Devils on the Moon brings the score-chasing of pinball to the Playdate
Pinball video games have been around for years — I cut my teeth on Space Cadet 3D Pinball , which was pre-loaded on Windows 95. They range from realistic recreations of pinball tables you’ll find at arcades to games that could never exist in real life like 2019’s Demon’s Tilt or older ones like Metroid Prime Pinball for the Nintendo DS or Pokémon Pinball for the Game Boy Color. I didn’t expect to find a detailed pinball game for the humble and delightful Playdate, but a pair of developers working under the name Amano pulled it off with Devils on the Moon Pinball , which arrived last week. It’s the developer’s third game for the Playdate, and Mario and JP (who make up Amano) pointed directly to Pokemon Pinball as the inspiration for this game. “I think one of my most-played games is Pokemon Pinball, ” JP said. “But the idea to make a pinball game came from Mario… he came to me and say ‘JP, I want to make a custom engine for Playdate and we should make a pinball game.’” I love playing pinball in real life, but owning a full-size table is extremely expensive and takes up a ton of room. But Devils on the Moon completely scratches the itch. The controls are extremely simple: pressing left on the d-pad flips the left fipper, A flips the right flipper, and pressing down on the d-pad launches the ball. Amano also included tilt controls; pressing right or up on the d-pad or the B button shakes the table in a particular direction so you can try and save the ball. Sadly, the crank doesn’t come into play, but I can’t say I have a good idea for how it would be used. A screenshot from Devils on the Moon Pinball. Amano I was impressed with both the physics and table design of Devils on the Moon after playing for just a few minutes. Despite not having analog control, the way the ball reacted when I hit the flippers felt consistent and smooth, and while I was often surprised at some of the bounces it took, it never felt unfair. When I drained a ball, it was almost always something I could have avoided if I knew the game better or had faster reflexes — just like a good, real-life pinball table. JP and Mario described the game as using “stylized physics” rather than it being fully realistic. “It may not necessarily be accurate to real life,” JP said. “But since the screen is wider than it is tall unlike actual pinball, we needed the ball to feel a little bit floaty and not fall as fast because then it would just zoom straight down the screen.” The table design feels both grounded in reality while also taking advantage of its virtual nature. There are three vertical “levels,” each with its own set of flippers. The 2D nature of the game means there aren’t any true ramps like you’ll on most pinball tables, but having three separate sections of the game to get used to makes up for that. And provided you complete various modes in the game, you can reach boss battles where you’re tasked with whacking a giant enemy repeatedly to drain away their health bar. Physical pinball tables often have similar encounters, but they have to be worked into the design of the game — in this case, your ball essentially ports to an entirely different space when you battle a boss. The full three-stage board layout for Devils on the Moon pinball. Amano “It's kind of playing like the old pinball machines where the rules are really simple,” Mario said.". "You just have a few things to do. In our case, it ended up going beyond our original scope, but it’s still quite simple compared to an actual pinball machine in terms of rules.” He said the design intent was to make the game friendlier to people who might try it out without a lot of pinball experience while still putting enough challenge into it. The audio and visual presentation is top-notch for a Playdate game, too. Perhaps most crucially for a pinball game, there’s no lag or stuttering. The game also has a distinct visual identity, something that’s always important for pinball to draw you into the world of the playfield as much as possible. The game’s page cheekily promises “ at least (1) songs” and it delivers on that with a solid theme for the main game that serves well as background music that doesn’t get old if you’re playing for a while, and the beeps and boops the table makes as you play feel well-suited to the game. It doesn’t “sound” like a real pinball table — but it isn’t one, so that’s okay. A screenshot of Devils on the Moon Pinball. Amano I haven’t played a video pinball game in a long time, but the Playdate feels like an ideal platform for this. I can bring it with me anywhere and play a round or two (provided there’s decent light) or settle in for a longer play session. The game is challenging enough that you’ll need to practice a lot to get the hang of it, but there’s enough variety to the three-tiered table to keep players interested for the long haul. After all, the fun of pinball isn’t necessarily playing a table for the first time — it’s learning it inside out so you can maximize your score. I’m looking forward to getting to that point with Devils on the Moon. This article originally appeared on Engadget at https://www.engadget.com/gaming/devils-on-the-moon-brings-the-score-chasing-of-pinball-to-the-playdate-130000414.html?src=rss

Devils on the Moon brings the score-chasing of pinball to the Playdate
Pinball video games have been a staple of entertainment for decades, from the days of Windows 95 with Space Cadet 3D Pinball to modern titles like Demon’s Tilt and Metroid Prime Pinball. These games range from realistic recreations of arcade tables to fantastical creations that could never exist in real life. While pinball machines have long been a beloved pastime, owning a full-size table is often prohibitively expensive and space-consuming. Enter Devils on the Moon Pinball, a delightful pinball experience crafted by the duo Amano for the Playdate handheld console.
Amano, comprising developers Mario and JP, has created a third game for the Playdate, drawing direct inspiration from Pokémon Pinball. JP recalls, “I think one of my most-played games is Pokémon Pinball,” while Mario shared, “I wanted to make a custom engine for Playdate and we should make a pinball game.” This collaboration resulted in Devils on the Moon, a game that captures the essence of pinball while adapting it to the Playdate’s unique capabilities.
The controls for Devils on the Moon are straightforward yet intuitive. Players use the d-pad to flip the left and right flippers (left and A buttons, respectively) and launch the ball by pressing down on the d-pad. Tilt controls are also included, allowing players to shake the table by pressing right, up, or the B button, providing an additional layer of interaction to save the ball from falling. Although the crank mechanism of real pinball tables is absent, the developers have managed to create a satisfying and immersive experience.
Upon first playing Devils on the Moon, the physics and table design are immediately impressive. Despite the digital nature of the game, the ball’s reactions to flipper hits are consistent and smooth, with bounces that may surprise players but never feel unjust. When a ball is drained, it’s typically due to player error or a lack of familiarity with the game’s intricacies, much like a real pinball table. The game employs “stylized physics,” as described by JP, which prioritizes fun and accessibility over strict realism.
The table design in Devils on the Moon is both grounded in reality and enhanced by its virtual environment. The game features three vertical levels, each with its own set of flippers, and avoids the use of ramps found in traditional pinball tables. Instead, the three-tiered structure provides a sense of progression and exploration. Boss battles, where players must repeatedly whack a giant enemy to drain its health bar, are reminiscent of real pinball encounters but are seamlessly integrated into the game’s design.
Mario emphasized the simplicity of the gameplay, stating, “It’s kind of playing like the old pinball machines where the rules are really simple.” The developers aimed to create a friendly experience for newcomers while still challenging experienced players. The audio and visual presentation is top-notch for a Playdate game, with smooth performance and a distinct visual identity that draws players into the game’s world. The sound design, though not a direct replication of real pinball tables, complements the gameplay effectively.
The Playdate’s portability and responsiveness make it an ideal platform for pinball games. Players can enjoy quick rounds or dedicate time to mastering the table, all without the constraints of a physical machine. The game’s challenge and variety keep players engaged, as the ultimate goal is to learn the table inside out and maximize scores.
In conclusion, Devils on the Moon Pinball is a triumphant addition to the Playdate library, offering a rich and immersive pinball experience that appeals to both casual and hardcore gamers. The game’s creativity, attention to detail, and commitment to accessibility make it a standout title in the world of digital pinball.







