Neon Rush
TablesHit the pink Remix twice for Double Ball
Loading. Three balls per round; best scores stay in this browser.
How to play
Hold Launch to pull the spring, then release. Use the two flippers to keep the steel ball in play. Touch both flipper buttons together, or use A / ← and D / →. Space launches; P pauses. Click the playfield to use the keyboard.
Hold Launch, then release. Use the left and right thumb buttons, A / D or the arrow keys. Hold a flipper to settle a gentle return; release until the ball rolls toward the tip, then flip again to aim.
A later left-flipper shot aims across the table into the wide cyan sweep. The raised track turns above the bumpers and returns to the left side. The coral orbit follows the outside arch: a side, the top, then the opposite side with the same ball.
Every completed cyan sweep collects one lock. The three-lock reward is available once per round: up to two extra balls launch automatically, with at most three balls on the table. If the extra-ball allowance is exhausted and fewer than three balls are out, it gives a 5,000-point bonus instead. During multiball, sweeps and orbits earn jackpots until one ball remains.
Hit the pink Remix bumper twice to add a real ball automatically: one becomes Double Ball, two become Triple Ball. With three balls already out, Remix starts Neon Fever: all scores double for 12 game seconds. One pending Remix hit survives a lost ball.
Friendly keeps the gentle pace. Arcade is faster and Expert is fastest, with the same flippers, safe launch and shot geometry. Every round allows up to 12 awarded extra balls, with at most three on the table; further Remix rewards become Neon Fever.
The three yellow targets are optional: hit all three to light a 2,000-point bonus on your next sweep. Your targets, bonus and collected locks survive a lost ball.
Alternate completed sweeps and orbits to build the multiplier up to 5×. Friendly gives the longest combo window, Expert the shortest. Repeating a shot starts a new chain. A lost turn resets the combo and multiplier.
Three balls per round. Extra balls share the current turn; it ends when all balls drain. Neon Rush keeps its side return guides at every difficulty. Friendly has the gentlest pace and a 10-second launch save; Arcade is faster with a 6-second save; Expert is fastest with no save and a shorter combo window. The countdown follows the game clock. One launch-save replacement is available per ball turn.
Pause before leaving. Returning to a hidden tab requires Resume. New round and difficulty changes ask before replacing active play. Active rounds do not survive a reload; only best scores are stored locally, separately for each table and difficulty.
WebGL and WebAssembly are required. Sound is off; this version is silent. The ball and moving mechanisms are visual gameplay; a complete nonvisual play mode is not provided.
Scoring & shot tips
Pop bumper 100; Remix hit 150; each unlit target 250; full bank 750; completed sweep 1,500; completed orbit 1,200; a lit target-bank sweep bonus 2,000. Awards use the current multiplier, capped at 5×. Neon Fever doubles those awards again.
Multiball sweep/orbit jackpot 15,000, doubled during Neon Fever. The three-lock reward is once per round; Remix can start multiball again within the 12-extra-ball allowance. Round score ceiling 999,999,999. No score for sitting on a switch or spinning the record.
Try catching the ball with a raised flipper, then release and flip again. Early contact near the pivot and a late tip shot produce different trajectories. Raised tracks score after a completed traversal; a rollback does not count.