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Sega are very happy people. Once fettered to the sinking hulks of their underappreciated
hardware, the company is savouring the aftertaste of one of gamings most audacious
commercial endeavours. In prematurely bursting the Dreamcast bubble, Sega’s
brand and its closely knit troupe of developers completely inverted their market,
securing relationships with just about all of their previous competitors. No longer
trapped within a dying body, the spirit of Sega is now blissfully unbreakable,
its seismic importance in the gaming landscape beyond reproach. No wonder Sonic
Pinball Party is such a celebration.
Like their publishers, Sonic Team’s confidence as they produce their
second dedicated pinball game is eerie. The previous title – Sonic Spinball
– was a nervous game of quirks and novelties, fearful and largely derivative
of the PC Engine classic Devil Crash. Pushing the criteria of the genre to breaking
point, Spinball was more an attempt at self-justification than a worthy pinball
game. Sonic Pinball Party, however, is a fervently simple, altogether superior
effort. More than the sum of its parts, it serves as an enchanting salute to
Sonic Team’s legacy, one which their fans will immediately embrace.
Sonic, Nights and Samba De Amigo tables feature in Pinball Party, the former
significantly outnumbering the latter two. Together they provide a joyous overview
of the individual nuances and qualities which have earned each series both respect
and adoration. Technically, it may all be quite conservative but as Sega’s
own Pinball of the Dead has shown, vanity is a poor substitute for this level
of charisma.
Within the reliably engrossing story mode is a Sonic versus Robotnik battle
waged across a succession of Sonic-themed tables. Here the game reveals solid
foundations beneath its charm. Admittedly an elaboration of a single template,
each table exhibits subtle variety and distinction which impose an almost imperceptible
difficulty curve. The goal each time is to vanquish Robotnik through scoring
an identical run of ramps and targets; the challenge, however, gets insidiously
tougher each time. Herein lays a compulsion strong enough to prolong a single
game to over an hour in length, also ensuring that this potential work of self-congratulation
earns vital credibility as a video game.
Pinball Party crowds each of its main tables with all the features you’d
expect – a three-lane multiplier, bumper field, additional flipper and
numerous targets which fall neatly within a circumference of ramps. Combinations
of the above unlock each table’s many secrets and score incentives, the
Nights and Samba tables possessing significantly different arrays to the Sonic
ones. Thanks entirely to the dogged simplicity the developers have imposed,
the facets of each invite persistence in the pursuit of mastery. Aware of the
pitfalls of such limitation, however, this whimsical knock around still has
a few tricks up its sleeve.
Sonic Team have cut no corners in providing a fully featured game packed with
diversions. Thankfully, the eccentric series of sub-games have wisely been kept
separate from the principle feature. Casinopolis, for example, is a quirky diversion
which would effortlessly unbalance a pinball game, and its kind so often finds
itself wedged awkwardly into the mix. Here it’s confined to a separate
collection – casino games played out as miniature pinball tables –
which is wholly entertaining in small doses. The obligatory incorporation of
a Chao Garden will come as no surprise, though its justification – incentive
to frequent Casinopolis and win money – is sound. Had it been better incorporated
into the arcade and story modes, however, it would have warranted greater appreciation.
The co-op and versus link-up games are an entirely worthy way to round off the
assortment, offering quaint, yet addictive mini-games for those equipped to
play them.
Evidently, Pinball Party is the kind of modular, disassociated game which has
long intimidated developers, carrying with it the threat of a diluted overall
appeal. Yet Sonic Team are self-assured. They know that if they pour enough
of their exquisite creativity into this ensemble it’ll all glue together,
and it does. Nowhere is this more apparent than when it leaps out and kisses
you through your GBA’s speakers. Boasting superb renditions of tunes from
all of its featured licenses, this game has the greatest soundtrack a non-RPG
handheld title has ever had. If the Nights table doesn’t bring a tear
to your eye, at least the various Sonic themes will bring a smile to your face.
So far, so faultless; and honestly speaking, there are no specific faults to
mention. However, without detracting from Sonic Team’s achievements, much
of this has to be put down to the moderate goals the game has set for itself.
Albeit a wonderfully evocative, amorously realised one, this is a bare-bones
pinball game by nature. It’s a work of genius in that it derives huge
success from a very modest set of tools, but the stark truth is that many will
simply not be interested. Indulgence is the defining word; offering a consistent
wealth of delights to its developers’ fans, Sonic Pinball Party has little
time for those unaccustomed to the taste. |