
Spell SURF, wake the tiki, and ride the wave.
The sunset machine, and the classic of the range. A synthwave sun cut with bands sits over a turquoise bay, surf rolls across the lower playfield, two big palms lean in from the bottom corners, and a carved orange tiki mask sits in the middle of the board with the scoop as its mouth. Spell S-U-R-F up the left lane to wake it, feed it for Luau multiball, and ride the WAVE by alternating the orbit and the ramp. A third flipper up the left works the bank.
Set at the end of the day on a beach that is closing. The sun never quite goes down, the surf keeps rolling under the flippers, and the tiki's eyes brighten as you get closer to waking it. Coconut jets up top, shell standups guarding both outlanes, and a wave that carries a clean left shot all the way back to your right flipper.
Four drop targets up the left, under the third flipper. Complete them and it is SURF'S UP: multiplier up, the tiki wakes, targets reset. The jets spot one every twelve pops, the top lanes spot one. Two in a game is an extra ball.
With the tiki lit, the centre scoop starts LUAU MULTIBALL β 32 seconds, two extra balls, and the FLASHING LANE pays the jackpot: shoot it and the jackpot moves to the other lane. The unlit lane pays 1,500 and points you back. The scoop itself pays the super jackpot once it is relit.
This machine's own rule. Alternate the orbit and the ramp and the WAVE climbs, 1,100 a step up to x8; the same shot twice running breaks it. Every third orbit is a BIG KAHUNA WAVE, every third ramp a TRIPLE RAMP, and twenty spins of the tide spinner light the kickback.
A surfboard rides back and forth across the bay. For six seconds after you make an orbit or a ramp it glows: catch it then for 2,500, and your WAVE stays alive, so the next big shot always steps it up. Three glowing catches wake the tiki on their own. Unlit, it is a plain target that pays its switch value and bounces the ball softly.
Start two multiballs in one game. The next time the mode shot is lit, it starts HURRICANE 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: TIKI LIT (lights the tiki, or 15,000 in a mode) and SURF SPOTTED.
In multiball, the second super 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 (1,500,000 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 (600,000 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 |
|---|---|---|
| Coconut bumper | 150 | 600 in Luau |
| S-U-R-F target | 340 | Four spells SURF |
| Surf's Up | 3,000 | +1x multiplier, wakes the tiki |
| Orbit | 2,000 | 6,000 every third |
| Ramp | 1,800 | 5,000 every third |
| Wave step | 1,100 x step | Alternate the two big shots |
| Tiki scoop | 800 | Starts Luau when lit |
| Spinner | 45 | Twenty spins light the kickback |
| Luau complete | 22,000 | - |
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 tide spinner, loops the board and returns to the right inlane |
| S-U-R-F bank | Right flipper, or the upper-left flipper | The angled bank up the left |
| Tiki scoop | Either flipper, straight up | Lit, it starts Luau multiball |
| Ramp | Left flipper | A flyover up the right that tips the ball into the jets |
| 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 |
| Super jackpot | The mode shot during a mode | 12,000 + 2,000 a rung |
| Bonus multiplier | Light all four top lanes | +1x, up to 5x |
| Match | The two digits after your last ball | A credit |