Game area


Dragon Pinball
The game loads right here, no download.
In every Selminha game: P pauses · M sound · SPACE or tap to startAbout Dragon Pinball
It's a full 3D pinball table: neon, wire ramps, barrel bumpers, drop-target cages and an amber dot-matrix display on top of the machine. Each of your three balls belongs to a hero — Dália, Kiko and Bruto — and five blue lights fill up with your shots until that hero jumps in with their special. Hit the Furnace to call the next villain: the Tamer, the Driver, the Warden and the Executive rise out of the playfield in front of the Furnace, each with a mission of their own, and halfway through the Dam needs its floodgates opened. Finish the mission, hit the villain until he falls, and a caged dragon flies off to the sanctuary at the back of the machine. Last comes the Call: the radio tower rises, three balls hit the table, and almost every shot is a jackpot. Silence the tower and the cycle starts over — faster, and worth more. The L-U-M-E lanes wake Lume, who guards the center drain and saves a ball; the Nest gives an extra ball, Lume's Flight or a mystery award; the Workshop lights the steel arcs that send the ball back up from the outlanes. The game only ends when your last ball drains, and you earn an extra ball every 200,000 points.
In Selminha's words
“Pinball is the arcade game I love watching people play the most: the steel ball racing around, the bumpers popping, the display flashing JACKPOT. I wanted a real table, where the ball has weight, bounces and rolls like it does in a machine — and a story behind every shot: the Foundry's villains have caged the dragons, and every mission you finish sets another one free. You can play for five minutes or for an hour, and there's always another villain waiting on the table.”
How to play Dragon Pinball
- Tap the left half of the screen to flip the left flipper and the right half for the right one (the right side also flips the upper flipper).
- Hold PLUNGE and let go to launch the ball: the longer you hold, the harder the shot. A quick tap launches it for you with a good, solid shot.
- NUDGE bumps the table — on a phone, it's the button at the bottom, between your thumbs, or a quick flick of a finger up or sideways. Nudge too hard and you TILT.
- Hit the Furnace, in the middle of the table, to call the next villain. The lit arrows show what to hit, and the display shows how much is left and how much time you have.
- Once the mission is done, the villain is dazed: hit him to knock him down and free another dragon. The Dam has no villain — once it's open, you finish it at the Furnace.
- The five blue lights above the flippers fill up with your shots; when they're full, the ball's hero jumps in with their special: Dália covers the outlanes, Kiko electrifies the bumpers, and Bruto drops the cages and doubles your points.
The missions, in order
- The Tamer
- Drop two cages or hit him twice; once he's dazed, one more hit knocks him down. The cages release the trapped dragons.
- The Driver
- Three ramps, from either side, or hits on him, while his buggy races along the side of the machine; then the final hit.
- The Warden
- Two keys from the Workshop targets, or hits on him; the Nest opens the cells and starts the JAILBREAK, with three balls on the table; then two hits on him, each one worth a jackpot.
- The Dam
- Three floodgates, with shots from either side of the table; once the dam is open, the Furnace finishes the mission.
- The Executive
- Four hits: on him, or on whichever shot is lit. He doesn't run — he waits for you from one ball to the next.
- Silence the Call
- The tower rises: three balls on the table and a jackpot on almost every shot. Silence the tower and the cycle starts over, faster and worth more.
Each ball's hero
- Dália — steel arc
- Lights the steel arcs on both outlanes, which send the ball back up, and turns on ball save for 10 seconds.
- Kiko — power surge
- Fires lightning at the bumpers: for 20 seconds, every bumper hit pays triple.
- Bruto — shockwave
- Jumps and stomps on the apron: the shockwave drops all three cages, and points are doubled for 15 seconds.
Controls on phone and computer
- Computer
- Tap the left or right half of the screen for the flippers · PLUNGE: hold and release · NUDGE or a quick finger flick · on a computer: left Shift, Z or ← and right Shift, / or →; SPACE, ENTER or ↓ plunge; ↑ or W nudge; click either half of the table or use the right mouse button, plus the on-screen NUDGE and PLUNGE · gamepad: LB/LT and RB/RT flip, A plunges, B, X or Y nudge · P or ESC pauses · M turns the sound on and off
- Touch
- On a phone the table stands upright in full screen, framed to fill the screen, with the display on top and NUDGE at the bottom, between your thumbs. On a tablet the table follows the way you're holding it and never asks you to turn it; held sideways, and on a computer, the display sits on top of the machine, just like on a real one.
What else is on the table
- Lume
- The four L-U-M-E lanes wake the young dragon, who lands on the apron and saves one ball from the center drain. They also raise your bonus multiplier, up to 5×.
- The Nest
- An extra ball, when it's lit; Lume's Flight, one more ball on the table while she soars over the bumpers; or a mystery award the display picks on the spot.
- The Workshop and the steel arcs
- The three Workshop targets light the steel arcs on both outlanes: a ball that drops down there comes back up. Rolling through both inlanes lights them too.
- The spinner and the Hot Shot
- The spinner at the orbit turns with the ball; thirty spins light the Hot Shot, a shot that pays more the sooner you hit it.
- Ball save
- For the first 20 seconds of every ball, and right after you start a mission or knock down a villain, a ball that drains comes back to the plunger.
- Extra balls and TILT
- An extra ball every 200,000 points. Nudging helps save the ball, but nudge too hard and you TILT: the flippers go dead until the ball drains.
Tell us what happened, or what you would change. The message goes straight to Selminha, and you'll get a reply by email.
More arcade games
Your next discovery could be right here.
Lume’s Furnace
Blocks of pressed scrap tumble down the furnace shaft and Kiko can’t keep up alone: turn and fit each one; Lume melts every gap-free row with one breath of fire. The batch speeds up every 10 rows — and if the shaft jams, it’s over.
PlayScrap Drums
The band plays, but you are the drummer: Kiko Faísca built a kick, snare, hi-hat and tom out of junkyard barrels and cans. Eight rounds — seven songs, then the first one back, much faster — and more of the kit in your hands each round — hit on time, keep the combo and call Lume in before the thug crowd boos you off.
Play

