Arcade · Classic & 80s

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Pinball tables, arcade classics, and modern favorites. Pick a cabinet and play right in your browser.

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★ Most hours played Lunar Lander Feather the thrust and touch down soft. Missions and a new flight every day. Launch →

The arcade floor

24 games. Pick your cabinet.

Carthage Deep

Pinball
Chart the cavern · return to daylight

Return Vector

Pinball
Three flippers · launch and recover

Asteroids

Blast the rocks

Galaga

Dodge the dives · rescue your fighter

Pac-Man

Eat the dots · outsmart the ghosts

Moto Jump

Moto Jump gameplay: a backflip over the red-rock canyon
Throttle · flip · freestyle

Boaty McBoatface

Yellow submarine diving through an underwater reef
Tap to rise · drift to dive

Dirt Jumper

Dirt Jumper gameplay: a mountain biker airborne above the trail
Pump · send · stick it

Frogger

Classic + Afterglow

Defender

Save the humanoids

Lunar Lander

Touch down softly

Space Invaders

Defend Earth

SpaceX Lander

Stick the booster landing

Pong

Paddle vs. computer · or a friend

Missile Command

Defend the cities

Simon

Watch · repeat

Breakout

Bricks · ball · bounce

Block Puzzle

Stack · clear · score

Mini Golf

Nine holes · beat par

Dynamine

Blast the rock · battle a friend

Hook & Ladder

Drive together · rescue under pressure

Bunker Run

On foot · in the tank · in the air

Corner Pocket Pool

8-ball · computer or a friend

The Oche — Darts

301 · 501 · Cricket · computer or a friend
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Cabinet wisdom

20 games
Carthage Deep

Steer the skill shot with flippers

While the ball sits in the shooter lane, every flipper tap moves the lit skill lane. Line it up before you plunge, then light all three lanes to raise the bonus multiplier.

  • Skill shot 250K × level
  • All 3 lanes lit +1× bonus
  • Super jackpot 1.5M × level
Play Carthage Deep →
Return Vector

Loop an orbit to deploy

At the telemetry step, one full outside orbit counts as all 12 spins and deploys the payload at once. Each booster you land raises the flight number, which multiplies most awards.

  • Booster landed 1M × flight
  • Payload deployed 250K × flight
  • Stage separation 200K × flight
Play Return Vector →
Asteroids

Thrust in pulses

Your ship keeps most of its speed after thrusting, so tap thrust and coast. Only four shots fit on screen at once, so aim each one instead of spraying.

  • Large rock 20 pts
  • Medium rock 50 pts
  • Small rock 100 pts
Play Asteroids →
Dirt Jumper

Mix tricks, release before landing

Every extra kind of trick in one jump adds 0.5× to its multiplier, but landing mid-whip or still spinning is an instant bail. Stop rotating and end the trick before you touch down.

  • Back/front flip 350 pts
  • Tailwhip 300 pts
  • Whip 150 pts
Play Dirt Jumper →
Frogger

Keep hopping, bank the clock

Standing still for five seconds kills your frog, even while riding a log. Each second left on the 30-second clock also pays 2 points at home, so keep hopping.

  • Each new row 10 pts
  • Frog home 50 + 2 per sec
  • All 5 homes 200 pts
Play Frogger →
Defender

Catch falling humanoids for big points

Shoot a lander that is carrying a humanoid, then fly into the falling captive to catch it. Catching scores 500, and setting it down near the ground adds 250 more.

  • Lander 150 pts
  • Pod 1000 pts
  • Humanoid catch 500 + 250
Play Defender →
Lunar Lander

Protect your landing streak

Each landing in a row adds 0.25× to your landing points, up to 3×, and a crash resets it. Take the safe big pad when a small one looks risky.

  • Perfect landing 2× points
  • Streak +0.25×, max 3×
  • Full tank left +500 pts
Play Lunar Lander →
Space Invaders

Make every shot count

Only two of your shots can be on screen at once, so a miss leaves you waiting. Line up under an alien before firing, especially as each new wave moves faster.

  • Alien 10 pts
  • Shots on screen 2 max
  • Shield 3, +1 per wave
Play Space Invaders →
SpaceX Lander

Spend fuel to land softly

Your tank refills to 100% when the payload deploys, and each leftover percent is worth only 2 points. A perfect touchdown at 12 m/s or slower beats a smooth one by 300.

  • Perfect landing 1000 + fuel×2
  • Payload deploy 300 pts
  • Tower cleared 100 pts
Play SpaceX Lander →
Pong

Aim with your paddle's edges

Hit the ball off the end of your paddle to send it away at up to 45 degrees. The computer's paddle moves at half your speed, so steep returns often beat it.

  • Ball past CPU +1 pt
  • Ball past you game over
  • Two players first to 7
Play Pong →
Missile Command

Start chain reactions

Every missile you destroy explodes too, and every two kills in one chain adds 1× to the multiplier, up to 8×. Fire into tight groups and let the blast spread.

  • Missile 100 pts
  • Kill chain up to ×8
  • Close save +100 pts
Play Missile Command →
Simon

Repeat at your own pace

Each round replays the same sequence with one new color added, and your turn has no timer. After the playback, run the pattern through your head once, then tap it back.

  • Each round +1 point
  • Your turn no time limit
  • Normal top speed round 17
Play Simon →
Breakout

Steer with the paddle edges

Where the ball lands on the paddle sets its angle. Dead center sends it straight up and the edges send it out wide, so clip an edge to steer shots into untouched columns.

  • Each brick hit 10 pts
  • Tough bricks 2-3 hits
  • Clear the wall next level
Play Breakout →
Block Puzzle

Take every line you can

Every line you clear pays 100 × level, whether it goes alone or four at once, so there's no Tetris bonus to chase. Clear lines as they come and keep your stack low.

  • Per line 100 × level
  • Level up every 10 lines
  • Top speed level 10
Play Block Puzzle →
Mini Golf

Ease the ball into the cup

The cup only catches a slow ball, so a firm putt rolls right over it. Use the dotted aim line and pick a pace that runs out of steam at the hole.

  • Course par par 29
  • Water hazard +1 stroke
  • Stroke limit 12 per hole
Play Mini Golf →
Dynamine

Chain bombs for bigger blasts

Bombs caught in a blast go off instantly, so chain them to reach farther. Spiders pay 400, double a knocker, and the exit only opens once every enemy is gone.

  • Spider 400 pts
  • Knocker 200 pts
  • Level clear 1000 pts
Play Dynamine →
Hook & Ladder

Drive clean for the bonus

Any hard crash or recovery cancels the 150-point clean bonus, and recovering also burns 5 seconds off the clock. Take corners gently, since every second left pays 5 points.

  • Fire out 200 pts
  • Seconds left 5 pts each
  • Clean run +150 pts
Play Hook & Ladder →
Bunker Run

Keep pushing north

Your score is just distance north, 4 m per row, so kills add nothing on their own. Stay off the bottom edge, where artillery deals 14 damage a second.

  • Each row north 4 m
  • Artillery band 14 dmg/sec
  • Radio post 12 s slowdown
Play Bunker Run →
Corner Pocket Pool

Always reach a cushion

When nothing drops, some ball must reach a cushion after contact, or your opponent gets ball in hand. Always hit your own group first, too.

  • Player 1 solids
  • Any foul ball in hand
  • Early 8-ball loss
Play Corner Pocket Pool →
The Oche — Darts

Leave an even number

You must finish on a double, and leaving 1 busts the visit back to its starting score. Set up an even number like 32 or 40 so one double wins.

  • Finish double out
  • Leave 1 bust
  • Cricket close 3 marks
Play The Oche — Darts →
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About the arcade

Classic and 80s-style cabinets, rebuilt for the browser. They load in seconds, cost nothing and need no account. Top scores go on the public leaderboards under a first name.

Several cabinets are our own versions of famous arcade games. Each of those pages names the original and who made it. They are independent remakes and are not affiliated with the original publishers.