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Pinball Action

  • 2d
  • pinball
  • arcade
  • neon
  • casual
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Pedro Marques built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pinball Action yet. Play it, then tell Pedro Marques what you would add next.

Make your own game

Pinball Action was built by Pedro Marques with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Pinball Action opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Pinball Action

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a responsive 2D canvas pinball game titled “Pinball Action,” presented in a portrait-friendly arcade layout. Use a very dark navy-to-black background and a centered pinball table occupying roughly 74% of the viewport width, with rounded corners, a thick cyan neon outline, dark blue interior, soft cyan glow, and a top inset horizontal panel containing three glowing circular entry gates labeled BOWL, POKER, and SLOTS. The table should resize with the browser: its left edge is about 13% of the viewport (with a 22px minimum margin), right edge about 87% (with a 22px minimum margin), top around 100px, and bottom about 105px above the viewport bottom.

At the top outside the table, display a large yellow six-digit score padded with leading zeroes on the left (initially 000000), and on the right display “BALLS 3” and “BONUS x1” in bold white text. Under the score show the current face/state in bright cyan, initially “STARTING AREA.” Under that, show the instruction line “A / D or ◀ / ▶ flippers · SPACE launches · nudge with SHIFT” in muted light text. At the bottom below the table, provide three large rounded dark-blue controls with cyan outlines and white bold labels: LEFT, LAUNCH, and RIGHT. Left/right are hold buttons for the corresponding flipper and LAUNCH fires the ball; keyboard A/Left Arrow and D/Right Arrow control flippers, Space launches, and either Shift key nudges the ball.

The playable object is a glowing white ball, radius about 10px. A launch starts a stationary ball near the bottom center with an upward velocity and slight random horizontal velocity. Simulate simple pinball physics: gravity accelerates downward, position follows velocity, slight damping applies, the ball bounces off the left/right table walls and the upper interior boundary, and it drains when it falls below the viewport. Each drain consumes one ball; reset the ball near the bottom if balls remain, and show a translucent dark overlay with centered “GAME OVER” and “Press LAUNCH or SPACE to restart” when all balls are gone. Launch after game over starts a fresh game.

Place four narrow vertical dark-blue lane-divider lines in the upper/middle playfield, extending from roughly 105px below the table top down to about 90px above its bottom. Place two circular bumpers around the lower-middle sides, one near the left wall and one near the right wall, using yellow and pink translucent fills, a white center dot, and colored glow. Place two bottom flippers near the center, each a rounded capsule/paddle around 70px long and 18px thick with neon glow: the left is cyan and the right is pink. They pivot/angle from their inner lower positions. With no input they rest at shallow outward angles; holding the matching control rotates/lifts the flipper significantly. Detect ball contact against the paddle segments, reflect the ball upward, add extra upward velocity when active, and award points.

The upper gate panel has three glowing colored circles positioned at the left, center, and right, labeled respectively BOWL, POKER, and SLOTS. If the moving ball travels through a gate near the top, switch into that face/mode, reset and relaunch the ball, and award points. The active game face changes the target arrangement and colors: the initial STARTING AREA has five glowing pink circular targets in a row across the upper-middle playfield labeled 1, 2, 3, 4, 5; BOWLING FACE has ten targets arranged in two rows of five labeled PIN; POKER FACE has five targets in a row labeled A, K, Q, J, 10; SLOT FACE has three larger targets centered in a row labeled 7, ★, and 🍒. Unhit targets glow in their mode color; hit targets become dim dark blue-gray. On ball collision, mark a target hit, bounce the ball, and award points: 1200 in starting/bowling-style modes, 1800 in poker, and 2500 in slots, multiplied by the current bonus. Show small floating yellow score popups such as +1200 at the collision point.

When every target in a face has been hit, increment a challenge counter and award an extra ball, displaying a temporary “+EXTRA CREDIT” popup near the top. Score milestones add additional balls: at 70,000 points increase the ball count to 4, and at 200,000 increase it to 5. Flipper hits award 50 points, and entering a gate awards 500. Keep the bonus at x1 as displayed; do not invent bonus progression. Shift nudging slightly perturbs horizontal velocity and reduces upward velocity rather than adding a separate visible mechanic.

Use bold system-style typography, high-contrast white/yellow/cyan/pink text, rounded rectangles, circular neon glows, and subtle pulsing opacity on the three gate lights. Keep the camera fixed in a straight-on top-down/2D table view with no scrolling, matching a compact arcade cabinet interface. The game should begin in the STARTING AREA with three balls and the ball reset at the bottom center, and should continuously render physics, UI, glows, targets, paddles, popups, and game-over state on the canvas.

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