The parts box
Every piece
has a temper.
Tinkeroll is built from small, stubborn parts. Here are five of them, unboxed and playable. Tilt the board and get the marble into the gold hole.
- Point and the board tilts toward your cursor
- Or tilt it with the keys
- Put the marble back
- Drag the top half of the screen to tilt, or use your phone's motion
Found on The Isles
Booster
Throws the marble forward. Aim first.
A booster does not care where you were going. It takes whatever speed you bring and turns it into a lot of speed in one direction. That is the only way over a gap a rolling marble could never clear.
- Speed out
- Flat out
- Forgiveness
- Very little
Try itRoll onto the arrows straight and clear the gap.Solved
Found on The Isles
Brake
Bleeds speed before the corner does.
Ridged rubber, two tiles of grip. Put it after a booster and the marble stops being a bullet just in time to turn. Skip it and the edge does the braking for you.
- Grip
- A lot
- Best paired with
- Booster
Try itBoost up the lane, brake, and make the turn.Solved
Found on The Isles
Bridge
Crosses a gap. Leaves no margin.
One plank wide and three tiles long. The bridge is where you find out how steady your hands really are. Going slowly is allowed, and usually it is the smart move.
- Width
- One plank
- Wobble
- Some
Try itCross without touching the edge.Solved
Found in the Night Record Shop
Seesaw
Tips the marble the other way.
You roll uphill until the middle, then the whole plank changes its mind. Bring enough speed to reach the pivot, and not so much that you fly off the far end.
- Mood
- Changeable
- Pivot
- Dead centre
Try itClimb to the pivot and let it tip you over.Solved
Found in Air Mail
Lift
Carries the marble to the upper floor.
Stop on the platform and wait. The lift only moves for a marble that is sitting still, which is harder than it sounds while you are holding the board.
- Rise
- One floor
- Patience needed
- Plenty
Try itPark on the lift, ride up, roll to the hole.Solved
Five pieces down
The game has
the rest of the box.
Funnels, chutes, levers, ferris wheels, spinning records. Fifty-two puzzles that ask you to use them all, plus a Workshop to build your own.