Bubble Pinball
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The five worlds of Bubble Pinball

The free campaign crosses five worlds of 20 pinball tables each. Every world adds new pieces to the machine and new missions, and ends with a mini-boss and a boss.

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World 1 · Tables 1–20

Cloud Workshop

Your first shift in the sky factory. Copper boilers breathe out bubbles, magnets hum under the glass and the Brass Guardian keeps its cage locked until you master the ramps.

What it introduces: the first three colours (cyan, coral and yellow), charge rings, pop bumpers, drop targets and the LIFT and CASCADE ramps. Table 3 is the first where a ramp paints the ball, table 6 asks you to close the bubbles in numbered order, table 9 brings twins that must fall within 20 seconds of each other and table 11 only counts bubbles closed in multiball. From table 12 fragile bubbles answer the wrong colour with a new bubble, and tables 17 and 18 bring the first invasion and the first blackout.

Bosses: Brass Guardian · The Great Cauldron

Open Cloud Workshop

World 2 · Tables 21–40

Foam Sea

The playfield floods with foam. Bubbles drift on the current, a captive ball waits to be rescued and something enormous sleeps under the reef.

What it introduces: a saucer that holds the ball and fires it back, a captive ball, a motorised carousel, electromagnetic currents and the spiral ramp. From the first table the bubbles drift on the current. On table 22 closing a bubble pops its neighbours in a chain reaction, table 24 asks you to keep a shield up over the drain, table 26 to rescue the captive ball, and on table 32 every bubble you close gives you more air.

Bosses: Sleeping Kraken · Foam Leviathan

Open Foam Sea

World 3 · Tables 41–60

Crystal Greenhouse

Sunlight breaks into rainbows under the glass. Here the table can flip like a mirror, ports change colour and a bubble wall rebuilds itself while you watch.

What it introduces: the B-U-B-B-L-E letter bank, a bubble wall that rebuilds itself, the mini flipper, the ramp diverter and violet, the fourth colour. Its missions are the most puzzle-like of the campaign: collect the letters to reveal the final bubble (table 41), let matching bubbles merge when they touch (table 43), play a table that flips like a mirror on every ball (table 45), follow ports that change colour (table 52) and close the roots before they regrow (table 58).

Bosses: Crystal Queen · The Bubble Bloom

Open Crystal Greenhouse

World 4 · Tables 61–80

Storm Foundry

Thunder rolls over the foundry. Electric arcs cross the playfield, a conveyor belt drags the ball and a ceiling of bubbles creeps down towards your flippers.

What it introduces: a subway under the playfield, electric arcs, a kicker that fires the ball up the middle, pop bumpers on a moving cart, a conveyor belt, a bubble ceiling that drops and a pair of mini flippers. The missions test your nerve: survive 60 seconds without draining (table 62), push the ceiling back up by closing bubbles (table 63), charge the ball only in the subway (table 70) and close a bubble every 20 seconds before they all harden (table 73).

Bosses: Iron Titan · The Generator

Open Storm Foundry

World 5 · Tables 81–100

Stellar Crown

The final world floats among the stars. Planets orbit on brass arms, comets run on rails and a black hole waits for any ball that strays too close.

What it introduces: a full-width ring ramp, low-gravity zones, planets that orbit on brass arms, comet rails, a black hole with an escape slot and five-ball multiball. Pulsar bubbles only break on the beat (table 91), and the multi-phase tables 97 and 99 chain three missions in a single game.

Bosses: Star Guardian · The Primordial Bubble

Open Stellar Crown

The first table takes one minute.

The Primordial Bubble takes a little longer.

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