

The soundtrack is absolutely stunning, and it's clear that the team has dedicated a lot of cartridge space in order to provide a very CD-like music experience during the pinball action. And the developers use the touch screen in a very clever way: pushing the screen in any direction "nudges" the table in that direction, giving players much more pinball-style control over the random bouncing of the Samus ball. Table designs are well constructed, and feature a lot of modes that can only be pulled off in a virtual pinball design. We'll save our final word for the review when the game ships, but we'll say this: this isn't Mario Pinball Land. That "dead zone" is, so far, the only negative about this otherwise fine video pinball game. If the ball is arching lazily in that screen gap it makes it a little more difficult to track it, which is why it's a shame that the development team didn't offer an off-screen style arrow to tell players where the ball's rolling within that gap. The gap between the two screens is, unfortunately, a visual "dead zone," but surprisingly it doesn't hinder gameplay all that much when the ball travels between screens. And the fact that the stationary table spans vertically across the two Nintendo DS screens makes the action much more pinball-friendly - the artwork of the pinball table is tipped back to simulate the player looking down and back at a real machine. Second, the team pushed its pinball expertise on a much more powerful system than the Game Boy Advance system. First of all, Samus fits the world of pinball much better than a squashed, spherical plumber does - where Mario felt completely shoehorned into a genre he didn't really belong, Samus in her ball morph form makes a lot more sense.
