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.
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
For rollover lanes, persistent runes, detectors, chute entrances 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 and chute entrances configured to activate a group are its triggers. Linked floor, deco and under-table lights activate, lock pins and ball traps open, castle drawbridges lower, and flags rise when every trigger is active. Arrow lights advance once per detector pass or chute entry in their group.
When this group is completeGROUP A
A completed group can award score or an extra ball, start multiball, 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. Event announcements pause marked game music and play their own sound.
No directly linked lights
Switches, detectors, chute entrances, ball traps and lock pins can link directly to lights. While linking, click floor, deco or under-table lights to add or remove them. A lock pin's linked lights 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.