Broken
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Best
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Trap shooting: tap the flying clay to break it. One shell breaks one clay, and the trap keeps throwing them faster than you can reload.
Clays are thrown from the trap house at the bottom of the screen. Tap a clay to fire at it: the shot lands exactly where your finger lands, judged at the instant of the tap rather than at the last drawn frame, so a fast clay is hit where you actually touched it.
One shell breaks one clay. When two are inside the same shot pattern only the nearer one breaks, so you cannot clear a crowd with a single trigger pull.
A quarter of a second of reload sits between shots, shown by the yellow bar at the top. A clay that falls back to the ground unbroken counts as a miss, and three misses end the round.
The trap throws faster and harder the longer you last. Once it is throwing more often than you can reload, clays get past you however well you shoot, so every round ends. Your score is the number of clays broken.
Shoot the clay that is about to leave, not the one that is easiest. Every clay in the air is worth the same one point, but they do not have the same amount of time left. A clay past its highest point and falling towards the edge will be gone in well under a second, while a freshly launched one has the whole arc ahead of it. Scanning for the oldest clay first is worth more than any improvement in aim.
Lead the clay rather than chasing it. The shot is judged at the moment your finger touches the glass, not at the frame you were looking at when you decided, so aiming at where the clay is now means aiming slightly behind where it will be. Put your finger a touch ahead along the arc, especially late on when the clays are moving half again as fast as they did at the start.
The reload is the real clock. A quarter of a second between shots means at most four clays a second, and the trap eventually throws more often than that. Every wasted shell is not just a missed clay, it is a quarter second during which another clay is getting away. If two clays overlap, remember that only the nearer one breaks, so do not spend a shell hoping for both.
Because the ending is built into the throwing rate rather than into your reflexes, the score that separates players is not the last few clays but the first forty. Clean shooting early keeps all three misses in hand for the crowded finish, and those three spare misses are usually worth five or six extra points at the end.