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Game Cheats » Nintendo DS Cheat Codes » Games Starting with the Letter M » Metroid Prime Pinball - Strategy Guide (Page 02)

Metroid Prime Pinball - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Metroid Prime Pinball - Strategy Guide (Page 02).

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...

- 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)
    jef@sleeper.978.org





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.

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!

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