Preview
Description
Pinball where the table is a tower. Every table in Tower Pinball is three floors stacked on top of each other, and the ball climbs them. Play well on the ground floor and a lift carries the ball up; play well again and it goes higher. Drain, and it falls back down the tower to wherever the floor below can catch it. ROCKET RANGE, the first table, is a launch site at sunrise. The pad is fire and steel, the upper atmosphere is thin cold air, and the top floor is orbit — and gravity thins as you climb. The same flipper that barely clears a ramp on the pad will fling the ball across the sky in orbit. Learn the three floors and you learn a machine with three personalities. CLOCKWORK TOWER, the second table, is a clock seen from the inside. The workshop floor is oak boards and a brass movement you wind by hand, the gear train turns a great wheel that carries the ball across the floor, and at the top the dial collects the hours and a bell strikes them. The whole floor leans with the clock's beat and the escapements open on the tick, so the table has a tempo you can learn: many of its shots score double when they land on the tick. DEEP TRENCH, the third table, is a climb out of the sea. It starts in the black water of the abyss, with an octopus and a yellow submarine, rises through a reef where a shark comes up to be fed, and breaks out at a lighthouse at sunset. The water is thick at the bottom and thins as you rise, so the ball drags in the deep and flies at the surface. MADE FOR TWO THUMBS. There are no tiny buttons. The left half of the screen is the left flipper and the right half is the right one, edge to edge, so you play it the way you hold your phone. Nudge the table with a lean or a two-finger tap. A short tour shows you the tower the first time you open it, and a coach shows you where your hands go. A REAL MACHINE. A dot-matrix display calls the shots, bonuses count down at the end of every ball, modes stack, multiball lands on the top floor, and the neon over the flame trench flickers the way a tired tube does. Skill shots, kickbacks, a lock, a wizard mode — the machinery of a cabinet, on a phone, with haptics you can feel and music you can turn off. Every shot is named on the deck, so the display and the table speak the same words. CLIMB THE BOARD. Every finished game posts to Game Center: an all-time board for each table, and a weekly board that starts again every Monday. There are achievements on every table to earn, and your best score sits on the menu. Rocket Range is complete and free. Clockwork Tower and Deep Trench are one-time purchases in the menu, and you can play one game of each free before you decide. They are shareable with your family, with no subscription and no currency, and every table after them will be the same. More tables are coming to the tower. No ads. Plays offline. Made for iPhone and iPad, held in two hands.
What's New
Version 1.3 2026-11-03
A third table: Deep Trench. Climb from the abyss through the reef to the surface, past an octopus, a shark and a yellow sub. Your first game is free. Also new: ... Technical Analysis
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com.timmueller.pinballtower Current Version 1.3
Minimum iOS 17.0
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