Galactic Pinball (Virtual Boy) - RetroAchievements/guides GitHub Wiki

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Table of Contents
1) Synopsis
2) Introduction
3) Tips, Tricks, and General Info
4) COSMIC
5) COLONY
6) UFO
7) ALIEN
8) Bonus Stage

1) Synopsis

Game Page 11702
Set Difficulty 7
Approximate time to master 10 hours
Minimum numbers of playthroughs needed Not Applicable
Number of missable achievements None
Does difficulty affect achievements? Not Applicable
Hardest achievement of the set Credits Where Credit is Due

2) Introduction

The way this guide is set up is a section for each table. There is an image at the top of the section showing the board in normal play followed by the background story given from the game's instruction manual. Next will be a table detailing each of the key elements of the board with information on effects and scoring, each given a letter. The letter in question references the image below the table, showing where the element is on the board. Relevant achievements are listed throughout the guide, with table non-specific ones, including Top-Score achievements, listed in the General Achievements section.

3) Tips, Tricks, and General Info

Bumping the Table

Pressing the B button will cause the table to shake. This is useful for jostling the puck in various ways depending on the situation. If timed right, it might send the puck through a gate or into a bumper or hall. It is also useful for if the puck get stuck in an area and can dislodge it. However, be careful. If the table is shaken too much, it can cause a TILT, disabling the table until the puck falls out of play.

Cradling and Passing the Puck

Being able to cradle and pass the puck is paramount to making good scores in this game. To cradle means to hold the puck on one of the flippers by keeping it raised. To pass, meaning to send the puck to the other flipper, release the flipper and let the puck fall a short ways before tapping it with the flipper. If done right, the puck should bounce off the corner of the slingshot bumper and arc over to the other flipper. It can be tricky to get a feel for this, especially on UFO with its smaller bumpers, but it is an incredibly useful tech.

Top-Score Achievements

To earn any Top-Score Achievements, the player must earn over 5,000,000 points on the board. The achievements will be granted upon earning 5,000,000 points, not when a name is entered on the high score table.

Cosmic Top Score (10)
Break the top score on Cosmic
Colony Top Score (10)
Break the top score on Colony
UFO Top Score (10)
Break the top score on UFO
Alien Top Score (10)
Break the top score on Alien

Credits Achievement

Scoring 50,000,000 points on a given board and finishing play will roll the game's credits and is considered "beating" the game in regards to RetoAchievements. This is most quickly done via farming the Jackpot on the UFO board and abusing the High Speed Lane bonus, a tactic used by speedrunners. However, the COLONY board is easier for long play due to the ease of availability of Super Kickbacks and may be better for players looking for a more casual attempt. Reaching the Jackpot is much slower, but also more consistent on the COLONY table.

Credits Where Credit is Due (50)
Earn 50 million points to see the staff credits at game over

4) COSMIC

GalacticPinballCosmic

Background

"You are the pilot in the Space Federation investigating the mysteries of the Milky Way. Many dangers await you including space pirates. Use your pinball skills to solve the mysteries."

Points of Interest

GalacticPinballCosmicLabelled

Letter Name Effect Details Scoring Details
A Kickback Switch Cycles between Asteroid, Kickback, and Empty Space when hit. 1,000 per hit
B Cyber Roulette Hall Activates the Bonus Roulette. See below for details. 30,000 per entry
C Meteor Moves back and forth across the board, blocking the puck's path. 0 points
D Side Lane Passing through here grants points for each ball hit. 5,000 per ball
E UFO Only appears when launching the puck. Hitting it will send the puck into the Planet. 0 points
F Cosmic Warp Lane Passing through here grants points depending on the length traveled. See below
G Planet Grants points and a Target each time it is entered. Resets after three Targets. (Number of Targets) x 40,000 per entry
H Cosmic Target Hall Entering this plunger granted a letter towards completing the word COSMIC. Resets after six letters. (Number of letters) x 50,000 per entry
I Bumpers Earn points for each hit. 5,000 per hit
J Jackpot Getting the puck here will earn the table's Jackpot. See below for details. 7,000,000
K Crush Bumper Enters Bumper Crash mode. See Bonus section for details. 30,000 per entry
L Lane Change Hitting all four panels will cause the Main Lane to cycle between lengths 1, 2, 3, and 4. 5,000 per panel
M Planet Chance Hall Activates the Planet Bonus. Player will have 25 seconds to get the puck into the Planet to earn the bonus. 30,000 per entry
N Slingshot Bumpers Bounces the puck. 3,000 per hit

Kickback Bonus

If the three Asteroids are turned into Kickbacks, the Kickback Bonus will activate, granting a one-time use Kickback to either gutter.

Cyber Roulette

Name Effect Details
Center Post Places a kickback between the flippers at the bottom of the board.
Meteor Clash Removes the Meteor from the board. Lasts until the puck is lost.
Super Kickback Adds three kickbacks to either gutter.
2x Bonus Multiples next Lost Bonus by two.
C-O-S-M-I-C Letter Earns the next COSMIC letter.

Planet Targets

Each entry of the Planet Hall grants a Target. Collecting three Targets grants the player the option to play the Bonus Game or earn a Half-Million (500,000) Points.

Planet Bonus

After entering the Planet Chance Hall, the Planet stops pivoting and the player has 25 seconds to enter the Planet Hall. Doing so earns the Planet Bonus, worth 1,000,000 Points.

Planet Bonus (5)
Get the 1 million point planet bonus on Cosmic

C-O-S-M-I-C Bonus

Earning all six letters in COSMIC will grant the player the 1,000,000 point COSMIC Bonus. Letters can be earned either through the Cosmic Target Hall or the Cyber Roulette.

C-O-S-M-I-C (5)
Collect all target letters on Cosmic

Bumper Clash

Activating Crush Bumper makes the Bumpers destructible if hit multiple times. Every Bumper destroyed earns 50,000 points. If all three bumpers are destroyed, the logo for Metroid will appear. If the puck enters the logo, the Shooting Bonus game will start.

Shooting Bonus

For the Shooting Bonus game, the puck turns into Samus's ship (of Metroid fame) and the player will shoot enemies in a Galaga-esque sequence. Each enemy destroyed earns 5,000 points. Hitting an enemy with the ship will destroy the enemy, but also the ship, ending the mini-game. Destroying all 50 enemies will earn an extra puck.

Let's Go Samus (10)
Perfect the Metroid mini game to get the extra puck on Cosmic
Mission Complete (5)
Enter and complete the Metroid minigame on Cosmic without getting hit

Cosmic Warp Lane

The entrance of the Cosmic Warp Lane is on the left of the Planet. Every Lane Change that occurs changes the length of the Cosmic Warp Lane. At length 2 or higher, if the puck is not hit into the Cosmic Warp Lane fast enough, it will exit at length 1. If the puck can pass the length 1 exit, it will complete its path to the end of the current lane.

Length Score Notes
1 20,000 Exits right of the Planet. Exit can also be entered for the same score, exiting on the left of the Planet.
2 50,000 Exits in the Bumper area.
3 80,000 Exits on the bottom-right of the Bumper area. Puck will always enter the Bumper Clash Plunger from here.
4 120,000 Exits at the right flipper. Earns a Jackpot Target.

Jackpot

The Jackpot for COSMIC is a multi-step process. First, the player must activate the Lane Change three times, setting the lane to length 4. While the Cosmic Warp Lane is at length 4, every time the puck travels the full length, the player earns a Target. Earning five Targets will activate the Jackpot Chance. The player must then hit the puck onto the ramp outside of the Bumper area to launch the puck into the Vortex, netting the Jackpot of 7,000,000 points.

Drive the Lane and Shoot (25)
Get the 7 million point jackpot on Cosmic

5) COLONY

GalacticPinballColony

Background

"This pinball table represents a large, deep-space colony adrift in the cosmos. Enter the special game to protect the colony from collisions with asteriods."

Points of Interest

GalacticPinballColonyLabelled

Letter Name Effect Details Scoring Details
A Target Formation List Displays current, pending, and completed Target Formations. See Target Formation section.
B Slingshot Bumpers Bounces the puck. 3,000 per hit
C Comet Radar Acts as a diegetic timer for when the Shoot Comets mini-game will occur. See Shoot Comets Mini-game section.
D Sensor Array Used for Target Formation objectives. 30,000
E Communication Radar Used for Target Formation objectives. 30,000 points
F Rescue Ship Hangar Used for Target Formation objectives. Rescue Ship launches and docks from here. Returns puck to right flipper. 30,000
G Center Dome Enter from the chute on the right. If entered fast enough, will earn a Bonus Game Target. Else, the puck will exit into the Bumpers. Earning five Targets offers the option between playing the Bonus Game or a Half-Million Bonus. 30,000
H Bumpers Bounces the ball. 5,000 per hit
I Landing Hall Used for Target Formation objectives. 30,000
J Jackpot Getting the puck here will earn the table's Jackpot. See below for details. 6,000,000
K X-Ray Radar Used for Target Formation objectives. 30,000
L Control Tower Activates Bonus Roulette. See Bonus Roulette section.

Target Formations

The main gimmick of this table is the Target Formations. In the middle of the board is a list of Formations. To complete each objective, the player must enter the currently flashing arrays lining the field, sometimes twice. Each time a Formation is completed a bonus is earned and the next Formation objective activate. After all Formations are completed, the Jackpot activates for a limited time, requiring the player to shoot at the Landing Hall, launching the puck into the Jackpot and earning 6,000,000 points.

Formation Bonus
Orion 100,000
Mercury 200,000
Andromeda 300,000
Mars Half-Million
Europa 1 Million
Callisto 2 Million
Ganymede 3 Million
Jackpot 6 Million
Final Formation (25)
Get the 6 million point jackpot on Colony

Shoot Comets Mini-game

Every so often, Comets will appear on the radar to the left of the table. When the Comets reach the colony, the puck will transform into a gun and the Shoot Comets Mini-game will begin. In this game, six comets will attack the colony, targeting the various arrays. The player must shoot each comet before it collides with its target. Comets will prioritize active arrays and failure to protect them will result in resetting the Target Formation progress of the array.

For scoring, the player starts with a Shield Bonus of 60,000 and loses 10,000 for every Comet not destroyed in time. The Hit Rate is determined by the number of shots hit versus the number of shots made.

The final score formula seems to be as follows, though more experimenting is required:

  • If Hit Rate is 100%, Total Bonus = Shield Bonus x 2.
  • If Hit Rate is <100%, but more than 10%, Total Bonus = Shield Bonus x [1 + (Hit Rate/100) - 0.1]
  • If Hit Rate is <10%, Total Bonus = Shield Bonus x [1 + (Hit Rate/100)]
Comet Crack Shot (5)
Get a perfect 6 for 6 without missing a shot in the Colony comet mini game

Rescue Ship

Shooting the puck into any array that is not lit with earn a RESCUE Target Letter. Spelling RESCUE will summon the Rescue Ship, which will move around the table. If the puck touches the Rescue Ship, it will orbit the ship until the player presses the A button, shooting it in away in the current direction. This can be used to line up shots on trickier arrays to help meet Target Formation objectives. Summoning and using the Rescue Ship does not award any points.

Rescue Ship (3)
Call on the Colony rescue ship for assistance

Bonus Roulette

Bonus Effect
+1 Letter Granted a COLONY Target Letter
Super Kickback Activates Super Kickback, placing three Kickbacks in the gutters.
Center Post Adds a Kickback between the flippers.
Million Point Chance After activation, shooting the puck into the Rescue Ship Hanger will award the Hanger Bonus of 1,000,000 points.
Hangar Shot (5)
Get the 1 million point roulette bonus shot on Colony

C-O-L-O-N-Y Bonus

COLONY letters can only be obtained from the Bonus Roulette. Each letter earned granted (Number of letters) x 50,000 points. Earning all letters earns the Half-Million (500,000) point bonus.

C-O-L-O-N-Y (5)
Collect all target letters on Colony

6) UFO

GalacticPinballUFO

Background

"In this pinball challenge, you will be called upon to remote control a UFO in order to defeat the Evil Skeleton and cash in on the jackpot."

Points of Interest

GalacticPinballUFOLabelled

Letter Name Effect Details Scoring Details
A Slingshot Bumpers Bounces the puck. 3,000
B Left Blast Off Hall See Flying Bonus and UFO Roulette 0
C UFO Target Chance Hall Opens the right Blast Off Hall for a chance at a UFO Target Letter 30,000
D High Speed Lane See High Speed Lane section. See High Speed Lane section.
E Left Speed Mark Bumper Activates the Left Speed Mark in the High Speed Lane 5,000
F Top Lanes Passing through lights them up and shoots the puck downward. See Evil Skeleton section. 0
G UFO Roulette Bumper If passed through by the puck, opens the Left Blast Off Hall, activating the UFO Roulette. 5,000
H Right Speed Mark Bumper Activates the Right Speed Mark in the High Speed Lane. 5,000
I Bonus Chance Hall Opens the right Blast Off Hall for a chance at a Bonus Game Target. 30,000
J Right Blast Off Hall Collect UFO Target Letters or Bonus Targets when open. See UFO Bonus section.

Flying Bonus

After launching the puck for the first time, the Flying Bonus will activate. The player has 10 seconds to shoot the puck into the Left Blast Off Hall, which will then stop the spinning roulette. The roulette will then determine a bonus multiplier of x10,000, x20,000, or x30,000 and multiply the time remaining on the Flying Bonus timer by it to add to the player's score.

High Speed Lane

If the player shoots the puck through either the left or right bumper, a Speed Mark will appear on the corresponding side of the High Speed Lane. Hitting the mark will cause the puck to be shot at speed around the High Speed Lane, scoring 30,000 points for each mark hit. If both Speed Marks are active, the puck can bounce between the two, racking up points. After hitting the first mark, if the puck is bounced between marks ten times, a 1 Million point bonus is awarded. This can be earned multiple times before needing to activate the marks again, up to three times if set up fast enough.

Evil Skeleton

The Jackpot for this table is tied to the Evil Skeleton sequence. To activate this sequence, the player must pass the puck through all four Top Lanes. After doing this, the center UFO Roulette Bumper will light up. Passing the puck through this bumper will cause the UFO to return and replace the bumper area with the Evil Skeleton.

Hitting the puck into the tubes on either side of the Evil Skeleton, or hitting the back of its head, grants 300,000 points. Shooting the puck into its mouth will grant 2 Million points. Shooting the puck into the Evil Skeleton's mouth three times before time is up will cause the Evil Skeleton to explode and grant the Jackpot of 9 Million points.

Evil Skeleton Hatrick (25)
Get the 9 million point jackpot on UFO

U-F-O Bonus

To get the UFO Bonus, the player must collect the three UFO Target Letters. This is only accomplished by hitting the puck into the UFO Target Chance Hall to open the Right Blast Off Hall and then shooting the puck into the Right Blast off Hall. Collecting all three letters earns a Half-Million Bonus.

U-F-O (3)
Collect all target letters on UFO

UFO Roulette

Bonus Effect
Super Kickback Activates Super Kickback, placing three Kickbacks in the gutters.
Center Post Adds a Kickback between the flippers.
Lucky Star Activates the Lucky Star Bonus Chance. Two possible games.

Lucky Star Bonus

Activating the Lucky Star game will cause either eight or ten stars to float around the middle of the table. The player must shoot the puck into them to collect them, similar to the Bonus Mini-game. Each star is worth 5,000 points and If the player collects all stars, they earn the Lucky Star Bonus, either 1 Million for eight stars or 2 Million for ten stars.

Lucky Star Bonus (10)
Get the 1 or 2 million point star bonus on UFO

7) ALIEN

GalacticPinballAlien

Background

"There are wicked aliens out there in the galaxy! Make them appear, destroy them, and collect the jackpot."

Points of Interest

GalacticPinballAlienLabelled

Letter Name Effect Details Scoring Details
A Slingshot Bumpers Bounces the puck 3,000
B Left Drop Targets Knock down all Left and Right Drop Targets to make an Alien Ring Path appear. 5,000
C Bonus Hall Enter to earn Bonus Targets for the Bonus Stage. 30,000
D Rotating Bumpers Rotates and bounces the puck. Can be stopped via Lair Drop Targets. 5,000
E Alien's Liar See "Aliens" and "Alien Rings" sections. 30,000
F Lair Drop Targets Knock them down temporarily to make it easier to get into the Alien's Liar. Also stops the respective Rotating Bumpers from rotating. 5,000
G Transforming Bumpers Bounces the ball. Also transforms into Aliens. 100
H Right Drop Targets Knock down all Left and Right Drop Targets to make an Alien Ring Path appear. 5,000
I Alien's Lanes Go down a lane to earn a Kickback for that side's gutter if one is not currently there. Do it three times to earn a Super Kickback for that side. 150,000
J Alien Target Hall Enter to earn an ALIEN Target Letter. 30,000

Aliens

The main gimmick of the ALIEN board is the Aliens themselves. To summon an Alien, the player must shoot the puck into the Alien's Liar at the top-center of the board. It is flanked by drop targets that can be temporarily removed to make it easier to shoot into the lair. Once summoned, the Alien will replace the three bumpers in the middle of the board for a time. During the time, the player can attack the Alien with the puck. After enough attacks (listed below), the music will change and the arrow to the Alien Target Hall will flash. This means the Alien Bonus is active and shooting the puck into the Alien Target Hall will earn it, most consistently done by cradling the puck in the lower-left flipper and then letting it roll to the end of the flipper before shooting it.

After collecting the Alien Bonus, the Alien is "defeated" and its Lair Bonus becomes active for a short time. To collect the Lair Bonus, the player must shoot the puck into the Alien's Lair to collect it. (The exception to this is the Extra Puck awarded for defeating the Third Alien, which is collected via the Bonus Hall.) Regardless of if the Lair Bonus is collected or not, the player's next entry into the Alien's Lair will summon the next Alien in sequence, meaning Lair Bonuses can be missed until the next time that specific Alien appears.

As for getting to the Alien's Lair, there are two semi-consistent ways and both involve getting the puck to the top-left flipper.

The first seems to be using the lower-left flipper to tap the puck into the lower Right Drop Target (or where it would be if it's currently dropped), such that the puck bounces to the top-left flipper. The second, as it turns out, involves launching a new puck at full power. So long and the left flipper button is held, the puck should cradle into the top-left flipper.

Once the puck is in the top-left flipper, let it roll down to the end of the flipper. There is a larger, more noticeable star in the background, positioned at the end of the flipper, right above the Left Drop Targets. (See image below.) Once the puck intersects the center of the star, that is the timing to launching the puck into the lair.

GalacticPinballAlienTLFlipper

For the sake of brevity, each Alien Bonus and Lair Bonus has their own achievement, listed below, in order, as well as a table detailing all scoring and required hits. Anyone looking to chase the achievements can abuse the puck launch method for getting into the Alien Lair. However, given the nature of the method, this can only be done a limited number of times per attempt.

Alien Required Hits Alien Bonus Lair Bonus
1 5 500,000 1,000,000
2 6 1,000,000 2,000,000
3 7 2,000,000 Extra Puck (via Bonus Hall)
4 8 3,000,000 10,000,000 (Jackpot)
Close Encounter of the First Kind (5)
Get the 500,000 point Alien head bonus
MillionLair (5)
Get the 1,000,000 point Alien lair bonus
Close Encounter of the Second Kind (10)
Get the 1,000,000 point Alien head bonus
Two MillionLair (10)
Get the 2,000,000 point Alien lair bonus
Close Encounter of the Third Kind (10)
Get the 2,000,000 point Alien head bonus
Alien Ab-puck-tion (10)
Get the extra puck on Alien
Close Encounter of the Fourth Kind (10)
Get the 3,000,000 point Alien head bonus
Lair Flair (25)
Get the 10 Million point jackpot on Alien

A-L-I-E-N Bonus

Hitting the puck into the Alien Target Hall while another bonus is not active will earn an ALIEN Target Letter. The player will get points equal to (Number of Letters) x 50,000 each time they earn a letter, with the Bonus for all five lettering being a Half-Million Bonus.

A-L-I-E-N (4)
Collect all target letters on Alien

Super Kickback

Sending the puck down either Alien's Lane three times will activate the Super Kickback on that side's gutter. Progress for this is displayed via the lights near the Rotating Bumpers. If the player earns the Super Kickback, they do not earn the usual 150,000 points and instead get 0 points for their trip down the lane. The Super Kickback progress will not reset until all Kickbacks are cleared from that side's gutter, with the exception of the Kickback in the gutter at the beginning of the game.

Rotating Bumpers Bonus

If the player can manage to bounce the puck between the two sets of Rotating Bumpers five times (requres six hits), they will get a 200,000 point bonus.

Alien Ring Paths

If the player manages to knock down all of the Left and Right Drop Targets with one puck, an Alien Ring Path will appear. There are four paths that seem to cycle, regardless of if their bonuses are earned. Each path rewards 300,000 points if collected and can be collected multiple times if the player is fast enough.

Path Number Entrance Exit
1 Alien's Liar Right Flipper
2 Alien Target Hall Left Flipper
3 Alien's Liar Left Flipper
4 Bonus Hall Right Bumper

8) Bonus Stage

GalacticPinballBonusStage

The Bonus Stage can be entered in a variety of ways, detailed below. Per the instruction manual:

"In the bonus Stage, you need to strike the stars with the puck. Hit all 12 for a 1 million bonus! The group of stars will come through four times. When four groups of stars pass or you lose three pucks, whichever comes first, then it is back to the regular table."

Every star collected is worth 5,000 points and collecting every star in a wave earns a 1 Million point bonus.

Table Method
COSMIC Enter the Planet Hall three times.
COLONY Enter the Center Dome five times.
UFO Use the Bonus Target Chance Hall to open the Right Blast Off Hall and enter said hall three times.
ALIEN Enter the Bonus Hall five times.

For those specifically looking for the achievement, getting into the Bonus Game seems most easily done on the COLONY table as the chute to the Center Dome can be easily shot into multiple times in a row. To earn the achievement, the player just needs to collect every star in a single "wave" to get a 1 Million point bonus for the wave.

Star Bonus (5)
Score 1 million points in the star bonus round
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