Before the first plunge
The seven-minute limit counts game time, and time spent with a ball resting on the plunger counts too. If you don't launch within 8 seconds, the ball fires by itself. Since rules version neon-orbit-6 (2026-10-15), that automatic launch never earns the skill shot, so always plunge the ball yourself.
Strength doesn't matter for the skill shot. In a check with the current engine across 200 seeds and ten hold lengths, every plunge of my own, from a quick tap to a full 0.9-second charge, rolled through lane B for 15,000, times your multiplier. The skill shot is open for 5 seconds after the first plunge of each new ball, and only for that plunge.
Since 2026-10-13 a gamepad works too: LB or LT for the left flipper, RB or RT for the right, hold A to charge and release to launch, B or a quick flick of the left stick to nudge, and Start to pause.
The 12-second ball save, and when you don't get one
The first plunge of each new ball starts a 12-second ball save. During that window, every ball that drains comes back, however many times it happens. Use it for risky shots such as the WARP orbits, which only count when the ball is travelling upward.
Two launches look like a new ball but don't count as fresh. One is the ball handed back to the plunger by a ball save; the other is the replacement loaded after you lock a ball. Neither starts a new save or offers a skill shot. Multiball adds 5 seconds of save and SUPERNOVA 10, but a TILT cancels any save that is running.
What the flippers actually do
A flipper swings from rest to fully up in about 0.06 seconds, and the part of it that strikes the ball is moving faster the further out it is: the tip travels about twice as fast as the middle. That is why a late hit near the tip sends the ball high, and an early one off the base dribbles.
Holding a flipper up keeps it up, so a ball rolling onto a raised flipper settles into a cradle. The game has a rescue that kicks a ball stuck still for 3 seconds, but it ignores balls near the flippers. A cradle therefore lasts as long as you hold it, while the clock keeps running.
Every new press of one flipper slides the lit top-lane lamps one step. Pressing both flippers at the same moment moves both flippers but doesn't slide the lamps.
Where balls drain and what saves them
A ball is lost through either outlane, the narrow channels outside the inlanes, or through the gap between the flipper tips. Each outlane has a kickback at its entrance. It catches a ball falling in and fires it straight back up, once, and then stays empty until you complete the A-B-C lanes, collect TRISTAN BONUS or start a new ball.
The kickbacks are what make the right-hand TRISTAN BONUS worth shooting even when you don't need its 25,000 × multiplier: collecting it refills both kickbacks. The same scoop also pays the EXTRA BALL when that is lit.
The mission chain
The line above the table shows the current mission and its count. There are three, always in this order, and only the current one counts hits:
- Charge the reactor: 8 bumper hits.
- Align satellites: 3 side-target hits, lit or not.
- Open the wormhole: 2 WARP orbits, with the ball going up.
What the missions pay
Each completed mission pays 20,000 on the first cycle, 25,000 on the second and 5,000 more on each cycle after that, all multiplied by your multiplier and any 2× window. Finishing the wormhole closes a cycle and lights LOCK. On the first cycle it also lights the game's only EXTRA BALL at the TRISTAN scoop.
Mission progress carries across balls, so a drain one bumper short of Charge the reactor loses nothing. The extra ball is only useful while time remains on the seven-minute clock, which is a reason to finish the first cycle early rather than late.
Locks and the multiball window
A lock is never wasted. Once LOCK is lit it stays lit until multiball starts, and a ball you have locked stays counted even if you lose the replacement ball and the next one. The line above the table shows the count, for example 1/2.
When the second ball locks, the table fills up to three balls in play and pays 10,000. You also get a 5-second ball save. That is the safest moment of the round for WARP shots, and in multiball both lit WARPs are jackpots. Mission hits still count during multiball, so a three-ball bumper scramble can finish Charge the reactor quickly.
Multiball ends as soon as fewer than two balls remain. The lock count went back to zero when it started, so afterwards LOCK has to be lit again, either by completing the A-B-C lanes or by finishing another mission cycle. The next multiball's jackpot starts 5,000 higher than the last one's.
What a lost ball keeps and what it takes
When your last ball on the table drains, the bonus bank is paid and the next ball comes up. Some things stay and some reset:
- Kept: mission progress, lit top lanes and side targets, balls already locked, a lit TRISTAN BONUS or EXTRA BALL, and SUPERNOVA star lamps.
- Lost: one step of the multiplier, the bumper chain, and any SUPERNOVA still running.
- Reset in your favour: the tilt meter goes back to zero and both kickbacks are recharged.
- Still ticking: an open pulse gate's 18 seconds keep running while the next ball sits on the plunger, so plunge quickly if the gate was open.
Values at a glance
Base values before the multiplier and 2× windows, to help decide which shot is worth the risk:
- Sling 150; bumper 450, rising to 1,200 in a chain; top lane 1,200; side target 1,800 if dark, 300 if already lit.
- WARP orbit 4,000; four-target bank 12,000 plus 2,500 for the multiplier step; locking a ball 5,000; multiball start 10,000.
- Mission 20,000 and up; TRISTAN BONUS 25,000; skill shot 15,000 in lane B (8,000 in A or C).
- Jackpot 10,000 at the first multiball, plus 500 per bumper hit during it and 5,000 more for each later multiball; SUPER JACKPOT adds 15,000 to the jackpot value.
Common mistakes and why they cost
- Letting the plunger auto-fire. You lose the skill shot and 8 seconds of the clock.
- Tapping a flipper with nothing to hit. Each tap slides the lit lane lamps, which can move a lit lamp under the ball you were waiting for.
- Shooting WARPs with a falling ball. A WARP only counts a ball moving upward, so a ball dropping in from above passes through for nothing.
- Holding a cradle for too long. The seven-minute limit ends the game without paying the bonus bank.
- Forgetting the kickbacks are used up. After one save on a side, that outlane is open until you finish A-B-C, collect TRISTAN BONUS or start a new ball.
