Tulip Pachinko
Set launch power, fire steel balls through a pin field, and land the START pocket to spin digits for big payouts.
How to play
Drag the left-rail handle to set power (15–100%). Hold on the field to fire balls — one immediately, then one every 0.45 seconds while held. Land balls in pink tulips for +5 or the gold START pocket for +1 and a digit spin. Two matching digits start a 10-round REACH (+15 per pocket), three start a JACKPOT (+50 per pocket). The run ends when all 250 balls are spent.
Controls
- Drag handle: set launch power (15–100%)
- Hold on field: fire balls (repeats every 0.45 s)
- Space: fire one ball
- ArrowUp / ArrowDown: adjust power in 5% steps
- P: pause; M: mute
- Tap / Click or Space/Enter: start / restart
Tips
- Use the dotted aim arc — it simulates the real launch, including pin bounces, so you can line up the START pocket.
- Mid-high power (around 60–80%) tends to carry balls across the pin grid toward the center pocket; low power drains early.
- During REACH or JACKPOT rounds, tulips pay the round bonus too — spray balls toward the walls.
- Hold to keep a steady stream going, but remember only 3 balls can be in flight at once.
- Watch your stock: the run ends the moment it hits 0 and no balls remain, so save a few to exploit a hot streak.
About Tulip Pachinko
You start with 250 steel balls and one goal: end the run with more balls than you began with. Tulip catchers on the side walls pay +5, and the central START pocket refunds +1 and triggers a three-digit draw that can open a bonus round. The run ends only when your stock runs out — there are no stages or timers, just you, the handle, and the pin grid. Drag the power handle on the left rail to set launch strength from 15% to 100%, then hold anywhere on the field to fire. Balls bounce through staggered brass pins at real physics angles, and a dotted aim arc previews the true first-launch path at your current power. Every ball that drops into the red drain is lost. When a ball enters START, three LCD digits are drawn fairly at that instant, then animate. Two matching digits open a 10-round REACH attacker (+15 per pocket entry); three matching open a 10-round JACKPOT attacker (+50 per entry). During a round, every pocket entry pays the bonus — tulips included. It's a pure luck game by design: payouts never change, the field never speeds up, and the only ramp is how you spend your stock. The digits are honestly drawn before any animation spins, so the reels only ever replay a real result.