Quick description: a browser pinball game with three-ball multiball
ALEXO PINBALL puts a colourful arcade table in your browser. Use two flippers to keep the ball alive, collect targets and build your score. Complete the three upper targets to trigger multiball with up to three active balls. A successful trip along the raised SKYWAY wire ramp adds points, moving lights and a short arcade tune. You can play on a computer or phone. Each game starts with three attempts.
The table: sunset colours after dark
Gold bumpers, violet edges and glowing pink streets give the table its eighties character. Beneath the left flipper sits the ALEXO logo; “Since 1997” decorates the opposite apron without changing any rule.
The perspective view keeps the complete table visible. Score, multiplier, attempt and active-ball indicators sit in the built-in display. There is no separate scoreboard above the playfield. Your decisions stay on the table: protect the lower gap, finish target groups or take a ramp shot when the angle is right.
Launch the ball and learn the controls
Choose Start game, then hold the middle launch button and release it to fire. Holding it longer increases the launch strength until the charge reaches its limit. The ball travels up the right-hand shooter lane and enters the table near the top. A one-way gate keeps a ball that has entered play from rolling back into that lane.
Use Left Arrow or A for the left flipper and Right Arrow or D for the right. Space launches, then becomes Nudge. On a phone, use the three lower touch buttons; both flippers work together. P pauses play. The speaker controls effects and ramp music together.
Flipper timing: watch the approaching ball
A good return begins before the ball reaches the gap. Track its downward movement and raise the appropriate flipper in time. A moving flipper transfers a different impulse from one that is already held up, so the moment of contact matters. Avoid expecting every press to produce the same shot: the ball's position and speed change the result.
Holding a flipper up does not keep striking. It can sometimes cradle a ball. Releasing the button drops the arm and lets the ball move again for another timed shot. The triangular slingshots above the flippers have active inner edges that send the ball towards the centre.

Points: bumpers, lanes and bonus targets
The four round bumpers award 100 points each and give the ball a strong rebound. Side rebound surfaces and the active triangular slingshots award 150 points. The two flat rollover sensors in the side lanes give 300 points per passage. Leaving a ball sitting inside one sensor does not create a continuous stream of points; it has to pass through again.
Five additional bonus targets are spread around the playfield. Each new contact is worth 250 points, and completing the whole set adds a 2,500-point bonus before resetting that collection. These are base values. The current multiplier increases scoring, so a completed target set can become considerably more valuable later in an attempt. Follow the remaining targets without losing sight of the next ball return.
Multiball: finish the three upper targets
Each newly collected upper target awards 500 points. Collect all three and the game fills the active group to a maximum of three balls, while increasing the multiplier by one step, up to 5x. Triggering multiball repeatedly cannot produce a fourth ball. The limit includes a ball travelling along the wire ramp or waiting in the shooter lane.
Once several balls are moving, attention shifts between both lower corners. Losing one ball does not immediately cost an attempt if another remains alive. An attempt ends only when all active balls are lost. At that point the multiplier returns to 1x. The three small lights in the display show active balls, rather than three separate lives that disappear one at a time during multiball.

SKYWAY: carry enough speed up the wire ramp
The ramp entrance sits in the middle part of the playfield. An upward shot with the right line enters the raised wire track. The climb needs momentum: a weak shot rolls backwards and returns through the entrance without earning the completion bonus. Merely touching the ramp is therefore not enough.
A ball that makes the journey is accompanied by coloured running lights and a short original arcade melody. Completing the route earns 1,000 points multiplied by the current multiplier, followed by a fading light wave. The wireform crosses above the left triangle and delivers the ball back near the left flipper. Watch that return instead of concentrating only on the lights; your next useful shot starts as the ball reaches the lower table again.

Save post, nudging and the TILT warning
A small save post stands between and below the flipper tips. It can knock a centrally draining ball back upwards, but it cannot guarantee a rescue. A ball that misses the post still falls away. Treat it as an extra chance, not a substitute for an earlier flipper contact.
After launch, the centre control becomes Nudge. An accepted nudge pushes balls upwards and towards the middle. A short cooldown prevents immediate repetition. Three closely spaced accepted nudges can cause TILT: flippers and further nudges are locked, and scoring stops. The lock remains until every ball in that attempt has drained. Give the table time between nudges instead of repeatedly pressing the control in a panic.
Build a better high score without chasing everything
Start with one clear aim. Upper targets lead to multiball and a higher multiplier. Once that multiplier is active, complete bonus groups and ramp trips become more rewarding. It is still usually better to make the next lower-table return than to stare at a target already hit. A score grows through continued play, not through ignoring a ball near the drain.
Learn to recognise the ramp’s controlled left return. Pause before looking away. Use the fullscreen symbol or F for a larger table where your browser permits it; Esc exits. Sound can be muted separately. Your personal best stays in the same browser for another session on that device.
Frequently asked questions
Is ALEXO PINBALL free to play?
The game itself has no payment or purchase function. It runs in the browser without installing an app. Access to the currently private hosted version may still require signing in to the hosting service.
Can I play pinball on my phone?
Yes. Three touch buttons provide the two flippers and launch/nudge control. Both flippers can be used at once. A browser with WebGL support is required to display the table.
How many attempts do I get?
You start with three. In multiball, an attempt continues until every active ball is lost. The display distinguishes the attempt number from the small active-ball lights.
How do I start multiball?
Complete all three upper targets in the current set. The game adds balls up to the three-ball limit and raises the multiplier, never beyond 5x.
Why did my ramp shot earn no bonus?
A weak shot can roll back before completing the route. Only a full journey earns the ramp award. TILT also prevents scoring, even when a ball finishes travelling along the ramp.
What happens after TILT?
Wait for all balls in the current attempt to drain. TILT resets for the next attempt. More widely spaced nudges reduce the risk of immediately locking the table again.
Does my high score transfer to another device?
No automatic transfer is included. The personal best is stored locally in your browser, not in a public leaderboard. Clearing browser data can remove that saved score.
How do I use fullscreen and switch sound off?
The speaker and fullscreen symbols sit near the top right of the cabinet. F also toggles fullscreen, with Esc to leave. If the browser blocks fullscreen, the game shows a status message.
Try a different challenge
PONG tests your paddle timing. STARTRAIL calls for quick reactions, while PRISM BLOCKS lets you find the right places for your blocks.

