Click a component to edit it. Shift-click additional components to move them together.
BUMPER
Royal bumper
Drag the orange handle to rotate and the blue handle to scale.
This assigns the component to an era. When the whole table remains playable it is still active in every era; the assignment is used for timeline-aware lights and rules. On traditional sectioned tables, inactive-era components are disabled and darkened.
Automatic places the component on a playable raised polygon when its centre is inside one. Main playfield keeps both its model and collision on the table beneath raised sections. Raised section beneath explicitly follows the highest polygon touched by a wide model's footprint, so arches can be supported at their feet while leaving the centre open.
Snaps the back plate to the nearest polygon wall or barrier directly behind the switch and rotates it to match. Undo restores its previous position.
Drag the glowing points on the table. Green is the entrance, blue points shape the route, and red is the drop.
5 points · select a blue point to remove it
Keeps the entire guided route at table height. It has no entry ramp, support legs or drop exit, so a solid deck can form a smooth ground-level tunnel.
Every handle remains an exact route anchor. Higher values carry more flow through corners without pulling the loop inward.
Curls the visible ramp upward and back at its selected route point, launches the ball through a short unsupported arc, and catches it two route points later under a compact guard before the normal return chute continues.
Prevents rolling resistance from bleeding speed along the route and bypasses the maximum-speed governor below. Gravity still slows the ball uphill—including a flat route travelling toward the top of the leaning table—speeds it downhill, and sends it rolling back out if it cannot finish a climb. On solid decks, faster balls wander farther toward the outside edges while slower balls stay nearer the route.
Fast shots ease down to this limit near the entrance instead of whipping through the route. The governor also gives ordinary chutes about 0.8 seconds of readable travel, while gravity, failed climbs and rollbacks still behave normally. Conserve entry speed bypasses the governor; use unlimited speed when rolling resistance is still wanted but the limit is not.
The chute lift automatically matches this polygon. Put the red endpoint inside the raised section; the ball leaves either the open metal rails or the optional guide deck with its exit velocity and rolls freely among components mounted on the polygon. The entrance behaves as a one-way transition, turning escaped balls back onto the raised section.
For a vertical drop, place the red endpoint above a playable raised polygon and keep the chute higher than the section. The ball will land on that section automatically. Use “Finish on a playable raised polygon” for an open, velocity-preserving exit without a dropper; the solid guide deck remains optional.
Polygon-bound chutes start with support legs hidden. Turn them back on only where the legs fit the surrounding section.
The red branch endpoint snaps to this junction. From there the ball follows the destination chute, including any later chute it joins, to the final exit. Circular joins are not allowed.
Joining changes only the route. This chute keeps its own name, made-shot score, activation, message and sound.
A forward-moving ball can enter regardless of speed. Score, activation, event and sound fire only after it crosses a virtual sensor just beyond the route's highest gravitational point; routes without a crest use an exit-side sensor. A ball that rolls back beforehand awards nothing. Chute sounds pause the main music by default, or can be layered without displacing another event sound.
Each made shot inside the time limit advances one level and doubles this chute's configured score. At level 3, a 2,500-point chute pays 10,000 points. The normal table-wide score multiplier still applies afterwards.
Every completion gives the group's lights and illuminated switches one quick confirmation flash and immediately triggers its matching event under-table lights. This option adds the longer pulse afterward.
The new-ball reset clears this group's switches, progression, completed state, linked mechanisms and fired rules after the final active ball drains, just before the next stock ball is loaded. Partial multiball drains and free retries do not reset it.
For rollover lanes, persistent runes, detectors, made chute shots or switches and ordinary floor lights in this group are matched from left to right. The left and right flippers shift the active pattern in opposite directions.
Runes, wall switches, ball detectors, made chute shots, auto plungers and activating barriers configured to activate a group are its triggers. Linked floor, deco and under-table lights activate, lock pins and ball traps open, wormhole entries activate, castle drawbridges lower, retractable barriers rise, and flags raise when every trigger is active. Arrow lights advance once per detector pass or made chute shot in their group.
When this group is completeGROUP A
A completed group can award score or an extra ball, start a timed scoring multiplier, collect the latest lit stage bonus from another group, start multiball, reset one or more groups, advance another group, open a ball-trap group, and show a custom event on the pixel display. Only one extra ball can be earned per game. Each event can pause the main music or layer its sound without interrupting another event sound.
No directly linked lights
Switches, detectors, chute make sensors, wormhole entries, ball traps and lock pins can link directly to lights. While linking, click floor, arrow, deco or under-table lights to add or remove them. A wormhole's linked lights stay illuminated while its entry is active; a lock pin's stay illuminated while the pin is open.
Every wire gate uses this one-way rule, including a gate labelled “Cannon lane gate”. The hinged U-wire lifts for allowed travel and blocks travel from the opposite side. Gate width changes its span independently; Scale changes the wire thickness, height and mounting hardware too.
Presets style an iris trap, black hole, VUK or physical multiball storage magazine. Colour and finish controls can be adjusted after choosing a preset.
Optional. Separate era names with commas in the order they should cycle. Catching a ball advances from the active era to the next one and applies its matching lighting theme.
After the configured hold time, a 30%-larger ball emerges from a multiball release box. Add at least one release box to the table. When “Hold the caught ball until all other balls are lost” is also enabled, the normal ball stays stored and returns after the giant ball and any other active balls are lost. Its title, start sound, darkened house lighting, table-light pattern and transitions are configured under Table lighting → Giant Ball mode.
Completing this trap's activation group opens it. “Always enabled” keeps it ready without waiting for its group and re-enables it after every catch. The catch cooldown prevents a released ball from immediately falling back into the same trap; it can still enter a different trap. To keep the trap in a separate group, add an “Open ball trap group” action to the triggering group's completion rule. Leave the timer empty or set it to 0 to keep it open until the ball is caught. Exit direction is measured from the top of the table: 0° fires up-table, positive angles fire right, negative angles fire left, and ±180° fires toward the drain. On its own, “Hold the caught ball until all other balls are lost” parks the captured ball below the playfield and serves an extra shot from a random multiball box. Combined with giant-ball replacement, the giant ball is served instead and the stored normal ball returns after every other ball has drained. Linked lights flash while the trap is open.