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Solar Pinball
How to play Solar Pinball
- Launch each ball with the plunger: hold Space, Enter or the down arrow, or the Launch button, to pull it back, and let go. The longer you hold, the harder the ball goes.
- Flip with Z or the left arrow and with / or the right arrow; the left and right Shift keys work too. With a finger or the mouse, press and hold the left or the right half of the table.
- The Grand Tour: visit all eight planets. The four standup targets round the Sun visit Mercury, Venus, Earth and Mars. Each shot that rides the Comet ramp on the left or the Orbit ramp on the right visits the next outer planet: Jupiter, Saturn, Uranus, then Neptune.
- With every planet visited, the Sun in the middle of the table lights up. Roll a ball into its core to start Solar Flare multiball: the Sun holds the ball, then sends it back out with two more.
- In multiball every ramp shot is a 25,000 jackpot and the Sun a 50,000 super jackpot. It lasts while two or more balls are in play; then the planets go dark and a new tour begins.
- Points: a bumper 100, a slingshot 50, a planet target 1,000, a ramp 5,000, the Sun 2,500. A shot that visits a planet scores 10,000, and completing the tour 25,000 more.
- Roll through the S, O and L lanes under the arch to light them; all three raise the bonus multiplier, up to 5×. Each flipper press moves the lit lanes. The lane blinking after a launch is a 10,000 skill shot.
- Every planet visited adds 2,000 and every ramp 1,000 to the bonus, multiplied and paid when the ball drains. A ball lost within 8 seconds of its launch is given back.
- You have three balls. P or Escape pauses, and the game pauses itself when you leave the tab. A game in progress is saved, so you can close the page and play on later.
About Solar Pinball
Solar Pinball is an original pinball table set in the solar system and played in 3D. The Sun burns in the middle of the playfield, the orbits of the planets are printed round it, the three pop bumpers wear the moons Io, Titan and Triton, and two ramps of tinted acrylic climb to a turn and come back down as wire, like probes sent out on a transfer orbit.
The ball is a real physics simulation: it rolls down the tilted playfield, bounces off rubber and metal, and leaves a flipper as fast as the flipper was moving where it struck. That makes the classic skills work. Hold a flipper up to catch the ball and stop it, then let it roll down the flipper and flip again: the further down it has rolled, the further across the table it goes. The ramps are cross-table shots, the left flipper for the Orbit ramp and the right one for the Comet ramp.
When a game ends with a score good enough for the top 25, you can put your name on the leaderboard. No account is needed. Your best score and a game left half-played stay in this browser.