Pinball Parade

Three Redcar pin tables.
One silver ball.

Seaside pinball in the 1950s manner: wood rails, brass pins, bells and score reels, with the whole table on your screen. For iPhone and iPad.

Coming soon to the App Store

A Redcar Rocks game · Made in Redcar

Pinball Parade played on an iPhone, with its sound: about six seconds of each table. The Redcar Beacon (ROCK! THE STICK IS UP, then UP THE DONKEY TRAIL!), The Wind Farm (KICKBACK! and ORBIT! THE WIND RISES among the turning rotors) and Zetland Rescue (THE ZETLAND IS AWAY! as the lifeboat carries the ball out to sea). Recorded on the device.

Three machines

Every table is Redcar.

Each one has its own playfield, its own toys and its own big finish. Start on the Beacon. Score well and the next machine wheels in.

The Redcar Beacon in play on an iPhone: the Beacon's striped tower at the top of the wall between RED and CAR drop targets, a sea and sands below, the promenade with its LEMON TOP lamps, pop bumpers and the flippers at the foot.

Table 1 of 3

Open from the start

The Redcar Beacon

Climb the Beacon. Light the Parade.

  • Roll the B-E-A-C-O-N lanes under the arch to open the Beacon’s door. Lock two balls for multiball.
  • Every roll down a promenade rail lights the next letter of L-E-M-O-N-T-O-P. All eight double every score for twenty seconds.
  • Knock the Rock Shop’s captive ball hard enough and its bell rings. Knock down RED and CAR to step up the bonus.
  • Finish all six of the table’s features to spell P-A-R-A-D-E and start THE PARADE: three balls at once.
The Wind Farm in play on an iPhone: kites over four lanes under the arch, five white turbines across the sea on the wall, beach huts along the promenade, a sand yacht and beach balls on the sands.

Table 2 of 3

Opens at 100,000

The Wind Farm

Catch the wind off Redcar sands.

  • Five turbines turn out at sea. Strike a blade hard and its rotor spins for POWER.
  • Roll the four kite lanes, then put the ball in the kite-flyer’s saucer: the kite carries it up and across the wall. Two kites up is multiball.
  • A sand yacht sails to and fro across the sands, and beach flags fly either side of the tide line.
  • Fill the five wind lamps for a GALE. Light the windows R-E-D-C-A-R for LIGHTS ON, and light the town.

Score 100,000 in one game on The Redcar Beacon

or 600,000 over all your games there.

Zetland Rescue in play on an iPhone: the South Gare lighthouse at the top of the wall over a rough grey sea with reef rocks and a wreck, survivors' lifebuoy lamps, and the lifeboat on her slipway on the beach below.

Table 3 of 3

Opens at 500,000

Zetland Rescue

Launch the lifeboat. Bring them home.

  • A storm off the South Gare. The light at the top of the wall holds the ball while its brass hand swings. Press, and it fires the way the hand points.
  • Shoot up the slipway and the Zetland, the 1802 lifeboat, carries the ball out to sea. Press as her bow points at the flashing survivor.
  • Seven survivors on the sea and the wreckage. Reach one, then bring the ball home to the slipway for A RESCUE.
  • The storm rises force by force, with gusts and a swell. Ten rescues light THE GREAT STORM.

Score 500,000 in one game on The Wind Farm

or 3,000,000 over all your games there.

And a fourth table, hidden until you earn it.

How it plays

Pull, flip and keep it alive.

  1. Pull the plungerDraw the knob down in the bottom right corner and let go. How far you pull picks the lane the ball rolls: make the flashing one for a skill shot.
  2. FlipTouch the left half of the screen for the left flippers, the right half for the right. Hold to keep them up and cradle the ball.
  3. Climb the wallThe top half of the table is the wall, with its own smaller pair of flippers. Get the ball up there and keep it there.
  4. Three balls a gameEvery 2,000 points is a ticket for the Prize Stall. The tide comes in on a ball that goes on too long, so keep scoring.
The top of Zetland Rescue's wall up close: the South Gare lighthouse with its brass hand, bells, bell buoys, reef rocks, the wreck and the score reels set into the sea.
The wall of Zetland Rescue, from the game on an iPhone.

iPhone and iPad

Made for your screen.

The table is built to the shape of your screen, top to bottom and edge to edge, from the smallest iPhone to the 13-inch iPad. Played upright.

iPhone and iPad with iOS or iPadOS 26 or later.

Zetland Rescue on an iPhone.

The Prize Stall

Tickets for the stall.

Every 2,000 points prints a ticket. Save them up for a collection of Redcar prizes, from a toy windmill to a model of the Zetland. Tickets are won by playing, never bought.

  • Stick of Redcar Rock
  • Bucket and Spade
  • Lemon Top
  • Kite
  • Teddy
  • Toy Donkey
  • The Redcar Beacon
  • The Zetland
Real pin-table sounds
Bells, chimes and the knocker, recorded from real pin tables. Sound, music and haptics each have their own switch.
Small hands
A setting that makes it easier for little ones, and their games still count towards opening the next table.
All for fun
Tickets are won by playing, never bought. There’s no real money in the machine anywhere.
No ads, no tracking
Your scores, tickets and prizes stay on your iPhone or iPad.

The parade’s coming to town.

Coming soon to the App Store