
Hit the eye when it opens. Feed the fear. Find the pages.
The horror machine in the Pinball Peter range. A bloodshot eye the size of the lower playfield stares up through the glass, a fat moon hangs behind the skull bumpers, a haunted house sits on the hill with the CELLAR door beside it, blood runs from the arch and the flippers stand in a foggy graveyard. There is no drop bank: the EYE is a target that opens and shuts, FEAR is a multiplier that fades if you stop shooting, and three PAGES open the eye for Seance multiball.
Nobody at the factory will say who painted the eye. It watches the ball β genuinely: the pupil tracks it around the board β and it opens wider when the machine is in Seance. The corners are cobwebbed, the fog rolls in bands across the board, and there are four gravestones down by the outlanes with nothing written on them yet.
The eye in the middle of the board is a target under a lid. It is OPEN for four and a half seconds and SHUT for three and a half, and the lamp over the pupil flashes while it is open. Hit it open and you are CAUGHT LOOKING: 2,500, a page, and a HURRY-UP of 25,000 starts bleeding away at 1,200 a second. Run it to the CELLAR (the hole up the hill, top left) to collect what is left. Hit the eye shut and it is 250.
This machine's multiplier is alive. Every hit feeds the fear meter (the four red lamps under the eye) β six for the open eye, five for a big shot, four for a page target, one for a skull β and it fades by itself, a point and a half a second. Sixteen is x2, thirty-two is x3, and it is gone when the ball is. Fill the meter and the moon turns to blood.
Three pages light the Seance. The cellar hands one out every time you shoot it; the open eye gives one; six skull pops give one; and the attic β three standups up the right β holds one behind whichever target is flashing, and it moves every four seconds. With three pages the eye stays OPEN: hit it for SEANCE MULTIBALL, 32 seconds, two extra balls, the FLASHING LANE pays the jackpot and moves, the cellar pays a jackpot, and the eye pays the super. The second Seance is an extra ball.
A pale pop bumper drifts up and down beside the eye, fading in and out. Hit it and it is BOO!: 1,500, eight points of fear, and it forces the eye open for four seconds. Every fourth boo leaves a page.
Start two multiballs in one game. The next time the mode shot is lit, it starts THE ENTITY 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 MISSING PAGE and THE ENTITY FEEDS (+20 fear).
In multiball, the second cellar 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 (1,200,000 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 (500,000 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 |
|---|---|---|
| Skull bumper | 150 | 600 in Seance, feeds the fear |
| The eye, open | 2,500 | Starts the hurry-up, gives a page |
| The eye, shut | 250 | - |
| Hurry-up | 25,000 counting down | Collect at the cellar |
| Attic page (lit) | 1,500 x pages | Three pages open the eye |
| Cellar | 1,000 | Collects the hurry-up; a page |
| Crypt orbit | 2,000 | 6,000 every third |
| Stairs ramp | 1,800 | 5,000 every third |
| Seance complete | 24,000 | - |
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 |
|---|---|---|
| Crypt orbit | Left flipper, up the right | Loops the board and returns to the left inlane |
| Stairs ramp | Right flipper, up the left | A flyover that tips the ball into the skulls |
| The eye | Either flipper, straight up | Open, it pays; lit, it starts the Seance |
| The cellar | Right flipper, through the pocket | Collects the hurry-up and hands out pages |
| The attic | Upper-right flipper | Three page targets up the right rail |
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 |