How to play Coilwick
A visual guide · Make your first fresh flip, read bell checks and continue the repeating racks.
Your goal
Time your flips. Ring every bell.
Send the bright ball toward each unlit copper bell. Clear the rack, then launch another and keep your chime run rolling.
These are simplified teaching diagrams with enlarged symbols, separate from your live table. Play happens in real time and needs no sound. Close help, then choose Launch or Resume when you are ready.
Two flippers and an open drain
01Launch, then make a fresh flip
An arriving ball needs a fresh stroke
- Choose Launch or focus the field and press Space. A or Left Arrow controls the left arm; D or Right Arrow controls the right. Each side works independently.
- Touch: hold the Left and Right buttons with separate fingers. Mouse or pen: hold a labelled flipper button. Focused buttons also respond to Enter or Space.
- A ball near an arm’s outer pivot tends to travel across the table. A ball near its inward tip rises more directly upward. Try different timing to reach the remaining bells.
- The gap is a real drain. Raising both arms does not close it. Watch the ball rather than holding both controls continuously.
02Read the checks and build your score
Hollow means unlit; checked means earned
- Read the small square above each bell as well as its colour. A hollow square needs a hit; a checked square is already earned. The HUD also counts lit bells.
- Score is your earned total. Rack is the current table number. Balls counts your remaining balls for the whole run.
- Launches, rails, holding, survival and free recovery add no points. Already lit bells can still deflect your ball.
03Keep your progress after a drain
A lost ball and a free release are different
With balls left, choose Launch again. The third drain finishes your run. Free recovery waits for Launch too, so you can prepare your next stroke.
04Continue, pause or Bank
The three later patterns keep repeating
- Choose Pause or focus the field and press P for a break. Space resumes a paused run. Guide opens these pictures; How to Play keeps the original text.
- Help, browser interruptions and too little space stop active clocks and release held inputs. Release your keys after an interruption. Active play waits for Resume; a ready table waits for Launch. A run already manually paused stays paused.
- Stop & Bank finishes with earned points, including from a manual pause or the short clear transition. It adds no unfinished-rack bonus. Play Again starts fresh; Menu returns to the games.
- The full table needs at least 240 × 320 pixels plus its HUD and controls. Supported browser spaces include 320 × 568 portrait and 568 × 390 landscape. Browser bars and safe areas can reduce usable room.
- If More space to play appears, enlarge the window or rotate your device. Progress is preserved until space returns. Scroll outside the table to reach the original instructions and rankings.