A pinball machine with a clock inside it. Every mission you finish installs another part —
and the part is physically there on the playfield afterwards: a kickback in the outlane, a turning
escape wheel, a second habitrail, chime bars, an upper flipper. Build all five and the clock can strike twelve.
FLIPPERS←→, Z/ or either shift key. On a phone, touch the left or right half of the screen.
PLUNGERHold space (or touch and hold) and let go. Every pull clears the lane; stop on the blue band on the meter and the ball drops into the top lanes — that is the skill shot. A full pull makes the orbit. If the ball ever ends up back in the shooter lane, the plunger takes it again.
NUDGE↓ to shove the cabinet, X and C to shove it sideways. Four shoves in a row and the machine tilts.
E–S–C LANESLight all three for another bonus multiplier. The flipper buttons rotate which lanes are lit, as on a real machine.
The movement
MAINSPRINGWind the spinner in the left orbit. Installs a kickback that throws the ball back out of the left outlane.
ESCAPEMENTClear the three drop targets twice. A toothed escape wheel starts turning at the top of the table.
GEAR TRAINMake the left ramp three times. The right habitrail deploys — a whole new shot.
CHIME BARSHit all three standup targets. Three chime bars appear down the left, and they ring.
MINUTE HANDShoot the centre scoop three times. An upper flipper deploys in mid-table.
STRIKE TWELVEWith all five in, the centre scoop lights. Enter it for a three-ball multiball. Nine strikes — ramps, orbits, chimes, the wheel, the bank — and the clock strikes twelve.
Worth knowing
Parts stay installed for the whole game, not just the ball. A ball save covers the first eleven seconds.
Different shots in a row build a combo. The bonus at the end of each ball is multiplied by the E–S–C lanes.