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Classic arcade · Flippers and bumpers

Pinball,
keep it off the drain.

Pull the plunger, send the ball up the table, and flip it back into the bumpers and lanes for points. Every ball that slips past the flippers is one fewer.

Score
0
Balls
3
Best · Medium
0
Score0Ball – / 3
Medium · 3 balls

Pull back,
let it fly.

← → or Z / M flip · hold Space to pull the plunger · on a phone, hold either side of the table

Hold the pads, or either side of the table, to flip · hold Launch, let go to fire

About the game

How Pinball works,
in short.

  1. Step 01

    Pull the plunger and let go.

    The ball waits in the lane down the right side. Hold Space (or the Launch pad on a phone) to pull the plunger back, and let go to fire: the longer you hold, the harder the shot. A full pull sends the ball up the lane, over the arch and into the table; a soft one rolls back to the plunger for another try.

  2. Step 02

    Bumpers and lanes score points.

    The three round bumpers kick the ball away and score 100 each, with a bonus for hitting several in quick succession. Rolling through one of the three lanes at the top lights its lamp for 500; light all three for 2,000 and they reset. The slanted walls above the flippers are slingshots: they fire the ball back across the table for 10.

  3. Step 03

    Flip to keep the ball out of the drain.

    Press ← or Z for the left flipper and → or M for the right, or hold either side of the table on a phone. A flipper hit as the ball arrives throws it back up; let it roll to the tip first and it goes further across. The gap between the flippers is the drain. A ball that falls through is lost, though a ball that drains within a few seconds of launch comes back once. Lose every ball and the game is over.

Questions

Pinball questions, answered.

Strategy guide

Getting better at Pinball, step by step.

A game of a hundred small decisions

Pinball looks like reflexes, but most of the score comes from choices made a second before the ball arrives: which flipper, how early, and whether to flip at all. The ball always comes down eventually. The skill is in sending it back up to somewhere useful, over and over, without letting it find the gap between the flippers.

Start by learning the table. The three bumpers sit in a triangle in the upper middle and score 100 each, with a combo bonus when the ball rattles between them. Three lanes under the arch light a lamp each for 500, and lighting all three pays 2,000. The slanted walls just above the flippers are slingshots that fire the ball back across for 10 points. Everything else is just a wall.

Launching well

The plunger is a charge: hold for longer and the ball goes harder, up to about a second for full strength. A full pull takes the ball up the lane, round the arch and down through the lanes on the left, often lighting one on the way in. A softer pull falls back to the plunger for free, so there is no penalty for experimenting.

Try a medium pull once or twice and watch where the ball enters. On most launches it drops into the left or middle lane first, so you can plan the flip that follows.

Flipping with intent

The most common mistake is flipping as soon as the ball comes near. A flipper that is already up when the ball arrives is a flat ramp: the ball glances off and usually dribbles into the drain. Wait until the ball is on the flipper, then flip.

  • Early, near the base, the ball goes almost straight up. Good for reaching the bumpers.
  • Late, near the tip, the ball crosses the table at a lower angle. Good for the far lane or for passing the ball to the other flipper.
  • Let it roll, when the ball is coming down slowly: it sits on the flipper for a moment, and you can flip from a known spot instead of guessing.

Hold a flipper up to catch a slow ball, called a trap. With the ball resting against a raised flipper you can take a breath, lower it a little, and shoot deliberately. It is the single most useful habit on any table.

Where the points are

Bumpers are the steady earner. A shot up the middle that lands among the three bumpers can bounce five or six times, and each quick repeat adds 50 to the next hit, so a good rattle can be worth a thousand points before the ball comes back down.

The lanes are the bonus. They light once each and pay 2,000 together, so after a launch has lit one, aim for the others: a shot up the left side from the right flipper tends to roll through the left lane, and a shot up the right side from the left flipper tends to find the right one. The middle lane is easiest straight from a full plunge.

Slingshots are not worth chasing. Their 10 points are a side effect; what matters is that they throw the ball hard across the table, so when the ball lands on one, get ready at the opposite flipper.

Not losing the ball

The drain is the gap between the two flippers, and the dangerous ball is the one coming straight down the middle. If a ball is heading for the gap, flip both flippers together; the tips meet in the middle and usually catch it. If it is coming down one side, let it reach the flipper and shoot normally.

A ball that drains within a few seconds of launch is returned once. Use that window to launch hard and aggressively, since a bad bounce costs nothing. On Hard there is no save, so take a trap on the first flipper you can and shoot from there.

Moving up the levels

Easy is five balls on a gentle slope with a four-second save: enough time to learn the flippers and the lanes. Medium drops you to three balls on a steeper table. Hard is three balls, the steepest slope and no save, where every ball is a short, intense run and the combo on the bumpers is the way to a big score.

Your best score is kept for each level. A fair first goal is 5,000 on Medium; a strong game lights the lanes twice and keeps one ball alive for a full minute.

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