Pinball video games have been around for years – I learned Space Cadets 3D Pinballwhich was preloaded on Windows 95. They range from realistic recreations of pinball tables you find in arcades to games that could never exist in real life like the one from 2019. Demon Tilt or older people like Metroid Prime Pinball for the Nintendo DS or Pokémon Pinball for the Game Boy Color.
I wasn’t expecting to find a detailed pinball game for the humble and delightful Playdate, but two developers working under the name Amano I succeeded with Devils on the Moon Pinballarrived last week. This is the developer’s third game for the Playdate, and Mario and JP (who make up Amano) have directly pointed that out. Pokémon Pinball as inspiration for this game. “I think one of my most played games is Pokémon Pinball,JP said. “But the idea to make a pinball game came from Mario… he came to me and said ‘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 lot of space. But Devils on the Moon completely scratches the itch. The controls are extremely simple: pressing left on the D-pad flips the left pinball machine, A flips the right pinball machine, and pressing the D-pad launches the ball. Amano also included tilt controls; Pressing right or up on the directional pad or the B button shakes the table in a particular direction so you can try to save the ball. Unfortunately the crank doesn’t come into play, but I can’t say I have a good idea of how it would be used.

I was impressed with both the physics and the design of the table Devils on the Moon after playing for just a few minutes. Even though I didn’t have analog control, the way the ball reacted when I hit the fins was consistent and smooth, and while I was often surprised by some of the bounces it took, it never felt unfair. When I dumped a ball, it was almost always something I could have avoided if I knew the game better or had quicker reflexes – just like a good pinball table in real life.
JP and Mario described the game as using “stylized physics” rather than being completely realistic. “It’s not necessarily true to real life,” JP said. “But because the screen is wider than it is tall, unlike real pinball, we needed the ball to be a little floaty and not fall as fast, because it would just zoom to the bottom of the screen.”
The table’s design seems both grounded in reality while taking advantage of its virtual nature. There are three vertical “levels,” each with its own set of fins. The 2D nature of the game means there are no real ramps like on most pinball tables, but having three distinct sections of the game to get used to makes up for that. And provided you complete different modes of the game, you can access boss fights where you are tasked with hitting a giant enemy repeatedly to drain its health bar. Physical pinball tables often have similar encounters, but they need to be integrated into the game design – in this case, your ball essentially moves to an entirely different space when you fight a boss.

“It’s a bit like the old pinball machines where the rules are very simple,” Mario said. “You only have a few things to do. In our case, it ended up going beyond our initial scope, but it’s still quite simple compared to a real pinball machine in terms of rules. He said the intent of the design was to make the game more friendly to people who might try it without much pinball experience, while still providing enough challenge.
The audio and visual presentation is also excellent for a Playdate game. Perhaps most importantly for a pinball game, there is no lag or stutter. The game also has a distinct visual identity, which is always important for pinball to draw you into the world of the playing field as much as possible. The game page cheekily promises “at least (1) songs” and it delivers on that promise with a solid theme for the main game that serves well as background music that doesn’t get old if you play for a while, and the beeps and boops the table makes while you play seem well-suited to the game. It doesn’t “feel” like a real pinball table – but it’s not one, so it doesn’t matter.

I haven’t played a video pinball game in a long time, but the Playdate seems like an ideal platform for it. I can take it anywhere with me and play a round or two (provided there’s decent light) or settle in for a longer gaming session. The game is challenging enough that you’ll have to practice a lot to get the hang of it, but the three-level table has enough variety to keep players interested in the long run. After all, the fun of pinball isn’t necessarily about playing at a table for the first time: it’s about learning it inside and out in order to maximize your score. I can’t wait to get there with Devils on the Moon.
This article was originally published 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































