Guide
How to Play
Everything you need fits on this page.
One control
Tap: the box turns and the balls fall. Hold: it turns again on its own as soon as they settle.
The goal
Drop the white balls through the EXIT and fill the target before the clock runs out. If a red one gets out or time runs out, the level ends.
Target and chain
Balls that leave one after another in the same turn score 10 · 15 · 25 · 36… Dropping them one at a time will not reach the target on most levels — you have to build a chain.
Close call
Turning while a red ball sits in the mouth of the exit throws it back inside: +25 points, once per level.
Continue
There are no lives. If a red gets out or time runs out, the level ends, and your progress is never lost. Once per level you can carry on from where you were instead: watch a short ad or spend 100 coins, and the red drops back in, or you get 20 more seconds. With Premium, continuing is free and there is no ad.
If you have a streak going, the card shows it — so you know exactly what a continue is worth.

Streak and best
The points of the levels you clear in a row add up to your streak; your biggest streak ever is your best. Both sit under the arena, and the best lights up while you are on record pace. Losing a level without continuing ends the streak, so a continue is worth more the longer your streak gets. Picking a level other than your next one from the chapters ends it too.
Time bonus
Speed pays too: when you hit the target, the time left on the clock counts down and every full 10 seconds become +5 points, added to the level, your streak and your best.


The balls
- White — scores points.
- Glass — holds for three seconds, then breaks on a long fall.
- Iron — heavy, shoves whatever it meets, scores like a white one.
- Red — keep it inside. It scores nothing and ends the level if it escapes.
Coins and shop
Every level you clear earns coins, and finishing fast earns more. Beating your best streak adds +25, endless runs pay by the score, and a daily reward on the home screen grows from 20 to 50 coins on days in a row. In the SHOP you can also watch a short ad for +30 coins, up to five times a day.
Spend coins on new balls, each with physics of its own: Standard and Football are yours from the start, while Baseball, Pool and Golf are bought in the shop. Coins also pay for a continue. Premium doubles the coins you earn by playing.
Chapters
Twelve chapters, 240 levels. Each chapter opens a new mechanic and explains it the moment you get there. The first two teach the basics: slopes, sliding blocks, exits that jump to a new spot, glass and heavy iron balls, breakable blocks, a bucket exit in the middle of the box, bouncy rubber walls and turns that reverse. From chapter 3 on, every chapter brings something new: springs and bumpers, one-way flaps, tar, colour gates, steam vents that never stop blowing, a steam gauge that counts down your turns, portals, piston lifts, dark rooms and a red push button. Earlier mechanics keep mixing into later chapters, and the last level of every chapter is a boss.
The chapters sit on one gear wheel on the home screen. Tap it to zoom in and turn it: the chapter at the top is selected, and its brass plate shows the name, the level range and a pip for each of its 20 levels. Every level you have reached stays open to replay. Each level awards a bronze, silver or gold medal, depending on your score.
Portals send a ball in through one and out of the other. Steam vents blow nonstop and push balls sideways, and the steam gauge under the arena counts down the turns you have left. Mechanics like these meet in the same box, so read the level before your first tap.

Stuck? Chain first. Two balls leaving together are worth far more than two balls leaving apart. Every lost attempt also adds 5 seconds to the clock, and after three losses you can skip the level (bosses excepted). You can set the time in Settings, too.