
Paint the rainbow, chain the leaps, wish on the star.
The bright one. A seven-band rainbow arches behind the middle of the board, puffy clouds sit at its feet and under the slingshots, a unicorn leaps the arc at the top right, and the wish star sits in the middle inside its own arc of seven COLOUR targets. There is no drop bank: paint all seven colours, in any order, and the star is lit for Sparkle multiball. The two flyover ramps are the unicorn's LEAPS β alternate them fast and the chain climbs.
The friendliest machine in the range and, quietly, one of the more demanding β the rainbow loop is a tight shot and the drop bank is five targets wide, not four. The wish star behind the scoop drifts and swells while it is lit, and there are hearts painted down by the flippers where other tables in the range put warning text.
Seven standups in a band around the star, one for each colour, nearly touching. Hit one and it is painted β 300 a colour, climbing with each one, and the band lights on the big rainbow. All seven is RAINBOW: multiplier up (to x4), bonus multiplier up, the star lights, the arc resets. The jets paint one every ten pops, the top lanes paint one, and the star itself paints one when it is not lit (three spotted colours a ball). The second rainbow is an extra ball.
This machine's own rule. The two ramps are the leaps: take the other ramp inside five seconds and the chain climbs, 1,000 a step, and every third leap paints a colour for you. The same ramp twice, or five seconds of nothing, and the chain is lost. The arrows always point at the ramp you need next.
With the rainbow painted the star is lit: shoot it for SPARKLE MULTIBALL β 32 seconds, two extra balls, the FLASHING RAMP pays the jackpot and moves to the other ramp, the star pays the super. The star kicks the ball out to the left flipper, not back into the arc. The ball save is eleven seconds, down from fourteen.
A little cloud bounces up and down between the jets as a fourth bumper. Every hop pays 600, and every fifth hop paints the next colour of the rainbow.
Start two multiballs in one game. The next time the mode shot is lit, it starts DOUBLE RAINBOW 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 WISH PAINTS and SPARKLES (30,000).
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 (600,000 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 (220,000 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 |
|---|---|---|
| Cloud bumper | 150 | 600 in Sparkle; ten paint a colour |
| Colour target | 300 x colours painted | Seven paint the rainbow |
| Rainbow | 3,000 | +1x multiplier (to x4), +1x bonus, lights the star |
| Leap (ramp) | 2,000 / 1,800 | - |
| Leap chain | 1,000 x step | Alternate the ramps inside five seconds |
| Wish star | 800 + 1,000 | Paints a colour; lit, starts Sparkle |
| Spinner | 45 | - |
| Inlane rollover | 120 | - |
| Sparkle 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 |
|---|---|---|
| Left ramp | Right flipper | A flyover up the left; a leap |
| Right ramp | Left flipper | A flyover up the right; the other leap |
| The arc | Either flipper | Seven colour targets around the star |
| The star | Either flipper, straight up through the arc | Paints a colour; lit, starts Sparkle |
| Left lane | Right flipper, steep cross | 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 |