Who would've thought we'd see the day when the enigmatic Samus Aran was flaunted to the extent of getting her own pinball game? Certainly not the ardent fans who waited out through that agonising N64 period where their only respite was a brief appearance of Samus in Super Smash Bros. Thanks to the talents of Retro Studios, the 'Prime' saga has developed quite a following, elevating the Metroid universe into a broader awareness, and it is this which Metroid Prime Pinball hopes to cash in on - only this time the baton has been passed to Fuse Games (of Super Mario Ball infamy).That's right, Metroid Prime Pinball tells the story of Metroid Prime through the medium of pinball. Samus adopts her 'morph ball' form for the majority of this adventure, and you flip her around tables which are based on the environments from that game. The pre-rendered graphics have created a very solid-looking world, adorned with animated features and creatures that really hold true to the Gamecube game's 3D models. There are two main tables which are selectable from the start: the Pirate Frigate and the Tallon IV landing zone, and as you complete objectives on these tables (such as destroying Metroids or Space Pirates) you can progress to the boss levels (namely the rock creature and the Omega Pirate). Each table is replete with multiple avenues and opportunities to rack up scores into the millions, and the fact that there are only two 'proper' tables is never an issue - the best pinball tables rarely make you want to move on until they are mastered.The underlying objective of MPP is more than just getting a hi-score; artifacts are awarded for the jobs done on each table, and enough of them will unlock the final areas of the game (namely the Artifact Temple and Crash Site, where the final bosses lurk). It is possible to 'finish' the game this way, even if it ultimately resets you back to where you left off. Phendrana Drifts and the Phazon Mines both house a weapon upgrade (Power Bomb and Missile, respectively), which are kept for that game until you lose. It's the leanest way in which the Metroid upgrade/exploration ideology could have been forced into the the immediacy of a pinball game, and it works well enough.The trouble with pinball (and, by extension, pinball videogames) is that, for 90 per cent of the time, you have no control over what's going on. Only when the ball comes into contact with the flippers are you able to attempt to orchestrate its next route through the labyrinthine metal rails and glowing bumpers. The rest of the time is spent either cringing, twiddling your thumbs or trying to will the ball to go a different way (touching the bottom screen initiates a "nudge", although it's rarely very effective). Fuse have done little to counteract this control nightmare and, as a result, MPP frequently sends the ball hurtling through the gap between the flippers with neither sufficient warning nor possibility of saving it. It's particularly bad when fending off close-range hostiles, a stray shot uncontrollably ricocheting you backwards. The Triclops creatures even (quite literally) grab the ball and throw it through the gap themselves. The 'forcefield' blocker is a godsend for this random success/failure element, which shouldn't be there in the first place.Along with regular pinball antics, there are 'combat' and 'wall-jump' sections to vary the game play. Combat mode is a shooting mini-game where enemies close in around you (the Missile upgrade can be used here also), and the wall jump is a timing based challenge to reach the reward at the top. Initially seeming misplaced, these sections soon begin to gel with the rest of the action. However, because the tables are split vertically across both the DS screens (thus avoiding the need for scrolling) there is a 'blind spot' that exists between them, where you can't see the ball or any creatures that may be hiding there. This makes the combat mode more difficult and sometimes results in losing track of the ball for a short while. Further to this, using both screens at once is a bit off-putting - though it may have seemed a good idea at the time, in practice the eyes are drawn to just one or the other.In terms of physics, Fuse have done wonders. The ball feels weighty and solid and the timing of the flippers is spot on. It's head and shoulders above the uncontrollable mess that was Super Mario Ball and actually feels like a proper game of pinball. More than that, though, it actually feels like Metroid Prime, and this is mostly down to the music (remixed tunes from the Prime game) and sound effects that compliment the familiar Metroidian actions.Another solid feature of MPP is the use of the rumble pack. Included with the game, this GBA-sized cart slots into the second port of the DS and provides a rumble feature during play. It feels really weak, though (more like a broken Dual Shock) as it clicks more than it shakes. Still, within the context of the game, the tinny feedback is quite authentic, but we wonder how this will translate into other games that utilise it.Unfortunately for the multi mission mode (which, depending on your luck, may last several hours) there is no way to halt progress via a temporary save, forcing reliance instead on the DS's native sleep mode, which isn't always practical. Still, for short play sessions there is a single mission mode where only one table is played (a boss fight against the clock, for example). In addition, the Magmoor Caverns level is unlocked in the multiplayer mode (a simple score challenge), but you won't see sight of it otherwise.After extensive play, Gamestyle can only reach the conclusion that success or failure in Metroid Prime Pinball is down to little more than what day of the week it is; what modicum of skill that actually makes a difference is frequently undone by chance. With such a randomly uncontrollable element to the proceedings, you'll find yourself thinking this is either a really good addictive game, or the most infuriating thing since those Michael Winner commercials. The question is: how short is your Fuse?