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Comet Pulse: One More Run

One ball, seventy-five seconds, and a hatch that might zap you. One more run.

Pro game

Flip with the left and right arrow keys (or tap the left or right half). The comet waits for your first flip.

A steel pinball table in a robot repair arena: a glowing comet ball above two wrench flippers, white-hot spring bolts, lit screw posts and service hatches in the side walls, a half-built robot looking down from behind.

Robot repair arena

Comet Pulse: One More Run

One ball, seventy-five seconds, and a hatch that might zap you. One more run.

About Comet Pulse: One More Run

Comet Pulse: One More Run is a one-ball pinball table built inside a robot repair arena, made for quick runs: seventy-five seconds on the clock, one ball, and a restart the moment it is over. Two wrench flippers keep the glowing comet up. You flip with the left and right keys, two touch buttons, a controller’s triggers, or a tap on either half of the table, and the ball waits at the top until your first flip.

The middle of the table is the safe part. Three spring bolts kick the comet away with a boing and four screw posts light up one by one, and every hit keeps your chain alive for two seconds, so the points tick up for as long as you keep the ball in the bolts. The service hatches in the side walls are the dangerous bonus gates. A comet through an open hatch scores big, adds three to the chain and is kicked back up the table. A hatch whose door is shut zaps your flippers: they jam for more than a second, your chain breaks, your multiplier drops, and the ball drops with them.

Light all four posts for a service bonus, and chain ten hits to reboot the bay, when every bolt pays triple for eight seconds. Five fifteen-second phases change the rhythm of the hatch doors and set a bolt swaying, so the run never plays the same way twice. The ball saver catches your first early drain, and after that a drain ends the run. Each night adds a rule of its own, today’s run is the same for everyone, and your best run of it rolls beside you as a ghost ball.

How to play

  1. Flip with the left and right arrows, A and D, Z and slash, a controller’s triggers or bumpers, the two touch buttons, or by tapping the left or right half of the table.
  2. The comet waits until your first flip. You have seventy-five seconds; a drain ends the run unless the ball saver catches it.
  3. Spring bolts and screw posts in the middle are safe points. Every hit keeps the chain alive for two seconds.
  4. The service hatches in the side walls pay the most while their door is open. The lamp flashes before the door shuts.
  5. A shut hatch jams your flippers for a moment, breaks the chain and drops the multiplier.
  6. Light all four posts for a service bonus. Chain ten hits to reboot the bay: bolts pay triple.

Controls

  • Left arrow, A or Z, LB or LT, the left touch button or a tap on the left half — left flipper
  • Right arrow, D, slash or Space, RB or RT, the right touch button or a tap on the right half — right flipper
  • P, Escape or Start — pause

Frequently asked questions

Why does the ball not move at first?

The comet waits at the top until your first flip. The seventy-five seconds start then.

What is the difference between the bolts and the hatches?

The bolts and posts in the middle are safe points that keep the chain going. The hatches in the side walls pay more and add three to the chain, but a shut door zaps your flippers.

How do I know when a hatch is open?

Its lamp is green and steady while the door is open, flashes before it shuts, and turns red when it is shut.

Do I get more than one ball?

No: it is one ball per run, with one ball saver that catches an early drain. After that a drain ends the run, and Play again starts the next one at once.

Can I slow it down?

Yes. In Settings, Pace: Relaxed runs at three-quarter speed, and Assist gives you a second ball saver.

Quick answers and tool search

Type to search tools or to get a quick answer, for example 18% of 2500. Use the up and down arrow keys to move through the results, Enter to choose, and Escape to close.