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Plinko Drop

  • 3d
  • arcade
  • plinko
  • physics
  • casual
  • mobile
  • upgrade
  • endless
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. r.r built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Plinko Drop yet. Play it, then tell r.r what you would add next.

Make your own game

Plinko Drop was built by r.r 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 Plinko Drop 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 Plinko Drop

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 mobile- and desktop-friendly 3D arcade Plinko game titled “Plinko Drop.” Render a portrait-friendly Three.js-style scene from a mostly front-facing perspective camera, with a dark navy/black radial-gradient space-like background, subtle fog, small scattered blue/gold star dots, and a large glowing electric-blue torus/ring behind the playfield. The main object is a tall rectangular Plinko board: a very dark blue backboard, thick blue-gray vertical side walls, a bottom floor, and nine staggered rows of small glowing light-blue spherical pegs. Use alternating rows of 8 and 7 pegs, with even rows centered and odd rows offset, creating a dense peg field. At the bottom, divide the board into 7 scoring bins using short dark vertical dividers; show colored glowing bin surfaces in symmetric order blue, green, gold, pink, gold, green, blue. Put a small horizontal launch rail above the peg field.

The core loop is: the player chooses a horizontal aim with a range slider, then presses “Drop Ball” to release a golden/yellow glowing ball from near the top of the board. The ball begins at an x-position corresponding to the aim (from far left to far right), falls under gravity, and bounces off the spherical pegs with lively slightly damped physics. It also rebounds from the side walls, interacts with the lower bin dividers, loses energy through air drag and floor bouncing, and eventually settles into one of the seven bottom slots. Allow multiple balls to be active at once, with a brief drop cooldown. When a ball has stopped in a slot, award that slot’s payout and add the same amount to persistent cash. Display a floating colored “+value” score effect above the winning bin. The initial round has 8 balls; decrement the Balls Left counter each time a ball is dropped, disable dropping when no balls remain, and show a round-over message only after all dropped balls have settled. The initial slot values, left to right, are exactly 50, 100, 250, 500, 250, 100, 50. Track the current run Score separately from persistent Cash, and track a persistent Best score.

Build a fixed HTML HUD over the 3D canvas. Across the top, show translucent dark rounded cards for SCORE, CASH, and BALLS LEFT with large numeric values. Near the upper center, show “Aim: center” (or “Aim: left” / “Aim: right” based on the slider position) above a horizontal cyan-accented aim range slider. Center the initial overlay message in a translucent rounded dark panel with the title “Plinko Drop” and the instructions “Move the slider, then tap Drop Ball.” and “Cash stays between runs — spend it on upgrades.” Hide this panel while balls are being played. Near the bottom above the controls, show seven rounded translucent payout labels matching the bin values. Below those, show three upgrade buttons in a row: “Extra Ball,” “Payout Boost,” and “Center Boost,” each displaying its level and current dollar cost. At the bottom center, show large pill-shaped gradient buttons “Drop Ball” in blue and “Restart” in coral/red. Make the layout responsive for narrow mobile screens, with safe-area spacing and touch-friendly controls.

Persist cash, best score, and upgrade levels in local storage so they survive restarts and new rounds. Restart clears all active balls and score effects, resets the current Score to zero, restores the starting ball count based on upgrades, and shows the initial instruction panel; it does not erase persistent cash or upgrades. Extra Ball costs $300 at level 0 and increases by 
50 per existing level; buying it immediately adds one ball to the current round and increases future round starting balls. Payout Boost costs $500 plus $350 per existing level and multiplies every base payout by 1 + 0.15 per level, rounding displayed/results to whole numbers. Center Boost costs $650 plus $450 per existing level; each level adds 125 to the center (500) slot and 50 to each adjacent (250) slot before the payout multiplier. Disable upgrade buttons when cash is insufficient, subtract the purchase cost from cash, update the labels, and show a floating negative cost effect near the top. If an Extra Ball is purchased after a round ended, allow the round to continue by clearing the game-over state. Save after scoring, purchasing, and restarting. Support controls by touch/mouse and keyboard: Space drops a ball, Left/Right changes the aim slider in 0.1 increments, R restarts, and number keys 1, 2, and 3 purchase Extra Ball, Payout Boost, and Center Boost respectively. Use polished lighting and shadows: soft ambient light, a strong directional light, glossy/emissive light-blue pegs, golden balls, blue-gray walls, and emissive colored bins. Keep the visual style clean, modern, neon arcade, with rounded glassy HUD panels and high contrast. Do not add unrelated enemies, levels, weapons, or other gameplay systems.

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