Machine library

Choose your cabinet

Each Machine is a versioned gameplay contract with its own rules, pacing, and presentation.

Only player-ready Machines appear here. Availability can still vary while a cabinet is being monitored.

Classic Cabinet backglass frame in purple, amber, and aged gold
Authored Classic Cabinet backglass artwork; the live playfield renders below it in the 3D cabinet.
Live

Classic Cabinet

Original · Baseline

The original single-ball Dingcade drop and the clearest place to learn the cabinet.

Press START to lock the round, pull and release the plunger, then follow one marble through the pins to its final slot.

Session pattern
One manually launched marble per round. The visible landing slot closes the round.
What to watch
Use the power indicator to compare a soft release with a full pull, then watch how the same peg field produces a different route.
Machine rules

How this cabinet works

Classic Cabinet is a single-marble cabinet. START locks the round before the ball moves.

  1. Choose Tokens per drop

    Set how many Tokens to use for one drop. This amount is the base for the virtual-token result.

  2. Press START

    The server locks one multiplier and the lit landing slots for this round.

  3. Pull and release

    Pull the cabinet plunger down and release it to launch one marble.

  4. Land in a lit landing slot

    A lit final landing slot awards the Tokens used multiplied by the locked multiplier. An unlit landing slot awards no virtual Tokens.

Neon Tokyo backglass artwork in cyan and magenta
Authored Studio Neon backglass artwork used by the Neon Tokyo cabinet presentation.
Live

Neon Tokyo · Fever

Recommended

A single-ball cabinet with an Energy meter and time-limited Fever rounds.

Play, hits, and near misses charge Fever. When the meter is full, activate it for boosted lit-slot patterns under a fixed round and time cap.

Session pattern
Single-ball rounds build persistent Energy. Fever is a deliberate activation, not a surprise overlay.
What to watch
The Energy meter reacts to ordinary play and stronger outcomes; an active Fever window changes the lit-slot pattern for a limited run.
Machine rules

How this cabinet works

Neon Tokyo · Fever is a single-marble cabinet. START locks the round before the ball moves.

  1. Choose Tokens per drop

    Set how many Tokens to use for one drop. This amount is the base for the virtual-token result.

  2. Press START

    The server locks one multiplier and the lit landing slots for this round.

  3. Pull and release

    Pull the cabinet plunger down and release it to launch one marble.

  4. Land in a lit landing slot

    A lit final landing slot awards the Tokens used multiplied by the locked multiplier. An unlit landing slot awards no virtual Tokens.

  5. Charge Fever

    Playing, hitting lit landing slots, and near-misses add Energy. Open Fever Time in this Guide for its current boost rules.

Arcade backglass artwork with bright cabinet lights
Authored arcade backglass artwork selected for Cascade Volley's rapid-fire cabinet presentation.
Live

Cascade Volley

Rapid-fire multiball

A rapid multi-ball volley built around one shared server-authorized session.

Choose the volley size, press START once, then launch the loaded balls in sequence. The session combines every settled ball into one result.

Session pattern
A player-selected 2–16 ball volley shares one authorized session and one final result while every ball settles visibly.
What to watch
Launch cadence matters: balls can overlap on the playfield, but each landing remains readable and contributes to the aggregate result.
Machine rules

How this cabinet works

Cascade Volley turns one START into a shared multiball round.

  1. Choose 2-16 balls

    Choose the number of balls for the volley (4 by default) and the Tokens per ball. Total Tokens used equals Tokens per ball × ball count.

  2. Press START once

    The server reserves the full volley. Every ball shares the same locked multiplier and lit landing slots.

  3. Launch each loaded ball

    Balls arm in sequence. Pull and release the plunger whenever the next ball is ready; each landing settles its own virtual-token result.

  4. Finish the volley

    The cabinet adds every ball's virtual-token result into one final round total.

Tidal Twins ocean backglass artwork with Moon Jelly and Sun Ray
Authored Tidal Twins backglass artwork; live lamps and counters are rendered as cabinet hardware.
Live

Tidal Twins

8-pearl start-light challenge

An eight-pearl collection challenge shared by Moon Jelly and Sun Ray.

START lights a server-selected set of cells. Launch all eight pearls, add new landing cells, and complete the two mascot tracks for Tickets or Replay.

Session pattern
Eight manual pearl launches begin with three to five visible start lamps across a sixteen-slot board.
What to watch
Odd and even cells feed Moon Jelly and Sun Ray separately. A repeated landing is recorded but does not add a new lit cell.
Machine rules

How this cabinet works

Tidal Twins is an 8-pearl lamp-collection session, not a standard multiplier drop.

  1. Press START · 16 Tokens

    The server randomly locks 3-5 of the 16 lamps, then reveals them one at a time. These lamps already count as collection progress.

  2. Launch 8 pearls

    Pull and release the plunger for every pearl. A landing lights its numbered cell; repeat landings stay lit but do not add another distinct cell.

  3. Complete both mascots

    Odd-numbered cells belong to Moon Jelly and even-numbered cells belong to Sun Ray. Each mascot is counted separately after the eighth pearl.

  4. Earn a Replay

    Land 5 physical pearls in the same landing slot to earn one free Replay. START lamps do not count as physical hits for Replay.

Astral Atlas observatory backglass artwork with brass star charts
Authored Astral Atlas backglass artwork for the indigo, ivory, and copper observatory cabinet.
Live

Astral Atlas

16-ball condition challenge

A sixteen-ball observatory challenge built around a condition table, physical slot coverage, and one First Light target.

START reveals one or two initial slots and a separate first-ball target. Launch all sixteen balls, grow the covered set, and read the final condition on the backglass.

Session pattern
Sixteen manual launches share one durable session; repeat landings still count as physical outcomes but do not expand slot coverage.
What to watch
The numbered slot lamps show physical coverage, while the 4×4 backglass is a separate condition table. First Light belongs only to the first ball.
Machine rules

How this cabinet works

Astral Atlas is a 16-ball condition-grid session. The backglass grid shows reward conditions, not physical landing-slot destinations.

  1. Press START · 16 Tokens

    The server lights 1-2 physical landing slots and marks a different First Light target for ball one.

  2. Launch 16 star balls

    Pull the plunger for every ball. A new numbered landing slot adds one distinct light; an already-lit landing slot records a repeat without adding progress.

  3. Claim First Light

    If the first ball enters the flashing target landing slot, the title lights and the final Ticket award gains 10 Tickets.

  4. Read the final condition

    After all 16 balls settle, the server selects one backglass award. Six balls in one lane earns Replay; exactly eight lanes with two balls each earns 120 Tickets; otherwise the final lit count applies.

Machine rules and cabinet cosmetics stay separate

Selecting a Machine chooses a versioned gameplay contract. Selecting a ball, plunger, cabinet skin, finish, venue, or floor changes owned presentation and, where documented, restrained handling feedback. Cosmetic ownership never silently grants a different Machine or changes reward authority.

Why some machines use staged availability

New cabinets are released behind operational controls so settlement, performance, accessibility, economy, and physical landing behavior can be monitored before wider exposure. Work-in-progress machines are not listed on this public page.