
Tune the flashing channel. Keep the signal up. Lock the antenna.
The late-night broadcast machine. A big television set sits in the middle of the board showing colour bars and NO SIGNAL, its rabbit ears run up to the bumpers, scope traces cross the board in cyan and magenta, snow crawls in the corners and scanlines run over everything. Four CHANNEL buttons run along the top of the set and only the flashing one counts; the SIGNAL meter on the set is the multiplier, and it drifts down on its own. Tune all four channels and the ANTENNA dish, top right, starts Signal Locked multiball.
Set some time after the last station signed off. The channel number in the top corner keeps changing on its own, the REC dot in the bottom corner never stops blinking, and the tracking band rolls up the board about once every seven seconds whether or not anyone is playing. The spinner is wired to something it should not be.
Four standups along the top of the set, one flashing, and it moves every three seconds (faster when the signal is strong) β always to a channel you still need. Hit the flashing one and it is TUNED: 1,500 plus 500 a bar of signal, the signal climbs two, and the flash moves on. Hit a dead channel and it is STATIC: the signal drops one. A strong signal (four bars or more) locks any channel you hit. Tune all four to light the antenna; the dish itself and a three-loop CHANNEL SURF each tune the flashing channel for you.
This machine's multiplier is a meter, ten bars on the set's control strip. Tunes add two, loops one, eight snow pops one, the dish one, and a spinner rip with a strong signal can throw a SIGNAL SURGE. Three bars is x2, six is x3, nine is x4 β and it drifts down a bar every six seconds unless you are shooting. Ten of ten is FULL SIGNAL.
With all four channels tuned the dish up the top right is lit: shoot it for SIGNAL LOCKED β 32 seconds, two extra balls, the FLASHING LOOP pays the jackpot and moves to the other loop, the dish pays the super. The second lock is an extra ball. Alternate the twin loops outside a mode for CHANNEL SURF, 1,000 a step, 6,000 at three.
A bar rolls up and down the left of the set like a picture that will not hold. Catch it and the picture LOCKS: 1,000 plus 200 a bar of signal, and two more bars. Every third lock tunes the flashing channel for you.
Start two multiballs in one game. The next time the mode shot is lit, it starts PRIME TIME 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: CHANNEL TUNED and SIGNAL +2.
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 (2,400,000 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 (1,000,000 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 |
|---|---|---|
| Snow bumper | 150 | 600 in Signal Locked; eight raise the signal |
| Tuned channel | 1,500 + 500 a bar | +2 signal |
| Dead channel | 200 | -1 signal |
| All four channels | 5,000 | +1x bonus, lights the antenna |
| Loop | 2,000 / 1,800 | +1 signal |
| Channel surf | 1,000 x step | Alternate the loops; 6,000 at three |
| Antenna dish | 800 + 1,000 | Tunes a channel; lit, starts the multiball |
| Spinner | 14 x signal | Signal surge with a strong signal |
| Signal Locked 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 loop | Right flipper, steep cross | Up the left, over the top, down the right |
| Right loop | Left flipper, steep cross | The mirror of the left loop |
| The channels | Either flipper, straight up | Four buttons on the set; hit the flashing one |
| The dial | Either flipper, straight up | The spinner in the centre lane on the way to the channels |
| The antenna | Left flipper, up the right | The dish at the top right; lit, it starts Signal Locked |
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 |