
Roll the grid. Make a line. Close the square.
Square is the precision machine in the Pinball Peter range β a Bauhaus poster of a board: a red circle, a blue square and a yellow triangle on warm off-white with a drafting grid and black rules, and THE GRID in the middle, nine rollovers three by three. There is no drop bank and no scoop. Roll the ball across the grid and every row, column or diagonal you complete is a LINE and a multiplier; light all nine for a PERFECT SQUARE, then shoot the lit lane for Tessellate multiball. Two upper flippers nudge the ball onto the grid from above.
The machine's art department went away for a fortnight with a ruler and came back with this. No characters, no story, no monster under the playfield β just the grid, the primaries, and a Core that will not light until you have closed all four sides of the Square. It is the table people put on when they want to practise.
Nine rollovers in a square in the middle of the board. Each new cell is 500; a row, a column or a diagonal is a LINE: 2,500 and +1x multiplier, up to x6, and the lamps beside the grid mark it. The jets spot a cell every eight pops, the top lanes spot one. All nine is a PERFECT SQUARE: 10,000, +1x bonus, the grid resets, and Tessellate is lit. The second is an extra ball.
This machine's own rule. The orbit and the ramp take turns being LIT, and the arrows always show which. The lit lane pays triple β 2,400 β and hands the light to the other; every third lit shot is SYMMETRY, +1x bonus. The unlit lane is 800. With Tessellate lit, the lit lane starts it.
TESSELLATE MULTIBALL β 32 seconds, two extra balls, the FLASHING LANE pays the jackpot and moves to the other lane. There is no scoop and no super jackpot on this machine: the shots are the whole game.
A yellow tile traces a square of its own beside the grid. Hit it and it lays the next open cell of the grid for you, and a line might complete.
Start two multiballs in one game. The next time the mode shot is lit, it starts PERFECT TILING instead: three balls, every lane lit, and every ramp, scoop and target pays 8,000 times your multiplier, for 45 seconds or fifteen shots. Once a game.
A still bat barely rebounds, so you can trap the ball and cradle it to aim. A swinging bat throws it, hardest at the tip and softest at the pivot β where on the bat you catch the ball sets the angle: about 75 degrees off the middle of the bat, 50 off the tip. THE AIM LINE shows you: while a slow ball sits on or rolls along a resting flipper, a dotted line draws where a flip right now would send it, from the same kick and spin the physics uses. It moves as the ball rolls; wait for it to cross the lit shot, then flip. Tap the left half of the screen for the left flipper and the right half for the right; hold one and tap the other, the multi-touch is tracked per finger. On a keyboard that is Z and / (or the arrow keys). LANE CHANGE: every fresh press also shifts the lit top lanes one place that way, so you can line the unlit lane up under a falling ball. Press P (or switch tabs) to pause; tap or press any key to play on.
A ball waiting in the shooter lane puts a power bar in the middle of the board. Hold ANYWHERE on the glass β or any key β to pull the plunger back; the bar fills and the spring ratchets as it goes; let go to launch. The flippers do not answer until the ball is away, so the plunge cannot be fumbled into a flip. The pull decides where the ball enters, and it is the same on every machine in the range: a full pull goes round the roof and drops into lane one at the far left; softer pulls fall short and land further right; a lazy pull comes down the right side to the flipper. One lane is lit for the skill shot each ball, and the bar names it.
Swipe across the glass and the cabinet shoves that way β left, right, or a flick upward to lift the ball off the drain. On a keyboard it is , and . and the up arrow. It genuinely saves a ball drifting down an outlane, and unlike the two-finger gesture it replaces, it cannot fire by accident: holding one flipper and shooting with the other is the most basic skill in pinball, and it used to tilt the machine. You get two TILT WARNINGS. The third kills the flippers for the rest of the ball and wipes your bonus, exactly like the real thing β but hold the machine steady for about eleven seconds and the bob settles, and a warning is forgiven.
Every switch you close builds bonus in the background β jets, targets, rollovers, ramps, the scoop. When the ball drains the machine counts that bonus up and pays it, multiplied by your bonus multiplier. Light both inlane rollovers to raise the multiplier, up to 6x. A tilt loses the lot.
The first 9 seconds of every ball are saved: drain in that window and the machine serves you another. And if a ball ever stops registering switches, the machine runs a ball search β shakes it loose, and if that fails, serves a fresh one rather than sitting there.
After the last ball the machine rolls two digits against the end of your score. Hit it and you get the Match Award.
Light all four top lanes and, besides the bonus multiplier and the kickback, the machine spins a MYSTERY award on the display (at most once every eighteen seconds). The slot can land on points, BONUS X +1, a ball save, 2X SCORING for twenty seconds, a big bonus, the kickback, ADD-A-BALL during multiball, a rare extra ball, or this machine's own prizes: A CELL FILLS.
In multiball, the second jackpot of the mode puts another ball in play (once a mode, never more than four balls on the glass).
The machine keeps its own high-score table in your browser, a Grand Champion (3,000,000 to start) and four more, seeded with 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 (1,200,000 to start) and you win a REPLAY, a free extra ball. Passing the Grand Champion mid-game gets a callout of its own, and the attract screen cycles the table.



Before multipliers.
| Shot | Base | Notes |
|---|---|---|
| Jet bumper | 150 | 600 in Tessellate; eight spot a cell |
| Grid cell | 500 | Nine make a Perfect Square |
| Line | 2,500 | +1x multiplier, to x6 |
| Perfect Square | 10,000 | +1x bonus, lights Tessellate |
| Lit lane | 2,400 | Passes the light; three is Symmetry |
| Unlit lane | 800 | - |
| Spinner | 45 | Twenty spins light the kickback |
| Inlane rollover | 120 | - |
| Tessellate complete | 20,000 | - |
Every table in the range is built on the same body. The board is 600 x 1040 units now β the shape of a phone screen β 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.
| Measurement | Value | In ball widths |
|---|---|---|
| Playfield | 496 x 954 units | 20.7 wide x 39.8 long |
| A real table, for comparison | 20.25in x 42in | 19.1 wide x 39.5 long |
| Ball | 24 units across (was 28) | 1.00 |
| Flipper | 75 units long, 22 wide | 3.1 long |
| Drain gap between flipper tips | 29.6 units | 1.23 |
| Outlane channel | ~37 units | 1.5 |
| Inlane channel | ~36 units | 1.5 |
| Top lane channels | 48 units | 2.0 |
| Score display | 56 units tall | - |
| Board on an iPhone 13 | the full 390px width (was 332 with black bars) | - |
| Balls per game | 3, plus extra balls | - |
Printed on the playfield as lanes and arrows radiating from the flippers. The aim line shows you which one a flip will take.
| Shot | Flipper | What it does |
|---|---|---|
| Left orbit lane | Right flipper, steep cross | Rips the spinner, loops the board and returns to the right inlane |
| The grid | Either flipper, straight up | Nine rollovers; roll through as many as you can |
| Ramp | Left flipper | A flyover up the right that tips the ball into the jets |
| Upper flippers | Both buttons | Two small bats above the grid to send the ball back across it |
| Right lane | Left flipper, steep cross | The orbit's return path, and the way back up to the top lanes |
Shared across the range, on top of each table's own rules.
| Award | How | Worth |
|---|---|---|
| Skill shot | Plunge into the one lit top lane | 8,000 + 4,000 per ball |
| Combo | Shot into shot within about three seconds | 900 x n squared, escalating |
| Jackpot | Any big shot during a mode | 3,000 + 600 a rung, twelve rungs |
| Bonus multiplier | Light all four top lanes | +1x, up to 5x |
| Match | The two digits after your last ball | A credit |