

American Battle Dome is a Japan-exclusive Pinball-based video game that was released for the Super Famicom in 1995.

Pinball / Arcade / Action / Science fiction
Fight against the aliens with your pinball skills! Imagine a living pinball machine...with aliens and outlandish worlds to throw at you. And turbo-charged, speed-of-light pinball action. You control the flippers and ball speed to defeat the Slime, the Tentacloid and Scorpion. Go for the eyes! This is full-tilt, out-of-this-world action! Surrealistic graphics plus true-to-life, earsplitting arcade pinball sound. Achieve the maximum possible score of 10 less than 1 billion and the game ends with the destruction of the table and a congratulatory message. The game is the first installment in the Crush Pinball series. It was followed by three sequels, Devil's Crush, Jaki Crush, and Alien Crush Returns.

Pinball / Arcade / Fantasy / Science fiction
8-bit port of Sonic the Hedgehog: Spinball.

Sport / Pinball / Adventure / Fantasy / Science fiction
A cartridge released with the Atari 2600+.

Simulator / Pinball / Arcade / Action / Kids
Worms Pinball is a pinball simulation game set within the Worms franchise. The game features a single pinball table themed around two main modes, one inspired by martial arts and the other by a Western setting. Players control a pinball table that incorporates multiple objectives, rule sets, and sub-games presented through a three-dimensional LED display. The table includes transparent ramps, moving mechanical components, user-controlled elements, and magnetic fields. Gameplay mechanics replicate standard pinball techniques such as tilt functions, hit combinations, ball control maneuvers, and recovery actions. The table contains a large number of animated elements and extensive rendered animation sequences used for the LED display. Sound effects and music are integrated to accompany gameplay events. The design emphasizes depth through layered objectives and complex table rules, supporting extended play for both casual and experienced pinball players.

Simulator / Pinball / Arcade / Action
After the success of Pinball Dreams on several systems, a sequel featuring four new tables was created. The gameplay is much the same as the first game, with realistic physics, multi-player options and a high score table to aim for. The tables are Partyland, Speed Devils, Billion Dollar Gameshow and Stones 'n' Bones, taking in a funfair, racing cars, a tacky game-show, and a graveyard. Each one has a range of ramps, combos, light sequences and targets to shoot, as well as general themes which are less influenced by real tables than those in Pinball Dreams.

Pinball / Adventure / Arcade / Action
Pokemon Pinball has all the features you'd demand of a pinball game, including bonus tables, lots of bumpers and ways to score massive points. As with your standard videogame pinball game, the left button on the D-pad and the A-button control the flippers with the R/L triggers used to shake the table. The catch here is that everything is themed in Pokemon. Instead of a ball, you make use of a Pokeball. Instead of standard bumpers, you're hitting the Pokeball against other Pokemon, and the ultimate goal is of course to "catch 'em all". The game features 200 Pokemon, two main tables, and link cable support.

Pinball / Arcade / Action / Fantasy
Choose your world and take aim! Kirby will be launched into the fast-paced danger of uncharted worlds, but you can help him face his foes head on. It's a pinball race to check out each new world's surprise enemies and pitfalls. Flip Kirby in battles against lethal eyeballs, a shooting tree and mace-swinging maniacs. Take aim and leap to new worlds!

There are two tables in the game, red and blue. Each table has its own details and gameplay elements. Each table has different "locations" that you play, which determine which Pokémon are available for capture. A subset of available locations are displayed slot-machine style in the beginning of a game, and pressing A will select your starting location and launch the first ball into play. After that, each table has its own mechanism for advancing to the next location, including the locations not available at the start of the game. "Catch Mode," when activated, starts a 2 minute window of opportunity where you can attempt to capture a Pokémon. Once you activate "catch mode," you must hit the pop bumpers 6 times. Each hit unlocks 1/6 of an image of the Pokémon currently up for capture. Once the image is complete, the Pokémon appears on the table, where it must be hit 4 times with the ball to capture it. "Evolution Mode," when activated, starts a 2 minute window of opportunity where you select a captured Pokémon (from the current game in progress only) and attempt to evolve it into another form. This is the only way to add the evolved form to your Pokédex. Once you select a Pokémon, you must hit targets on the playfield. There are up to 6 targets, but only 3 of them have items in them you need to evolve a Pokémon. The others create a time-wasting sequence before you can hit targets again. If you hit a target with an item, the item appears on the playfield and must be collected with the ball. Once you've collected 3 items, the hole in the center of the board opens up. Sinking the ball in the hole successfully evolves the Pokémon.