
Road Hopper
Hop the road, dodge the train, ride the log

A full pinball machine in your browser: chrome flippers, a lit Saturn ramp, three planet bumpers and a black hole that swallows the ball and spits it out somewhere else entirely.
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Pinball Planet is a proper pinball table, not a top-down approximation. The ball has weight: it rolls down a sloped playfield, hugs the ball guides on a fast orbit, rattles in the bumper nest and dies in the outlane if you let it. The flippers transfer real angular velocity, so a late flip fires the ball harder than an early one, and a cradled ball released at the tip is a completely different shot from one caught at the base. Nudge with X or a quick upward swipe to save a drain, but lean on the machine too hard and it tilts, the flippers go dead and the ball is gone.
Every shot on the table does something. The rollover lanes across the top spell P-L-A-N-E-T and each completion steps the end-of-ball bonus multiplier up; the flipper buttons rotate which lanes are lit, so a well-aimed orbit can finish the word. The five asteroid drop targets light the black hole, the black hole starts a mission, and the mission lamp rotates while it waits so you can pick the one you want before you shoot. Moon Landing wants three Saturn ramps, Asteroid Belt wants the bank twice, Ring Run wants three full orbits, Comet Chase wants the flashing planet, and Wormhole locks the ball for two-ball multiball. Finish all five and Planet Hop lights: everything scores double while it runs.
There is a satellite spinner in the left orbit, a captive ball you hammer into the comet target, a kickback that saves one left outlane drain per ball, a skill shot on the plunge and a full bonus tally on the dot-matrix display at the end of every ball. Play Classic for three balls, Time Attack for two minutes with unlimited balls, or Two Player alternating. Keyboard: left and right Shift, or Z and /, or A and L for the flippers, Space for the plunger, X to nudge, P to pause, M to mute. On a phone the whole table fills the screen: tap the left or right half to flip, drag down in the plunger lane to launch and flick up to nudge. Your best five scores are saved in your browser with three-letter initials.
Pinball Planet plays like a real table, so control matters more than flipping fast. Catch the ball on a raised flipper to cradle it, then aim your shot. Releasing a cradled ball from the tip gives a different angle from one caught at the base, and a late flip fires harder than an early one. Nudging can save a drain, but use it sparingly, because pushing too hard tilts the machine and the ball is lost.
To build a big score, follow the table's goals rather than just keeping the ball alive. Use the flippers to rotate the lit rollover lanes and complete P-L-A-N-E-T for a higher bonus multiplier. Knock down the five asteroid drop targets to light the black hole, then pick a mission while the lamp rotates. Finishing all five missions lights Planet Hop, where everything scores double. Time Attack gives unlimited balls for two minutes, which makes it a good way to practise shots.
A game of Pinball Planet starts at the plunger. Launch it with Space, or drag down in the plunger lane on a phone, and the ball shoots up onto the table; a well-judged plunge collects the skill shot. From then on your only tools are the two flippers at the bottom and a nudge. The ball is lost when it drains between the flippers or down an outlane, though the kickback saves one drain down the left outlane on each ball.
Points come from everything the ball touches: the three planet bumpers, the Saturn ramp, the two orbits, the satellite spinner and the captive ball that you hit into the comet target. The bigger rewards come from the table's goals. Lighting all the rollover lanes spells P-L-A-N-E-T and raises the end-of-ball bonus multiplier, and the flippers move which lanes are lit. Knocking down the five asteroid drop targets lights the black hole, and shooting the black hole starts the mission the lamp is showing. When the ball drains, the dot-matrix display adds up your bonus.
Classic gives you three balls, Time Attack two minutes with unlimited balls and Two Player alternates balls between two people. On a keyboard the flippers are Shift, Z and / or A and L, Space plunges, X nudges, P pauses and M mutes. On a phone you tap the left or right half of the screen to flip and flick up to nudge.
Pinball began as a coin-operated game in arcades, bars and cafés, and grew from simple mechanical tables into solid-state machines with electronic scoring, ramps, missions and dot-matrix displays that tell the player what to shoot next. Those later tables are built around rules as much as reflexes: a good player keeps the ball alive and also works through the table's goals in an order that pays.
Pinball Planet, made by the Kiloo team, is a space-themed table in that style rather than a top-down simplification. The physics give the ball weight and make flipper timing matter, so cradling, aimed shots and the risk of tilting behave as pinball players expect. Five missions, two-ball multiball and the Planet Hop finale give the table depth, while Time Attack is a low-pressure way to learn the shots. The local high score table, signed with initials, keeps the arcade habit of chasing the top entry. It suits pinball fans and newcomers alike, and Two Player mode lets two people share one device.
Yes. Pinball Planet is free to play in your browser on Kiloo, with nothing to download and no account needed. Your best five scores are saved in your browser, signed with three-letter initials.
Yes. On a phone the table fills the screen. Tap the left or right half to flip, drag down in the plunger lane to launch and flick up to nudge. On a keyboard use Shift or Z and / to flip, Space to plunge and X to nudge.
Light the black hole by knocking down the five asteroid drop targets, then choose the Wormhole mission while the mission lamp rotates. Wormhole locks the ball and starts two-ball multiball.
Yes. Two Player mode lets two people take turns on the same table, alternating balls. There is also Classic with three balls and Time Attack, which gives you two minutes with unlimited balls.
Planet Hop is the table's final mode in Pinball Planet. It lights once you have finished all five missions: Moon Landing, Asteroid Belt, Ring Run, Comet Chase and Wormhole. While it runs, everything on the table scores double.
A nudge with X or a quick upward flick can push the ball away from a drain. Nudge too hard and the machine tilts: the flippers stop working and the ball is lost, just as on a real pinball table.
Quick rounds, high scores, one more go.

Hop the road, dodge the train, ride the log

Catch the comets, dodge the rocks

One swipe, five fruits, no bombs


Hold to climb, let go to drop, and thread the gaps

Classic snake, Kiloo style

Blast the rocks, dodge the debris

Run, jump, slide, don't stop

Smash every brick

Hold the line, wave after wave

Eat the maze, outrun the drones

Five dice, fifteen rounds

Match the pips, block the table

Solo or two players on one screen

Zero gravity, full throttle

Hook it into the pocket

Time the swing, clear the wall

Drop, match, grow the melon

Low gravity, long jumps

Neon tunnels, no brakes

Steady the hand, let it go
Pinball Planet
Flip, ramp, orbit, multiball