📖 MONOCHROME PINBALL← WIKI
Monochrome Pinball screenshot

Hit white. Black inverts the world.

A pinball machine with no colour in it at all. The board is split down the middle, black on the left and white on the right, with an op-art vortex of rings around the ECLIPSE scoop in the centre, a grey step wedge up the centre lane and film grain over everything. Even the lamps, the ball and the flashers are drained to grey, because the machine really does take all the colour out of the picture. Colour comes back once, in the wizard mode, FIRST COLOUR. Everything else is played in black and white, to a silent-film ragtime.

▶ PLAY MONOCHROME PINBALLVERSION Aby Pinball Peter

STORY & LORE

The print

The machine is played like a strip of film: grain, a scratch that wanders across the picture, a projector flicker. Its title card is THE END, its button ROLL FILM. The ranks it gives you at the end go from GREY AREA to SILVER SCREEN to FIRST COLOUR.

Polarity

Everything on the board has a polarity. The white bank stands on the black half and the black bank on the white half. When the world inverts, the whole board goes to its own negative, black for white, and the banks swap.

HOW IT PLAYS

Hit white

Two banks of three standup targets, one on each side of the board. Only the targets that LOOK WHITE count: each one develops a SHADE of grey (800 times the shade) and goes dark until the next inversion. The lamps beside each bank flash on the targets that will count.

Black inverts the world

Hit a target that looks black and the whole board INVERTS: every colour flips to its negative, the white bank turns black and the black bank turns white, and every target relights. So a black target isn't a mistake. It's how you reload. The two orbits are SHUTTERS (2,000): they invert the board on purpose.

Greyscale

Eight shades fill the grey step wedge up the centre lane. At eight the machine has FULL GREYSCALE: 8,000, the bonus multiplier steps up, and the SPECTRUM is lit at the Eclipse. The jets develop the grain as well, one shade for every twelve pops.

The moon

A moon rises and sets across the top of the eclipse. Catch it dead centre, crossing the eclipse, for a TOTAL ECLIPSE: 3,000 and a shade. Anywhere else it is just MOONLIGHT, 500.

Chiaroscuro

Shoot the lit Eclipse to start CHIAROSCURO: two-ball multiball for 32 seconds. The flashing shutter pays the jackpot and moves it to the other one; the Eclipse pays the SUPER jackpot. Complete it for 24,000 and 9,000 in the bonus. The second Chiaroscuro of a game gives you an extra ball.

First Colour

The wizard mode. With two modes already played, a lit Eclipse opens FIRST COLOUR instead of Chiaroscuro. Colour floods into the machine for the first time: the halves blush through the rainbow, the vortex rings each take a hue, and every shot on the board pays.

The Darkroom

Shoot the Eclipse while it isn't lit and the ball goes into the DARKROOM: a mystery award. Besides the house prizes it can develop TWO SHADES at once, or print a NEGATIVE, which inverts the board and pays 10,000.

Full frame

The four top lanes. Light all four and it is a FULL FRAME: the bonus multiplier steps up and the kickback lights.

Mystery

The mystery award spins a slot of prizes on the display and lands one: points, a lit kickback, a spotted target, 2X SCORING for twenty seconds, an extra ball on a lucky day, ADD-A-BALL during multiball, or one of this machine's own prizes. It pays out once every eighteen seconds at most.

High scores, replays and the Grand Champion

The machine keeps its own high-score table in your browser: a Grand Champion and four more, seeded with the house scores until you beat them. Make the table and you enter your initials on the glass (the flipper keys or the sides of the glass pick a letter, Space or the middle of the glass locks it in, or just type them). Pass the #3 score and you win a REPLAY, which is a free extra ball, and passing the Grand Champion mid-game gets a callout of its own. The attract screen cycles the table so the next player knows the number to beat.

GALLERY

SHOT VALUES

Before multipliers.

ShotBaseNotes
Jet150A shade every twelve pops
White-looking target800 x shadeDevelops a shade, then goes dark
Black-looking target300Inverts the board and relights every target
Shutter (orbit)2,000Inverts the board
Moon at the eclipse3,000A shade
Moon elsewhere500-
Full greyscale8,000Lights the Spectrum, bonus multiplier +1
Eclipse scoop800Chiaroscuro when lit, the Darkroom when not
Chiaroscuro complete24,000+9,000 bonus

HOUSE CABINET — SHARED BY EVERY PINBALL PETER MACHINE

Every table in the range is built on the same body. The board is 600 x 1040 units now — the shape of a phone screen — with a smaller ball and half the score display, so the field is a fifth wider and a tenth longer in ball-widths than it was, and it fills the width of a phone.

MeasurementValueIn ball widths
Playfield496 x 954 units20.7 wide x 39.8 long
A real table, for comparison20.25in x 42in19.1 wide x 39.5 long
Ball24 units across (was 28)1.00
Flipper75 units long, 22 wide3.1 long
Drain gap between flipper tips29.6 units1.23
Outlane channel~37 units1.5
Inlane channel~36 units1.5
Top lane channels48 units2.0
Score display56 units tall-
Board on an iPhone 13the full 390px width (was 332 with black bars)-
Balls per game3, plus extra balls-

VERSION HISTORY

VERSION A2026-09-23
  • New machine. A black-and-white table built on polarity: hit the targets that look white, hit a black one and the whole board inverts, eight shades light Chiaroscuro multiball at the Eclipse.
  • The moon rises and sets across the eclipse; catch it dead centre for a shade.
  • No colour on the machine at all until the wizard mode, FIRST COLOUR.
  • Silent-film ragtime, film grain, and a THE END card.
  • The high-score table with initials, a Grand Champion and a replay.