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Bouncing balls drop from above. Aim a vertical harpoon to pop them — every hit splits a big ball into two smaller ones until they pop into nothing. Don't let any ball touch you.
Drag anywhere to move your character along the floor. Every tap fires a harpoon straight up from your current position — but only one harpoon can be in the air at a time, so wait for it to clear before the next shot.
The harpoon travels to the ceiling and pins there for a moment before fading. A big ball splits into two medium balls, a medium into two small ones, and a small one pops for the biggest points. Clear every ball to advance to the next wave; balls get faster and start in greater numbers as you climb.
Position the shot before you tap. Because only one harpoon can be in the air, every shot is precious. Watch a big ball's bounce path for one full cycle — note where it crosses the screen at peak and where it lands — then slide under the spot it'll pass next, and fire so the harpoon reaches that height in time. A shot that hits at the ball's peak (lowest horizontal speed) is the easiest hit; a shot that meets it mid-fall is twice as hard.
Splits double the chaos but halve the threat radius. Right after a big ball splits, two medium balls bounce in opposite directions — one of them is heading away from you, which means it's safe to chase the other immediately. The mistake is to retreat from the split: you usually want to stay near the parent's bounce zone, since the kids inherit its rhythm and you've already learned the timing.
The far edges are surprisingly safe. Balls rebound off the side walls at the same horizontal speed they hit. That means the corner has a brief sweet spot just after a ball bounces off the wall there — it's moving away from you for a full second before it reverses. Use the corners to camp during chaotic waves: shoot, dodge inward as the ball returns, then drift back to the corner once it bounces away again.
The smallest balls give the most points but die fastest. A single tap on a small ball is fifty points — five times what a big-ball pop pays. When a wave is nearly cleared and only small balls remain, slow down: don't rush to finish, because each small-ball hit is worth two big-ball hits. The temptation is to spray, but a methodical clean-up is often a 50-100 point bonus over hasty shooting.