Install app / updates
OUT OF ORDER! · App edition 0.44
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Desktop Edge: menu (…) → More tools → Apps → Install this site as an app. Desktop Chrome: menu (…) → Cast, save and share → Install page as app. If Edge offers GorGor instead, its installed scope may overlap this page; inspect edge://apps without deleting site data. iPhone/iPad: open this game in Safari, tap Share → Add to Home Screen, and enable Open as Web App if offered. Android: use Install app or Add to Home screen in your browser menu. Open once online and wait for “Ready for offline play” before going offline.
Updates download when online and are applied when you choose Update & restart, or after all game windows are closed and you reopen. Saved high scores and controller settings stay on this device; updates do not erase them. A run in progress is not saved. Browser and home-screen storage can differ on some devices.
Build Notes
Pause menu and difficulty
Press P, the controller Pause button, or Pause / settings for Resume, Controller setup, Volumes, current difficulty, and Return to main menu. Leaving asks “Are you sure?” and abandons the current unsaved run, not saved scores. Choose Easy, Normal or Hard before each new run; the choice is locked through all levels and bonuses. Easy uses 8% repair taps, 6% continuous meter drain, 45% less timed reputation loss, 35% smaller broken-machine reputation penalties, and 20% stronger repair reputation recovery. Normal keeps the previous balance. Hard keeps Normal repair strength but increases machine wear by 30% and timed reputation drain by 25%. The fixed two-machine opening faults, three-second repair protection and warehouse timers are unchanged. D-pad/arrows navigate menus; A/Enter selects, B/Escape goes back. Left/right adjusts volume. All three scoreboards appear in attract mode.
Rico's morning story
The title card is still first. Start with A / Space or Enter to watch Rico wake up, gather his tools and head to the arcade. A / Space or Start advances; Escape or Skip story skips; Left goes back; P opens pause/settings. Once watched or skipped, it will not interrupt future starts on this device. Replay story pauses your current run without resetting it. Bedroom and arcade shots reuse fixed backgrounds; cabinets and standing/walking Rico use the actual approved game sprites.
Gameplay sound
Separate volume controls for game actions and the people-and-pinball arcade background. Settings save on this device. Audio stops when paused, on cards or when leaving the app; warehouse bonuses use action effects without the arcade room background.
Start or resume to hear the mix. If silent, tap Enable gameplay audio, then resume. Device silent mode or system volume can also affect playback.
Uses your kept real-arcade, flipper, bumper, launch, pickup and boost selections. Boost sounds alternate. The separate crowd clip you marked Replace is not used. Repair clicks and short success/failure cues are new replacements.
Gameplay sound sources and licenses — the real-arcade recording still needs a commercial listening/rights review for any recognizable machine music or voices.
Music and intro sound
The morning story now has a quieter bass music bed with timed alarm, switch click, tool clinks, footsteps, a breath, and mechanical arcade sounds. Skipping, pausing or leaving the app stops its audio. Story sounds do not change gameplay effects or your previous sound-review choices.
Replay story to hear the mix. Background music volume below also controls the quieter story music. Settings save on this device.
Intro sound sources and licenses
Five bass loops rotate across Levels 1–10, quietly at 12% by default. Levels 6–10 repeat the set. All five warehouse bonuses use your F-sharp 200 BPM track instead, at 1.5 times the Music setting (18% at the default 12% setting, capped at 100%). Music stops on pause, results, intro cards or when you leave the app. Your music settings save on this device.
Music begins only after you interact and start an arcade level or warehouse bonus. If starting with a controller is silent, tap Enable music once.
Controller setup
Connect your USB controller (a phone may need a compatible adapter), then press a button. The browser must recognize it. Button numbering can differ from the printed A/B labels. Tap any mapping below, release all controls, then press the button or move the stick you want. Mapping a direction preserves its other button/stick binding. Raw D-pad hat-switch inputs are supported, including Right and Down. Release the D-pad once after connecting so the game can identify it; it will add all four directions automatically. If needed, click a direction and press it straight, not diagonally.
No controller detected yet. Press a controller button to connect.
Left stick not moving? Choose Set up left joystick. Release both sticks, push the LEFT stick RIGHT, center it, then push UP and center it again. Follow the status above. D-pad and action-button mappings stay intact; all four stick directions save together. Use the mouse or Escape to cancel. Setup is also in Pause → Controller setup.
Repair requires repeated presses, not holding. On phones, slide your thumb anywhere in the larger D-pad area to change direction without lifting. Movement stays up/down/left/right. Round B only picks up parts and repairs. Round A jumps during play and starts, resumes or advances outside play; repeated repair taps cannot skip a results screen. Pause and Full Screen sit left of the game, Cards and Start/Next on the right. D-pad/stick Left/Right browses cards and score pages. At initials entry, Left/Right selects a letter, Up/Down changes it, and Start saves. Mapping saves per controller in this browser. Use HTTPS when hosting. On-screen controls default to Auto: phones/tablets on, desktops off, including installed apps. Choose Show or Hide to override; this preference saves in this browser. Also available in Pause → Controller setup. Landscape gives more room.
Version 0.44 · Left joystick setup + preserved D-pad — WASD / arrows: move · Space: jump in arcade · B: collect / repair · P: pause · R: restart run · G: occupied spaces
The original six cabinets remain in Levels 1–3. A new title joins the row each level: Level 4 Avastar, Level 5 Lord of the Slings, Level 6 Plaque Attaque, Level 7 Who Didn't Not Do It, Level 8 Tire Iron Man, Level 9 Moo Fighters, and Level 10 Bunkyard — a yard full of bunk beds. The original six stay: Level 4 has seven cabinets, then one is added per level through Level 10, which has thirteen. Later rows use tighter spacing; seven and eight fit on screen, while wider rooms pan with Rico without shrinking sprites or moving the HUD. All use complete five-frame cabinet sprites on fixed anchors, not animated flipper overlays. Landscape phones use a larger game view with translucent controls floating over its corners.
Each level starts with two specific broken machines and a fixed, level-specific spread of 50%, 68%, 82%, 94% and full-health cabinets. The broken and weakened positions move across the row each level, including newer titles on the right. Repair quotas alone clear the level; positive reputation affects score, not another threshold. Zero reputation ends the run. Kids leave broken machines and return after repair. With no jobs available before the quota, one eligible machine fails after three active seconds.
On a clear, press A / Space, Enter or Next to advance; press A / Space or Enter again when ready to start. Your score and reputation carry forward. Each machine represents 100 divided by the machine count reputation points. The ceiling is the percentage of machines working, including results and level openings: four broken out of six caps reputation at 33.3. Timed drain can lower it further. There is no separate working-machine quota to clear a level. Each repair restores one machine's share, up to the current ceiling. Repairing the last broken machine allows reputation to reach 100 but does not automatically refill it. Each level has a fresh repair quota, parts, and tool timer. R starts a fresh run from Level 1, not a score-farming retry.
After Level 2: Marco Warehouse puzzle! Collect six parts and tools in 25 seconds. Walk into single boxes with the yellow markings to push them one space; stacked boxes stay put. Two supplies are boxed in—push their front boxes sideways to reach them. Climb the gold ladders with Up/Down to reach supplies on the upper shelf. No spills, cords, or jumping in this warehouse. Face each supply and tap B to collect.
Each supply is worth 250 points; all six earn another 1,000 plus 10 points per whole second remaining. There is no reputation loss or delivery step. Collected points are kept if time expires. Stuck? U (or Reset bonus boxes) restores boxes and Rico's starting position but keeps the clock, points and already-collected supplies. It cannot duplicate rewards. The bonus finishes immediately when all six are collected.
Five different warehouse puzzles: Bonus 1: Loading Dock (25s), with two packing bays. Bonus 2: Zigzag Aisles (23s), starting on the right with alternating aisles and side pockets. Bonus 3: Split Stockroom (20s), with divided shelves requiring both ladders. Bonus 4: Switchback (20s), with long stack walls and crate gates. Bonus 5: Final Vault (15s), a compact five-box puzzle with two shelf sections. Layouts and starting positions are fixed for each bonus; supply identities still vary. Partial collections always earn points, and U resets boxes without restoring collected rewards or time. The arcade repair targets remain 3, 4, 5, 6, 7, 7, 8, 8, 9 and 10, with no reputation threshold to advance (zero ends the run). Progress is not saved mid-run.
Attract mode: the title is always first. All thirteen machine backglass cards appear in shuffled order, with one or two profile, parts, obstacle, customer, tool, warehouse-tip or high-score cards between them. Every machine appears before reshuffling. A / Space or Enter starts (with the morning story on the first start only). Keyboard arrows, controller D-pad/stick, or touch Left/Right browse the same deck; P opens the pause/settings menu. Intro / cards pauses your game without losing progress and starts at the title; A / Space or Enter resumes. Only a finished run returns automatically after 20 seconds, never while initials entry is pending.
OVERALL HIGH SCORES
1,000 per completed repair. Each arcade clear earns 1,000 + 10 per reputation point; all ten levels also earn 10 per whole second under 90 seconds. Repair-part pickups and unfinished repairs earn nothing; boost tools earn 250 points each, and warehouse collections also score. Failed runs keep all earned points; Practice and the timed training shifts are unranked. A qualifying top-10 score opens an initials screen inside the game, including fullscreen. Type 1–3 letters or numbers; Enter saves, Backspace edits, Escape skips. Scores are not saved until you confirm. One combined total is ranked on the selected difficulty board per run, only after an arcade loss or the fifth warehouse. All repair points, level-clear bonuses and warehouse points accumulate; intermediate clears do not save extra records or ask for initials. Earlier separate-mode records are preserved in storage but excluded from this overall board. Restarting or switching modes abandons the current unsaved run.
| Rank | Name | Score | Levels cleared | Repairs | Rep | Time |
|---|
Loading local scores…
Separate Easy, Normal and Hard top 10 boards on this browser/profile only—not cloud saves. Existing overall scores are retained on Normal. Clearing browser data or moving the game may make scores unavailable. Restarting a run does not erase them.
Six to thirteen different machines fill the row, with one child per machine and three roaming parents. The clock and reputation wait until you start.
Read CARRYING and NEXT REPAIR at the top right. Pick up a labeled part with B from a neighboring space, then take it to the matching green repair tile and face up. NEXT REPAIR becomes PRESS B when you are stationary there with the correct part; tap B steadily.
Each broken game costs 2.4 divided by the machine count reputation points per second: 0.4 with six machines, 0.2 with twelve. Each repair restores 100 divided by the machine count, limited by the working-machine ceiling. Parts and pickup locations change with each breakdown.
Normal: each repair press adds 5% and the meter drains continuously at 10% per second. Easy: each press adds 8% and the meter drains at 6% per second. Holding B does not count; P freezes the game and all timers.
A boost tool appears after 14 seconds, then every 24 seconds. The artwork cycles through socket wrench, soldering iron, multimeter, screwdriver and Allen wrench, continuing across levels without back-to-back repeats. Face it and tap B within 14 seconds to collect it. Repairing the last broken game immediately adds a boost (or refreshes one already waiting). This happens once per all-working cycle, not every frame. If that repair clears the level, the reward waits in the next arcade level, including after a warehouse. Every tool awards 250 points when collected and gives the same 12-second boost: repair taps are 50% stronger in every mode (7.5% Normal/Hard / 12% Easy). This does not use your part-carrying slot. The lower-left display shows the remaining boost time.
Step aside to let the child return. Repaired machines get 3 seconds of protection, then wear down over 32 seconds of customer play in Level 1, 30 in Level 2, 34 in Level 3, and a base 38 in Level 4. From Level 4 onward, wear time is multiplied by the machine count divided by six to spread faults across the larger row. Later stages raise the repair quota and change layouts rather than overwhelming you with rapid repeat failures.
The earlier timed shifts remain selectable with their previous opening faults and step-aside customers. Practice keeps three machines, fixed parts and eight-tap repairs with no meter drain, deadline or reputation loss. Choosing a mode restarts the room.
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