The Arcade (Pinball)
The pinball cabinet where coins become candy, Arcade Levels and Marquee stars — stakes, bin odds, the DOOR and the MEGA WIN mega ball, portal rings and the Pet Essence flip.
Overview
THE ARCADE is the pinball cabinet next to the board and the one place your coins get spent. Every launch costs coins, every landing pays candy, and candy fills the Arcade Level bar. Every Arcade level is one Marquee star, and the Marquee pays a reward on every level up to 500 — lock damage, coin gain, gate damage, ball storage and more. The centre ★ bin hides the two specials: the DOOR, which swallows the ball for a Candy Card, and the ★ MEGA WIN, which drops a mega ball into a prize bin.
Coins spent here are a sink — they never come back. What you get is progression: candy, levels, stars, and the specials (Mines, the Pet Essence flip, the MEGA WIN) that pay balls, essence, gems and pet items.
How a launch works
- Tap LAUNCH (or switch on AUTO, which fires every 0.5s, faster with each of the Marquee's Launch Speed rows (+0.5% each), down to ~0.37s at the top of the ladder). Each launch spends 1,000
× your stake. - The landing bin is decided the moment you launch — a weighted roll over the five bins (table below). The ball then rides the bumpers into it.
- Candy paid = bin candy × stake × candy boost. Because cost and candy both scale with the stake, candy-per-coin is the same at every stake: higher stakes buy speed, not value.
- Every real bumper hit on the two top portal pods lights a ring; a full ring (200 bumps) starts a mini-round — see Portal pods and rings.
Stakes
The stake chip (
) cycles through 9 stakes. The chip itself unlocks at 10★ on the Marquee (Pinball Multiplier). Stakes up to ×1 are always available; every higher stake opens for good at an Arcade level: ×2 at Arcade Lv 10, ×3 at Arcade Lv 30, ×5 at Arcade Lv 50, ×10 at Arcade Lv 70, ×25 at Arcade Lv 90, ×50 at Arcade Lv 110, ×100 at Arcade Lv 130. ×200 is unlocked by the HOUSE ODDS research, not by level.
| Stake | Coins per launch | Coins you must hold | Candy from a ×10 bin | Candy from a ×20 bin | Candy from a Candy Card (tier 1) |
|---|---|---|---|---|---|
| ×1 | 1,000 | ALWAYS | 10 | 20 | 1,000 |
| ×2 | 2,000 | ALWAYS | 20 | 40 | 2,000 |
| ×3 | 3,000 | ALWAYS | 30 | 60 | 3,000 |
| ×5 | 5,000 | ALWAYS | 50 | 100 | 5,000 |
| ×10 | 10,000 | ALWAYS | 100 | 200 | 10,000 |
| ×25 | 25,000 | ALWAYS | 250 | 500 | 25,000 |
| ×50 | 50,000 | ALWAYS | 500 | 1,000 | 50,000 |
| ×100 | 100,000 | ALWAYS | 1,000 | 2,000 | 100,000 |
| ×200 | 200,000 | ALWAYS | 2,000 | 4,000 | 200,000 |
The bins
Five bins across the bottom. The four outer bins pay candy; the wider centre ★ bin is the special. Chances are the exact roll weights the machine uses.
| Bin | Face | Chance | Candy (×1 stake) | What happens |
|---|---|---|---|---|
| Far left | 26.1% (1 in 3.84) | 10 | Pays 10 candy × stake | |
| Left | 22.8% (1 in 4.38) | 20 | Pays 20 candy × stake | |
| Centre ★ | 1.77% (1 in 56.5) | — | The DOOR (a Candy Card) or the ★ MEGA WIN — see below | |
| Right | 22.8% (1 in 4.38) | 20 | Pays 20 candy × stake | |
| Far right | 26.5% (1 in 3.78) | 10 | Pays 10 candy × stake |
The ★ centre bin: DOOR vs MEGA WIN
When the roll picks the ★ bin (1.77% (1 in 56.5) of launches), a second roll decides which special you get:
The DOOR- 65% of ★ rolls → 1.15% (1 in 86.9) of all launches. The ball is swallowed for a Candy Card.
MEGA WIN- 35% of ★ rolls → 0.619% (1 in 161) of all launches. Drops the mega ball.
- Cool-down
- After either special the ★ bin goes cold for 30 seconds: any further ★ roll inside that window is re-rolled into a normal bin, so a volley can never double-proc.
- Vinnie the Hamster
- 1★ Door Luck multiplies the DOOR share by up to ×1.1 at Lv 100; 2★ Mega Ball Magnet multiplies the ★ bin's weight by up to ×1.1.
Candy Cards (the DOOR)
A Candy Card always starts at tier 1 and tries to upgrade: each step succeeds 25% of the time, up to tier 3. The card pays card candy × stake × candy boost, times the Bandit Raccoon's Sweet Tooth (up to +20% at Lv 100).
| Card | Tier | Candy (×1 stake) | Chance once the DOOR opens | Chance per launch | |
|---|---|---|---|---|---|
![]() | Candy Card | Tier 1 | 1,000 | 75% (1 in 1.33) | 0.863% (1 in 116) |
![]() | Gold Card | Tier 2 | 2,000 | 18.8% (1 in 5.33) | 0.216% (1 in 464) |
![]() | Cosmic Card | Tier 3 | 4,000 | 6.25% (1 in 16) | 0.0719% (1 in 1,391) |
On average a DOOR pays 1,375 candy × stake before boosts — worth 69 ×20-bin landings.
MEGA WIN (the mega ball)
The MEGA WIN pays no candy. The five bins flip to prizes — 40 BALLS · 20 GEMS · PET ITEM · 100 GEMS · 200 BALLS at ×1 — and a glowing mega ball rides the board into one of them. Balls and gems grow with your stake; the middle bin spins a prize wheel for a pet item. This replaced the old Ball Rush catch game. Full odds and payouts on the MEGA WIN page.
Candy and the Arcade Level
Candy fills the level bar; the level is your Arcade Level (the same number shown on your profile and used for founder rewards). Level-ups roll over, so a big stake can clear several bars in one launch. The bar for each level needs:
| Level | Candy to clear it | Total candy from Lv 1 |
|---|---|---|
| 1 | 760 | 760 |
| 2 | 1,520 | 2.28K |
| 5 | 3,800 | 11.4K |
| 10 | 5,764 | 36.29K |
| 20 | 10,190 | 116.04K |
| 30 | 17,716 | 258.42K |
| 50 | 35,560 | 794.66K |
| 75 | 61,823 | 2.02M |
| 100 | 91,531 | 3.94M |
| 150 | 463,376 | 16.2M |
| 200 | 1,464,496 | 61.38M |
| 300 | 7,414,011 | 450.62M |
| 500 | 57,206,875 | 5.75B |
| 1,000 | 915,310,000 | 183.52B |
See Arcade Level for the full curve. Candy boost sources: the Bandit Raccoon pet card (a global card), and the Ticket Trove's Pinball Candy Bonus.
Levels, stars and the Marquee
Every Arcade level you gain is one Marquee star — the level itself grants it, and it is the only source of stars. The Marquee then pays a reward on every level up to 500 (500 rewards in all): a few pinned unlocks, and a rotation of stat rows in between. The bead on the level bar shows the next Marquee reward coming up.
| Rotating Marquee row | Rows | First row reads | Total at Lv 500 |
|---|---|---|---|
| Lock Damage | 70 | +1 Lock Damage | +70 |
| Gate Damage | 69 | +1% Gate Damage | +69% |
| Pet Inventory | 69 | +5 Pet Inventory | +345 |
| Ball Storage | 68 | +10 Ball Storage | +680 |
| Pet Item Find | 68 | +0.5% Pet Item Find | +34% |
| Coin Gain | 68 | +1% Coin Gain | +68% |
| Launch Speed | 68 | +0.5% Launch Speed | +0.3% |
Portal pods and rings
The two top bumpers are portal pods. Each wears a ring that lights one notch per real bump; a full ring (200 bumps) starts a mini-round and the ring resets.
Pet Essence Bonus (left ring)
PET ESSENCE BONUS! — a double-or-done coin flip. The pot opens at 50
; tap the coin (
/
) and every HEADS doubles it. Tails just stops the doubling — there is no bust — and the coin retires after 5 heads. Limited to 3 flips a day; once you have used them the ring simply pauses at full so no bumps are wasted.
| Heads | Payout | Chance |
|---|---|---|
| 0 | 50 | 50% (1 in 2) |
| 1 | 100 | 25% (1 in 4) |
| 2 | 200 | 12.5% (1 in 8) |
| 3 | 400 | 6.25% (1 in 16) |
| 4 | 800 | 3.13% (1 in 32) |
| 5 (every pip) | 1,600 | 3.13% (1 in 32) |
Average payout: 175
. Landing all 5 heads is 1 in 32. Pet Essence is spent on Pet Fusion and Evolution.
MINES (right ring)
A full right ring arms a MINES round: 25 tiles hide 3 mines, every safe reveal grows a multiplier on a 50-ball floor, and cashing out anytime is free — a mine only costs you the multiplier. Clearing all 22 safe tiles pays ×200 = 10,000
. While a round is open the ring pauses one notch short of full.
Pet Cards
The ★ bin's DOOR swallows the ball and pays a Candy Card — a straight candy payout, covered in the ★ centre bin above. PET CARDS are a different collection: permanent mini-buffs, one card per crate pet per world, that drop from bin landings on the board. Their collection screen is the PET CARDS tile on the MENU, not the Arcade. Every card, star threshold, set bonus and exact drop rate is on its own page: Pet Cards.
Tips
- Candy-per-coin is flat across stakes, so pick the highest stake you can keep unlocked — it changes how fast the bar fills, and it makes every MEGA WIN bigger and likelier to be a pet item (×10+ for legendary, ×100+ for mythic).
- A DOOR is worth about 1,375 candy × stake; a MEGA WIN pays balls, gems or a pet item. Together the ★ bin is where the value is.
- Keep AUTO running while you play the board — bumps on the portal pods accrue in the background and the rings pay balls and essence, not coins.
- Equip Vinnie the Hamster before an Arcade session: both of his percentage abilities apply to the ★ roll and his 3★ gives every MINES round a five-tile head start.
See also
- MEGA WIN (Mega Ball) — The Arcade's ★ MEGA WIN: a mega ball drops into a balls, gems or PET ITEM bin. Odds and payouts at every stake, and the only source of the board's pet items. Replaced the Ball Rush catch game.
- Mines — The Arcade's free push-your-luck round — 25 tiles, 3 mines, a 50-ball floor and up to ×200.
- Pet Cards — Collectible cards that drop from board landings — one per crate pet per world, each a permanent mini-buff. Star thresholds, active slots, set bonuses and every card's exact drop chance.
- Arcade Level — The Arcade level: how the ARCADE machine turns coins into candy, the full level curve to 100 and beyond, the Marquee reward on every level, stakes and every milestone.
- Renown — Renown is your Marquee level: one star for every Arcade level you clear, up to a ladder of 500.
- The Marquee — One reward on every Arcade level up to 500: the arcade's lock damage, coin gain, gate damage, storage and slots, plus the stake ladder and a few pet features.
- Chest Rush — The star-ball cascade played on Cake Party plays — opening wheels, the three sweeping gates, all ten chests with their loot, and the Hoard Mimic odds.


