Orbit Express
TablesShoot ORBIT · or visit two capsules
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.
Tap Launch or hold and release. Use both 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.
Shoot the wide red ORBIT entrance on the right. The low ribbon circles the station and returns to the open left fan. Every completed orbit lights a jackpot: LAUNCH on the left sends the rocket; RESCUE on the right brings the crew home. Rescue shares the orbit entrance: shoot the loop again to rescue the crew, then complete it to light the next jackpot.
Visit two different capsule bumpers for an Escort: a second real ball launches automatically. Visit all three to complete the Convoy and fill the table to three balls. Capsule visit progress survives a lost turn.
Each mission also earns an extra ball; every second mission can fill the table to three. At capacity, or after the 12-extra-ball allowance, the reward becomes Warp Drive: all scores double for 10 game seconds. There are never more than three balls on the table.
Fuel is optional. Hit the four red targets to earn a 2,000-point bonus on your next mission. Earned fuel, a ready jackpot, mission progress and the visitor survive between your three turns; only the combo, score multiplier and timed boost reset.
Friendly gives the gentlest pace, Arcade is faster and Expert fastest. They share the same safe launcher, broad paddles and real shot geometry. Pause also pauses game timers.
Three balls per round. Extra balls share the current turn; it ends when all balls drain. This table 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
New fuel target 300; full fuel bank 600; capsule contact 100; complete orbit 1,500. An unlit LAUNCH / RESCUE shot gives 300 / 400.
Launch jackpot 6,000; Rescue jackpot 8,000; cash in within 10 / 8 / 6 game seconds on Friendly / Arcade / Expert for 1,000 extra. The jackpot itself never expires. A complete fuel bank adds 2,000.
Missions raise the multiplier to a maximum of 3×. Warp Drive doubles it again. The visitor gives 7,500. Scores cap at 999,999,999; no reward for sitting on a switch.
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.