
Pinball, climbed.
A pinball tower five floors tall, and a camera that follows the ball up and down it. Every floor has its own flippers, its own bumpers and its own three targets. Light the three and the floor's LIFT opens: shoot the glowing side lane and the ball rides a tube up to the next floor. Miss up there and the ball only falls through to the floor below; the Street is the only real drain. Reach the Roof, light it, and hit the star for the JACKPOT, and the tower grows a level: everything resets harder and worth more, and the climb starts again from the Street. Every new floor you reach, pick one of three perks for the rest of the run.
Built to feel like the pre-rendered PC pinball tables of the 90s: chrome rails with a hard highlight and a soft shadow, domed plastic bumpers on chrome skirts, bevelled targets that glow when lit, an airbrushed scene under the glass on every floor and a blue LCD score panel in a pixel face.
THE STREET, a night city under the moon. THE ARCADE, a checkered floor scattered with tokens. NEON ROW, a synthwave sun over a glowing grid. THE SKY, dusk and clouds. THE ROOF, deep space and a ringed planet.
Each floor's three targets light one at a time. When all three are lit the red laser across that floor's lift mouth switches off and an arrow points at it. Shoot the ball into the lane and it is fired up the tube to the floor above (5,000 x floor). The floor's targets reset behind you. Lifts are on the left on the Street and Neon Row, on the right on the Arcade and the Sky.
Floors above the Street have no outlanes and no drain: a ball that gets past the flippers drops through the floor into the one below, landing among its bumpers. On the Street the funnel stands off the walls, so a ball down the side can fall through the outlanes, and the gap between the flippers drains.
The Arcade has a BOOST pad above the flippers that fires a falling ball back up. Neon Row has a MAGNET that catches the ball, holds it and throws it toward the open lift. The Sky has a pair of PORTALS. The Roof has the STAR.
Reaching a floor for the first time offers three perk cards; pick one and it lasts the whole run. LONG ARMS (flippers 16% longer), SAFETY NET (one street drain caught), TWIN BALL, HOT BUMPERS (harder kicks, x3), ROCKET LIFTS (lifts open on two targets), GOLD TARGETS (x4), EXTRA BALL, DOUBLE UP (+50% scoring), STREET MAGNET (catches the ball above the drain once a ball) and SECOND WIND (ten seconds of ball save).
Light the Roof's targets and the star lights. Hit it for 100,000 x the tower level. Every floor resets, the tower gets a little steeper (gravity +5%), scoring goes up by half a step, and every ball drops back to the Street for the next climb, with eight seconds of ball save.



Before multipliers. Combos of three or more hits within two seconds add up to +100%.
| Hit | Points |
|---|---|
| Bumper | 100 (300 hot) |
| Kicker | 50 |
| Target | 500 (2,000 gold) |
| Lift | 5,000 x floor |
| New floor | 10,000 x floor |
| Boost pad | 300 |
| Magnet | 1,000 |
| Portal | 800 |
| Star jackpot | 100,000 x tower level |
| Setting | Gravity | Ball save | Flipper length |
|---|---|---|---|
| Easy | lower | 12 s | 96 |
| Normal | normal | 7 s | 90 |
| Hard | higher | 4 s | 84 |