extensive experimentation) in the future. Keep your eyes
peeled. (A list of Shoot Bonuses is below.)
The flippers are the little flippy things that you use to hit the ball and
keep it in play. (Trivial fact: Did you know that the original pinball machines
had no flippers? One simply had to shoot the ball with the plunger and hope for
the best--very similar to pachinko.) Control the one(s) on the left by pressing
Left on the Control Pad and the one(s) on the right with the A button. (Some
boards have more than one flipper on one or both sides. Read about the boards
below for more details.)
Holes are just that--openings in the board that the ball can fall into. Most
yield some kind of special bonus or something should you sink the ball into
them.
Drop targets are little panels that sink into the table when you hit them.
They come in banks of three or more, and when all of them have been sunk, some
kind of special action occurs and they all pop back up (so you can hit 'em
again).
Ramps are special lanes that the ball can go into that is raised above the
rest of the board. The ball enters the lanes via an incline (the "ramp"--thus
the name) and, should it be given sufficient momentum to overcome the incline,
will travel down the lane and be returned to the return lanes.
Return lanes are little pathways near the flippers that the ball can travel
into, be it from the rest of the board or from one of the ramps. They deposit
the ball ever so nicely onto the flippers for your convenience.
Springs are located just above each flipper and are usually in the shape of an
obtuse triangle. (Except in the Samba de Amigo board, in which case they are
shaped like a couple of bananas. Odd.) When the ball comes in contact with the
longest side (towards the inside/middle of the board), it bounces them in that
direction.
Jets, bumpers, or kickers (as they can be known) are usually round. When the
ball hits them with some degree of force, it bounces them away with greater
force. They usually render points upon contact, as well.
Lights are...uh...lights. They usually correspond to a lane of some sort and
can be moved by tapping the flipper buttons. When the pinball goes through an
unlit light's lane, the light turns on. Most come in banks of three or more,
and when all are lit up they usually flash, render a bonus of some sort, and
then all go out. Some lights will be extingished if rolled over, so watch out.
Loops are long pathways on a board that, should the ball go through one of
them, will give points and cause an action, but the action varies depending on
which way the ball proceeds through the loop. (In some directions, nothing at
all might happen.) The name makes sense when you look at one.
An unusual feature found only in video game versions of pinball (for at this
point in time they are incapable of existing in the real world because of
technology limitations) are enemies. Enemies are bad characters that can be
destroyed by rolling over them (or hitting them) with the ball. They render
points upon destruction but usually respawn shortly.
Another feature in some pinball video games is the boss character. In Sonic
Pinball Party, bosses may be accessed in various fashions, which can then be
defeated by strategic ball shots to certain locations. After beating them, a
Clear Bonus Mode is activated, in which the player scores a diminishing bonus
for shooting a loop or ramp for a set period of time before moving to a new
"Zone."
The Sonic and NiGHTS boards consist of multiple "Zones," which are essentially
sprite, background graphics, and music changes to reflect levels of the game
they represent. Each Zone looks different, but upon beating all of the Zones in
a table, the board will loop back to the first Zone. Rinse, lather, repeat.
Kickbacks are located in the lanes furthest to the outside of the table, next
to the return lanes. (These lanes are sometimes called "Out Lanes" or "Exit
Lanes.") When the ball goes through these lanes ordinarily, it falls down and
goes to the bottom hole where it is lost forever. This is bad, as you only get
a finite number of pinballs (unless you get REALLY good at getting Extra Balls,
in which case you *could*, in theory, go on forever.), and once they're all
gone, you're done. Kickbacks, when in action, rebound the ball out of these
lanes of doom and into the playing field. However, most must be activated first
and reactivated periodically, or else they will go away and you will be
vulnerable.
The Ball Saver is a feature that can be accessed through Shoot Bonus or
otherwise and essentially makes you invulnerable to losing the ball for a given
period of time. It stays on for a short while after you begin each ball and
will periodically turn back on during various Modes.
In some tables, the ball can be "locked" in a portion of the table. After it
is locked into said portion, another ball will automatically launch, free of
charge. When a given number of balls are locked into that place (usually 3), a
multiball will begin. The locked balls will be released, and, in the case of
Sonic Pinball Party, Jackpot mode will begin. The kickbacks are disabled during
Multiball and the Ball Saver is rarely, if ever, on. Once all but one of the
balls are lost, normal play resumes. (See the sections on the individual tables
for information on Jackpots and Lock locations.)
Also, in Sonic Pinball Party you can achieve something known as a Combo. A
Combo is made by hitting two ramps in rapid succession (5 seconds on the Sonic
table, 3 seconds on the NiGHTS table, and I don't think the Samba de Amigo
table has any). A sizable chunk o' change is deposited into your score for one
Combo, and the chunk doubles for each Combo in succession that you successfully
complete.
In most real-life (and many video game) pinball tables, it is possible to
shove/nudge/bump the table to get the ball to go in a direction you want. In
most said tables, nudging the table brings about the infamous "TILT" light,
which causes your flippers to lock up and your end-of-ball bonus to vanish.
(*slap* You bad, cheating llama!) However, in Sonic Pinball Party, I have
nudged and nudged and nudged and never ever TILTed. I think Sonic Team is
actually taking advantage of the fact that no one ever uses the nudge controls
on pinball video games because they're afraid of TILTing. Use this to your own
advantage!
There exists, at all times, a "Field Multiplier" on pinball tables. Almost all
of the time, it rests at x1. In other words, the normal point value obtained by
hitting any point-rendering target is multiplied by 1 and added to your score
(it stays the same as normal). But once the Multiplier increases, the point
value for any target gets doubled, tripled, quadrupled, etc. You can build up a
high score quickly if you are good at increasing the Field Multiplier on a
table. Note, however, that Field Multipliers only stay up for a fixed period of
time in Sonic Pinball Party (120 seconds), unless you continuously push them up
(like plugging holes in a dam).
Also, similarly, there exists a Bonus Multiplier. After each ball you lose,
you receive an end-of-ball bonus that is derived from your accomplishments with
that ball you just lost. Once the whole thing is tallied up, it is multiplied
by the Bonus Multiplier. If you don't increase it, it stays at x1 (your bonus
doesn't increase). But if you do, it gets doubled, tripled, quadrupled, etc.
This can be another effective way to increase your score rapidly, provided you
don't run out of balls. Bonus Multipliers do not have a fixed time span, but
rather only last for the ball you're on. Once it's lost, the next ball's Bonus
Multiplier starts at x1.
Shoot Bonus List:
Small Bonus: Gives you 300 points.
Big Bonus: Gives you 30,000 points.
Super Kickback: Gives you 5 more times that your kickbacks can be used.
Backup: Gives you Super Kickback and a 30-second Ball Saver.
Long Ball Saver: Turns on the Ball Saver for 120 seconds (I think--could be
shorter).
_____ Light: Turns on a light of the listed light-able thing on your table--can
be random.
I think that about covers it.
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A. III. Some Sonic Team Info
--------------------------
This section is for those people who are pondering, "What is this Sonic Team
thing I keep hearing about?" If you know, and/or don't care, skip ahead.
Otherwise, keep reading.
Sonic Team is a development team from SEGA International responsible for the
Sonic the Hedgehog series of games, as well as Burning Rangers, Phantasy
Star/Online, Samba de Amigo, ChuChu Rocket, and the fantastic NiGHTS Into
Dreams. They are a dynamite team of programmers that made this game too. Sonic
Team has been hailed for their unique game ideas that turn into
magnificently-done games that are worth every penny of their purchase price.
But now, a bit about their games:
Sonic the Hedgehog is the blue, spiky-headed critter on the front of this
game's box. (If you don't know who he is, you've probably been living under a
rock for the past decade--he's been out that long.) He is a
supersonic-speed-capable hedgehog who is continuously trying to foil the plans
of the evil Dr. Robotnik (AKA Eggman). He is capable of utilizing the power of
the seven Chaos Emeralds to up his power tremendously and essentially make him
invincible. (Though there are constraints on even such a powerful power.) His
friends, Tails the fox, Knuckles the Echidna, Amy Rose the (other) Hedgehog,
and Cream the Rabbit (among others; I won't list them all here), all help him
with their unique talents. Tails has two tails and can use them,
propeller-style, to fly for a while. Knuckles has exceedingly strong punches
and can glide through the air for great distances. Amy is Sonic's
self-appointed girlfriend and has a mighty hammer for avenging cute little
animals. Cream has a little Chao that is exceedingly strong and she can use her
floppy ears for some semblance of flying. However, they have also been
occasionally known to harness the power of the Chaos Emeralds--specifically
Tails and Knuckles.
Eggman, the bad guy behind most of the evil schemes Sonic and crew have to
deal with, is a mechanical genius with (supposedly) and IQ of 300 and a thirst
and hunger for power. He has created or otherwise enlisted a few henchmen
(mostly robotic--specifically Metal Sonic, E-102 Gamma and Mecha Sonic) over
the years that often make encores and are a general annoyance to deal with. His
grandfather also created a dark version of Sonic known as Shadow, who has many
of the same powers and introduced Sonic to the power of Chaos Control. (Chaos
Control harnesses the power of a Chaos Emerald to warp space and/or time--cool
stuff.)
Moving on to the non-Sonic games, Phantasy Star was originally a first-gen RPG
for the SEGA Genesis (I believe) that eventually expanded, though not as
quickly as Final Fantasy. However, once the SEGA Dreamcast was introduced, SEGA
unleashed Phantasy Star Online Version 1. PSO allowed you to have other people
around the globe join your baddie-terminating (or vice versa) team, and new
missions were continuously download-able from the regional servers. It was
received with amazing enthusiasm. Two songs from Phantasy Star Online can be
accessed via the Samba de Amigo board (and also the Sound Test), and on the
Mode Selection screen in the rotating character circles a few of the characters
from PSO can be seen.
NiGHTS into Dreams, which has an entire table devoted to it, was made for the
SEGA Saturn. It was one of the first 3D games and had breathtaking graphics and
gameplay--in short, it was stunning. Legendary, even. SEGA even designed a
special controller just for the game. It involved two dreamers--a boy and a
girl by the names of Elliott and Claris--who could "Dualize" with a character
from the realm of dreams (his name was NiGHTS) and save the world of dreams
(Nightopia). The catch: NiGHTS could fly. The two kids, alone, couldn't. It was
a game that I can only vaguely remember (as I was about 6 at the time), but the
few memories I have are crystalline and beautiful. I'm trying to get a hold of
it even now, in fact. If your interest is piqued, you may wish to skip to the
NiGHTS table section (B. II) even now. Be my guest.
Samba de Amigo was an innovative game for the SEGA Dreamcast. You probably
remember the dancing game craze that still hasn't gone away, right? You
know,the one that had DDR and ParaParaParadise and now has Karaoke
Revolution--that one. Samba de Amigo took advantage of the popularity of that
idea and gave it their own twist. Samba de Amigo is a game where you must shake
twin maraca controllers to a prescribed rhythm and pattern displayed on-screen.
Very fun and very good for parties. You really have to try it to know, but the
"Fever Play" mode on the Samba de Amigo Table is something like it. (See
Section B.III.c for details.)
ChuChu Rocket was a puzzle game for the SEGA Dreamcast that, I hear, was also
transposed onto the Game Boy Advance. It involved little alien mice ("ChuChus")
that were being chased by these evil alien cat-like things who wanted to eat
them. Your job was to get the ChuChus onto rockets to escape while avoiding the
kitties of doom and not allowing them to get to your rockets. I've never played
it, but I don't like puzzlers that much.
And I know absolutely nothing about Burning Rangers, save that it was made by
Sonic Team originally for the SEGA Saturn and has two songs on the Samba de
Amigo table. Look it up on the Internet if you have a Burning (haha) desire to
learn more.
So there you have it. You now have a better idea of where Sonic Team is coming
from on this one. I hope it helps.
On to the tables!
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B. The Main Mass
-----------------------
If you've been skimming through the past several sections, stop skimming here
and start actually reading. You are about to enter the annals of knowledge
regarding the table of Sonic Pinball Party. I have something to say about it,
though--"Don't look at me!" If any of this is incorrect, post about it on the
topic I'll have created shortly after posting this FAQ. (I'm NOT giving out my
e-mail address. No. Bad llama.) I'll argue, then either deny you or humbly
accept whatever your thought is. Just so you know.
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I. The Sonic Table
-----------------------
The Sonic Table is (surprise!) based on Sonic the Hedgehog, with a particular
emphasis on the Game Boy Advance game Sonic Advance. It is the primary table
played in Story Mode and of medium difficulty (though probably the most
annoying of the three).
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a. Objectives, Holes, etc.
-----------------------
The Sonic table has five lanes near the flippers (an exit and return on the
left, and two returns and an exit on the right), with a second flipper about
halfway up the board on the right side. Each of these return lanes and exit
lanes have a light, which, when all put together, spell SONIC. Once the entire
set of SONIC lights are lit, 5 extra Kickbacks will be granted. Two Chao Eggs
can be seen over two holes on the upper left. The lower-right of the two will
be called the Chaos Drive hole, while the upper left hole of the two will be
called the Chao Growth Hole. In the upper right corner of the table, obscured
by a wall (most of the time), is the Feature Hole. Behind the two Chao holes,
obscured by palm trees and a ramp, is the Big Target Hole (as SEGA calls it),
but I will call it the Character Change hole. (You'll soon see why.) Around the
top of the board is the table's one loop, which, when approached from the left,
lights one of the RING lights. When approached from the right, the ball will
either go into the Feature Hole (if the wall obstructing it has been drawn back
by certain conditions), or complete the loop and light one of the EGG lights.
There are three ramps, one draining to the left return lane and two that join
together and drain on the right. The left-most ramp (which also drains left)
will be referred to as the Left Ramp, while the one in the middle (just above
the Chao Holes) will be called the Extra Ball lane. The third, in the
upper-right by the bumpers, will be referred to as the Accelerator Lane, as it
has a ball accelerator that automatically gives the ball enough force to go up
the ramp's incline (no matter what force the ball initially had) so long as it
hits the accelerator in its narrow opening. The bumpers are shaped like spring
pads from Sonic games and will simply be referred to as the bumpers. Above the
bumpers are three lanes (with lights), that will be referred to as the Triple
Light Lanes. On the right side of the board near the upper flipper are four
drop targets that spell Zone, which will be called the Zone Drop Targets. On
the left, slightly above the left spring, is a hole that is called the
Intergalactic Hole.
The Zones of the table are, in order: Neo Green Hill Zone, Secret Base Zone,
Casino Paradise Zone, Ice Mountain Zone, Angel Island Zone, Egg Rocket Zone,
and X-Zone. (The secret Moon Zone can also be accessed if certain conditions
are met--see below.)
If all of the lights of RING are lit up, the feature hole will be opened. If
the ball is placed in the hole during such time AND the EGG lights are not all
lit, Ring Mode will begin. In Ring Mode, golden rings will be scattered about
the table, and will be collected if the ball rolls over them. After a ring is
collected, another will appear in its place after a brief pause (about one full
second). Rings give lots of points and also add to the end-of-ball bonus. The
rings you gather will be immediately transferred to your ring inventory in the
Tiny Chao Garden. If you collect a total of 500 rings in one go-through and
beat X-Zone on that same time around, you will go to the secret Moon Zone. Ring
Mode lasts 120 seconds, the first 60 or so of which are protected by the Ball
Saver.
If all of the lights of EGG are lit up, the Feature Hole will also be opened.
Place the ball in it to activate Egg Mode. In Egg Mode, it is your objective to
place the ball in the Chaos Drive Hole (which Eggman will be hovering over for
your reference) the number of times indicated by the small number and picture
of Eggman that will appear in the lower-right corner of the screen. Once you
have done so, his craft will emit several explosions, cover it and him with
soot, and fly off. Clear Bonus Mode will begin, and after its time runs out or
the Zone Drop Target bank is completed, the table will change to the next Zone.
Egg Mode lasts 120 seconds, of which the Ball Saver is on about 20.
If you place the ball within the Character Change Hole (AKA Big Target Hole)
three times within any given Zone, the Sonic character (Sonic, Tails, Knuckles,
or Amy Rose in that order) displayed on the center of the table will change to
the next one and the border color of the table will change. The Mini-Games will
also change.
If the ball is placed within the Chaos Drive hole 3 times, a Mini-Game will
begin. In the Mini-Game, a goal will be displayed for the player and the player
must try to accomplish it. If he/she succeeds, a fairly large amount of points
will be gained. Ball Saver is on for about the first 25 seconds of a Mini-Game,
and most last 60 seconds. Mini-Games vary depending on the character displayed
in the center of the table.
If the ball is placed in the Intergalactic hole 3 times (except on the Casino
Paradise Table), a locking pin will be engaged in the return portion of the
Left Ramp. Each time a ball is shot into the ramp with said pin engaged (except
during Modes), it gets locked into place. Once 3 balls are locked, Multiball
mode begins. The three balls are released, and the Jackpot becomes available.
To get the Jackpot, the player must hit the bumpers 10 times. Each time the
Jackpot is collected, it doubles, and the player can increase its amount by
shooting ramps and/or loops, which adds to it 100,000 points. Once two balls
are lost, the Multiball music and Jackpot Mode end, and normal play begins
again. No other modes can be activated or entered during Multiball. The
exception I mentioned before of Casino Paradise Zone is that, upon entering the
Zone, the Lock Bar will already be engaged with two balls locked behind it.
(If, however, Lock Mode has already been engaged before reaching Casino
Paradise Zone--even if a Multiball resulted of it--the Lock Bar will not be
engaged upon entering the Zone.) One more ball will begin Multiball. Also, if
the Lock Bar is engaged during Egg or Ring Modes, a ball shot into it will not
be locked. Instead, the lowest ball (the one locked first) behind the bar will
be released, and play will continue.
If the entire Zone Drop Target bank is completed, the Feature hole will be
opened. Placing the ball in it (so long as no other Feature Hole-related
occasions are ready) will activate a random feature, which could be any of the
Shoot Bonuses (although the Long Ball Saver is switched for a shorter, normal
Ball Saver). Do this three times on a table and on the fourth, a single-ball
Jackpot mode will begin. (See the previous paragraph for more information on
Jackpot mode.) Once the ball is lost, normal play resumes after the new ball is
launched.
If you send the ball through the Extra Ball Ramp 20 times
When you are playing this Mode, it may be helpful to picture yourself as the drummer of the band performing the song. Most of the shakes correspond to drums or strong beats in the music, and so it may help you "get in the groove" to think in such a way. Go with the flow. The music is your guide, and trying to play this Mode without the music (use headphones if you must) is very tricky. Learn the patterns in each song and use them. A final really important thing: pressing the flipper button when you're not supposed to is just as bad as not hitting the flipper when you should. You'll hear that horrible "Boo!" sound, which is your cue to feel bad. Be careful. If you do perfectly, you'll get a whopping 2,000,000 points (which are, of course, hard to come by on this table), instead of the maximum 999,900 points you could get otherwise. Pat yourself on the back if you pull this off. A listing of the Songs available for Song Play and Fever Play Modes is below. ------------------------ B. III. d. Other ------------------------ Letter Collect Names: Amigo--Amigo is the dancing, maraca-shaking monkey that is the mascot of Samba de Amigo. Rio--Rio is a cheetah-ish critter who plays the trumpet and holds a trademark rose. Bingo, Bongo--Bingo and Bongo are twin robotic drum-playing bears. One's purple; the other's blue. Linda--Linda is a sorry excuse for a butterfly, but, nonetheless, dances pretty well. She's usually shown winking. Chumba, Wamba--Chumba and Wamba are mariachi-playing leopards. They are named after the band Chumbawamba, which composed "Tubthumping," a song in Samba de Amigo. Song List (All difficulties are for Fever Play Mode): Burning Hearts--Source Game: Burning Rangers. Difficulty: 3.5/10 A rockin' little song that has a nifty jazz beat. We Are Burning Rangers--Source Game: Burning Rangers. Difficulty: 4.5/10. Another nice song. Slightly harder than Burning Hearts. Vamos a Carnaval--Source Game: Samba de Amigo. Difficulty: 6/10. This song is the song that plays during the Normal Play Mode of the Samba de Amigo board, so it shouldn't be hard to pick up. The only tricky part is that the rhythm gets screwed up near the end of the song, and so all of a sudden you have to tune out the song and go just by the Rhythm Balls. Not nice at all. (Name means "We go to Carnival" or "Let's Carnival." As if Carnival was a verb.) ChuChu Rocket--Source Game: Same. Difficulty: 5.5/10. This one is very repetitive, and not too hard to pick up. Watch out for the pattern change mid-song. ChuChu Fever--Source Game: ChuChu Rocket. Difficulty: 6/10. This is also very repetitive, but is faster than ChuChu Rocket. You'll also hear it in Acrobat Mode on the NiGHTS Table. Phantasy Star Online--Source Game: Same. Difficulty: 3.5/10. Rather easy, this song doesn't quite fit the "Samba" pattern, but still works. Can Still See The Light--Source Game: Phantasy Star Online. Difficulty: 6.5/10. The first time I played this one, I nearly fainted. A weird beat, strange rhythm, and no Latin flair whatsoever. It gets better with practice, but on first appearance it is very strange. Mambo de Verano--Source Game: Samba de Amigo. Difficulty: 8.5/10. This song is very Latin and all, but it has a strangely syncopated beat and lots of half-beats. Combined with its large number of pauses and unpredictable patterns, this song is a doozy. I don't think I've gotten a Perfect on it yet. Good luck. (Name means "Mambo of Summer.") Dreams Dreams--Source Game--NiGHTS Into Dreams. Difficulty: 3/10. Coming from NiGHTS Into Dreams, this song has no Latin-ness to it, but works just fine. I found that as I first started playing this board, this song was selected a lot, and that was just fine with me. It's quite easy, as long as you have the music on. ------------------------ B. IV. Story Mode ------------------------ The Story Mode is VERY frustrating and rather difficult. It also has a very iffy plot. Sonic must save all of his cutesy little animal friends by winning a pinball tournament that Eggman's throwing. You must beat Knuckles, Tails, Amy Rose, and Metal Sonic to win the tourney, and then Eggman shows up in person and demands that you beat him, too. It's exceedingly difficult and took me days (and a lot of luck) to complete. Be warned: practice a LOT first. The Samba de Amigo table does not show up in Story Mode, so practice it only for fun if you need to until you're finished with this Mode. ------------------------ B. IV. a. Knuckles ------------------------ Knuckles' challenge, being the first, isn't very hard. You must simply gain 10,000,000 points on the Sonic table to win. (Thank you sonic16 for clarification!) This translates roughly to beating Eggman once and doing well in the Clear Bonus Mode. This is one of the few challenges that doesn't take *too* much practice to beat. ------------------------ B. IV. b. Tails ------------------------ Tails' eyes are a freakish red color when you challenge him, and he acts strangely. He requires that you gain 15,000,000 points in under 5 minutes--beat Eggman once or twice and you'll have it in no time. (Thank you sonic16 for clarification!) Once you complete his challenge, he returns to normal but seems to have a bit of amnesia about how he got into his odd state. ------------------------ B. IV. c. Amy Rose ------------------------ Amy also has the strange red color to her eyes, and acts strangely as well. For her, you must beat Gillwing (the NiGHTS first Zone boss) supposedly before her. I took my time, and no timers appeared, so it's unlikely that there is actually a time limit. Once she has been beaten, she also returns to normal and relates to Sonic that Eggman is using some kind of mind-control on the people in the tournament. You must beat that bad llama's tournament to free everyone. (But of course.) ------------------------ B. IV. d. Metal Sonic ------------------------ Metal Sonic is supposedly your last foe. He requires that you beat ALL (up to X-Zone; Moon Zone not required) of the Zones of the Sonic Board. This could be tricky, so make sure you stock up on Extra Balls and practice, practice, practice! (I became quite frustrated during my numerous attempts to defeat Metal Sonic. You might feel the same way if you haven't practiced enough.) ------------------------ B. IV. e. Eggman ------------------------ After you beat Metal Sonic, there is a general huzzah and you see Sonic standing in front of a "Winner!" banner. Then, it falls off of the screen and Eggman challenges you. This is by far and away one of the hardest final challenges of ANY game I have ever played. (And far more frustrating, too.) He requires that you have more points than him in 5 minutes. (Luckily for you, I happen to know that he always gets 30,000,000 points, which means you must get 30,000,050 or better to win in under 5 minutes. Good luck.) This is truly difficult and requires a great deal of both luck and skill to accomplish. Here is the way I did it, which will probably work for you as well if you are good enough at the shots required to do it: As soon as the ball is in play, focus on getting into Egg mode. When the ball comes down from the launch ramp onto the right flipper, use the B button to nudge the ball up and over onto the left flipper. Time your flipping of the left flipper to send the ball into the Egg loop. Rinse, lather, repeat, until you are in Egg Mode. Now comes the tricky part: sending the ball into the Chaos Drive Hole while being stressed out about this challenge. If you're anything like me, the ball always goes into the Chaos Drive Hole when you DON'T want it to, but it avoids it like the plague when you're in Egg Mode. Anyway, do the best you can. If you can't succeed in beating him once before only 2:30:00 remain, start over. It isn't worth the frustration and extra time. As soon as Clear Stage Bonus Mode begins, go into a frenzy of Ring-Ramp Tricks (see Section B. I. b for info on this valuable skill). As long as you do it correctly, this will pump lots of points into your score. Once you wind up in Secret Base Zone, do the same thing. Egg Mode-->Stage Clear Mode (w/ lots of Ring-Ramp Tricks)-->Casino Paradise Zone. All the while, do your best to avoid the bumpers and the Character Change Hole. Both sap a good deal of seconds from your timer that you can't spare. In Casino Paradise Zone,make sure you don't hit the Left Ramp! If you do, you'll go into Multiball Mode and not be able to start any Modes! However, you now have your choice (with the scant time that remains) to attempt Egg or Ring Mode. I chose Ring Mode, because getting a whole bunch of Rings is a lot easier than trying to get the ball to go into the Chaos Drive hole to beat Eggman. Use the Ring-Ramp trick to light the RING Lights, then shoot for that Feature Hole on the double! If you've made it this far and done well on the Clear Stage Bonus Modes, your score will be really close to (or more than) 30,000,000 points. A smattering of rings will put you over the top. This is MUCH easier said than done. I wish you the best of luck in beating Eggman. You'll need it. Once you beat him, he goes into his typical "Curses! Foiled again!" thing and you go to the credits. This game has one of the longest and most boring credits sequences that I have ever seen. At least the music is nice, though. After you watch the credits scroll, you'll be returned to the title screen. And then, one of the most frustrating moments of all: discovering that you don't get anything for winning! That's right, you get absolutely zilch (besides maybe a smidgen of relief and satisfaction) for beating one of the toughest Story Modes of any game in history. But at least you can say you did it. There should be a Winner's List on GameFAQs' Sonic Pinball Party Message Board where you can add your name to the glorified list. (There, that's better.) I hope I see yours there soon--and make sure you mention on your post to it that you used my FAQ! ------------------------ B. V. Regarding the Chao ------------------------ In your Game Pak is a little garden where you can keep a Chao. Chao (plural now--singular and plural are the same) are essentially glorified virtual pets that actually have begun to play a part in the overall Sonic story. Now you can have one of your own! I am not going to go into detail about how to raise your Chao. If you need help, consult the Chao FAQs under the Dreamcast or Gamecube games Sonic Adventures 1 and 2. There is such a wealth of data there that I'm not going to even scratch it. I will, however, outline the game Chao's CC Shoot, which is unique to Sonic Pinball Party and is a mini-game included in the Tiny Chao Garden. Chao's CC Shoot is one of those games where, after playing it for a while, you get a general feeling for what's going on, but then suddenly something happens while you're playing that makes you scratch your head in curiosity. I call that a "high serendipity factor." In Chao's CC Shoot, you control a Chao (which will look like your Chao if you've gotten and hatched one but like a normal blue one if you haven't) that can throw red and green chips up into a matrix of other chips that is continuously being pushed downward. It's like a cross between Go, Connect Four, and something else. The object of the game is to eliminate as many chips as possible so as to free the ring groups locked inside the chip matrix. Once the rings have no chips below them, they will fall, and you must maneuver your Chao underneath the falling rings to catch them. If the chips are pushed all the way down to where your Chao is, you get a Game Over. The chips will disappear when ten of the same colored chips are in horizontal and/or vertical contact (that is, no diagonals). However, they will not simply disappear after being pushed down in such shape. Your Chao's Chip must hit the grouping and cause them all to vanish. Otherwise, you could get a huge block of 20 chips of the same color coming down that wouldn't go away. Your chip is the catalyst, in other words. Chips can also change color. If a chip or line of the same-colored chips are "imprisoned" between two chips of the opposite color on either end of the line (one of which must just have been thrown up by your Chao), the chips will change to all the same color (that is, the color of the "imprisoning" chips). This action can cause enough chips of the same color to be in contact so as to make them all vanish. Note that diagonals are effective here. Another note: if you vanish a group of chips near the top (and gravity pulls the chips up), and another large enough group of chips falls into place for whatever reason, they, too will disappear. This will continue until no large enough groups can fall into place, after which point normal play will continue. A third note: while chips are changing color or disappearing, your Chao cannot toss any chips. You must wait. However, you can move your Chao into an advantageous position during this time, so do so. ------------------------ B. VI. Casinopolis ------------------------ To buy things for your Chao (food, toys, more Chao) you will need rings. You can get rings via three methods: you can get them from the Sonic and NiGHTS tables (via Ring and Blue Chip Modes, respectively), the mini-games in the Tiny Chao Garden, or Casinopolis. Casinopolis, as the name implies, is a casino-like area in which you can play games of chance to increase the supply of rings you have on hand. Note that you must have rings on hand. If you squander them all away, you'll have to resort to one of the other two methods listed above. All three Casinopolis games have two "Bet Holes" in the upper-right and upper-left corners. These holes are crucial for all of the games, and you must become skilled at rapidly and repeatedly shooting the ball into them. In this way, Casinopolis is also good for honing your ball-handling skills. Make extensive use of the B nudge-up button for switching flippers as necessary. Also in all three games, if you lose the ball down the center drain, a replacement ball costs one ring. Try not to lose the ball. At any time during a Casinopolis game, you may press Start to pause, and select "Quit" to exit the game you're playing and return to the Casinopolis main menu. ------------------------ B. VI. a. Roulette ------------------------ In Roulette, you must place the ball repeatedly into the Bet Holes before the timer on the center of the Roulette Wheel runs out. Each time you do, you bet 1 ring on one of the spaces. The betting is randomly decided by a random number generator on the Bet Hole's little window thingie. The number that shows up on the little window is where your bet is placed. Ordinary spaces are a dull burgundy color, which means you haven't bet on them yet. If the Roulette lands on one of these, you get nothing. When you bet on a space for the first time, it turns bright red. If the Roulette lands on a bright red space, you get twice your bet of 25 rings--50 rings. If you bet on a bright red space, it turns yellow. If the Roulette lands on a yellow space, you get 4 times your bet of 25 rings--100 rings. If you bet on a yellow space yet again, it turns green. In the happy event that the Roulette should land on a green space, you receive a whopping eight times your bet-200 rings! Once the timer runs out, you get to make one more bet. Once the bet is made, the Bet Hole holds onto your ball while the Roulette spins. After the Roulette has been spun and any rings won received, the ball is then released for another round. (Note--if you lose the ball after the timer runs out, the Roulette wheel starts and you don't get another bet. Try not to let that happen!) ------------------------ B. VI. b. Slots ------------------------ The Casinopolis Slot machine is very unusual and unlike any I have ever seen in a video game. In the first part of Slots, you have a fixed (but not shown) amount of time to bet. You bet (naturally) by placing the ball in one of the Bet Holes. The first ring bet gains you control of the center slot line. The second ring bet gives you the top and bottom lines. The third ring will give you the diagonal lines. Once either the fixed time span passes or you have bet three rings, the slots will start spinning. You can stop a slot by placing the ball in a Bet Hole (which doesn't cost you anything, by the way). Or, you can wait. It doesn't make much of a difference. Once all three slots have stopped (by your action or by waiting or a combination of the two), any rings won will be calculated and given to you. The symbols on the slots are derived from the Sonic Team game ChuChu Rocket and include: a green planet, a red ChuChu, a bluish-white ChuChu, a gold ChuChu, a red-and-white rocket, and a yellow cat thing. (There may be more; I'll have to check.) I have yet seen no rhyme or reason as to how the winnnings are calculated based on the symbols, and have won rings for matches that are not apparent. If anyone has any idea as to how this thing works, please post, for the good of the entire Sonic Pinball Party community. ------------------------ B. VI. c. Bingo ------------------------ Bingo is by far the easiest and highest-yielding (on average) of the three games. At the beginning of each round, you are given a Bingo card. Press A to release a ball. In doing so, you pay 20 rings. You now must gain random numbers from the Bet Holes (the numbers don't cost anything) and attempt to make a line with said numbers horizontally, vertically, or diagonally on your card. (The middle square is free and counts as if it were a number.) You gain more rings by getting a Bingo (as such a line is called) with fewer numbers. The most rings you can get with a single Bingo is 400, which can be gained if you get a Bingo with only 4 numbers. If you get more than one Bingo with a given number, the amount you win doubles or triples, depending on how many Bingos are completed by it. ------------------------ C. Conclusion ------------------------ So there you have it. I hope you gained some insight from what's here. If you have questions or comments, go to the GameFAQs message board regarding Sonic Pinball Party and post. I'll address your message as soon as possible. If you mention something that I don't have in my FAQ and I put it in, I'll acknowledge your information. If, for whatever reason, you mention something that I've already added and I'm in-between versions or something, I might not acknowledge your mention. I'm sorry, but I can't please everyone. I'll do my best, though. Contributors (Thank you!): GameFAQs user sonic16 gave clarification on Tails' and Knuckles' Story Mode challenges. -Disclaimers and other Legal Thingies- To the best of my knowledge, all of the information listed here is correct unless otherwise noted. However, I am not responsible for anything that happens to you, your game, your Chao, your Chia Pet, or anything else from any action you take as a result of this guide, regardless of whether what I wrote that inspired your action(s) was correct or not. (However, please notify me as mentioned above if you believe something is wrong so I can fix it and keep Chia Pets everywhere safe.) Sonic, SEGA, NiGHTs into Dreams, Chao, Amy Rose, Tails, Knuckles, Eggman, Chao, Burning Rangers, Samba de Amigo, Amigo, Sonic Pinball Party, Phantasy Star/Online, ChuChu Rocket, Cliff, Ideya, and Cream the Rabbit (along with probably a few others I haven't mentioned here) are all property of SEGA International. Game Boy Advance, Nintendo, Gamecube, and Game Pak (and possibly others mentioned) are property of Nintendo of America. The Chia Pet and The Clapper are property of Joseph Enterprises, Inc. (Whoever they are.) This guide copyright me, GameFAQS contributor name AxemRangerBlue, 2003. Do not copy any portion of this text into anything anywhere without express permission from me (and I doubt I'll be giving it.) It should only appear on GameFAQs.com until otherwise noted and permitted by me.