City Blitz Tips: Bomb Lead, the Wrap-Around Edge and City-by-City Scoring
Updated October 2026
City Blitz hands you a plane that cannot steer, a skyline of fourteen buildings and a limited supply of bombs for each city. The plane flies left to right at a steady speed and drops one row lower on every pass, so every city is a race between your bombs and the plane's altitude. Flatten it and a taller city appears, with a faster plane and fewer spare bombs. The interesting part is the geometry: a bomb keeps flying forward as it falls, so where you release it and where it lands are far apart. This guide explains the drop physics, the wrap-around edge, the deadline each building sets, the bomb supply, the scoring and a pass-by-pass plan.
How a bomb falls
Tapping anywhere on the play area releases a bomb from the plane's belly, from where the plane is at the moment you tap. The bomb starts with the plane's forward speed, 95 units per second to the right in the first city, and falls under a steady gravity that pulls it faster and faster toward the ground. It never slows sideways, so every bomb lands some distance to the right of where it was released. The playfield is the same fixed size on every device, scaled to fit your screen, so all of the numbers below hold on any phone, tablet or desktop window.
When a bomb reaches the roof of the building beneath it, it removes that building's top floor and disappears. If it reaches the ground over an empty lot, it is wasted. Up to four bombs can be in the air at once, and you can release at most one every quarter of a second; taps beyond that are ignored. You also cannot release while the plane is off-screen between passes.
The building a bomb hits is decided by where the bomb is at the moment it comes level with a roof. A bomb falling past the side of a tall building counts as hitting its top floor, so you do not need to thread a bomb precisely onto a narrow rooftop.
How far ahead to release
Drift depends on how far the bomb has to fall, and early in each city that is a long way. In the first city, where each building is one fourteenth of the playfield wide, the drift works out like this:
- First pass, onto a six-storey building: about 1.3 seconds of fall and about five buildings of drift.
- First pass, onto a two-storey building: about five and a half to six buildings of drift.
- Fourth pass, six storeys: about four buildings.
- Eighth pass, six storeys: about three buildings.
- Just above a roof on the final pass: under one building.
So the common advice to release one or two buildings short of the target only applies at the very end. Early on, the plane is a long way up and the bomb travels most of a third of the screen sideways. The useful habit is to drop when the plane is roughly five buildings to the left of the one you want, then shorten that lead each pass as the plane descends. Taller buildings need slightly less lead than short ones at the same moment, because the bomb meets their roofs sooner. In later cities the plane is faster, so the bomb covers more ground in the same fall and the lead grows again: about 8 percent more per city.
The wrap-around edge
The plane leaves on the right and comes back on the left, and bombs do the same: a bomb that drifts past the right edge re-enters on the left at the same height and keeps falling. That means every building can be reached on every pass, including the leftmost ones. To hit the first or second column from high up, release near the right-hand side of the screen and let the bomb wrap around.
This changes the old instinct of saving the edges for last. The left-hand buildings are no harder than the middle; they just need their bombs released at the other end of the pass. On a high pass, a bomb released over the third building from the right lands around the second or third building from the left.
The deadline: altitude versus rooftops
The plane starts one row below the top of the sky in every city and drops one row every time it wraps from the right edge back to the left. The run ends the instant the plane's body overlaps a roof, so each building sets its own deadline based on its height. A building with h floors meets the plane on pass 18 minus h: a six-storey building on pass 12, a four-storey on pass 14, a two-storey on pass 16. Removing one floor pushes that building's deadline back by one pass.
Each pass lasts about 4.3 seconds in the first city and 8 percent less in every city after that, with no top speed. Taller cities also mean earlier deadlines, so later cities have to be cleared in far fewer passes.
Buildings in the first city start between two and six floors tall, chosen at random, and the two end buildings are trimmed by one floor. Later cities are taller: the shortest possible building grows by one floor every three cities and the tallest by one floor every two cities, up to ten and twelve floors.
The bomb supply and scoring
Each city comes with a fixed number of bombs, shown in the top-left corner under the city number: one for every floor in the city plus a spare supply. The spare supply is 20 in the first city and two fewer in each city after that, never fewer than 4. A bomb that lands on an empty lot, or on a building another bomb has already finished, uses up a spare. If the supply runs out while buildings are still standing, the run ends with an "Out of bombs!" message.
Every floor destroyed is worth 10 points, and clearing the last floor of a building adds 30 more. Levelling a city adds a bonus of the city number times (100, plus 40 for every pass the plane still had before reaching the ground, plus 20 for every bomb left over). A first city cleared on pass 8 with 10 bombs to spare is worth 100 + 360 + 200 = 660 bonus points; the same clear in the fifth city is worth five times as much. Fast, accurate clears of late cities are where big scores come from.
Tapping blindly does not work. In our simulation of 200 runs each, a player who released a bomb every time the rules allowed, without aiming, ran out of bombs in the first city in most runs, with a median score of about 900; an aiming player whose timing was off by about 60 milliseconds on average usually reached the second or third city, and a perfectly aimed simulated player reached the ninth to thirteenth city before the speed and height caught up with it. Every run ends eventually, because the plane keeps getting faster while gravity does not.
A pass-by-pass plan
- Passes 1 to 4: aim every bomb. Every building can be reached from the start, so pick standing buildings, lead them by about five buildings and use the four-bomb limit only when each bomb has a target. Waste early and the spare supply will be gone by the last few floors.
- Passes 5 to 10: shave the tallest towers. Look at the tallest buildings and remember that each one's deadline is 18 minus its height. Bring the towers down to the level of their neighbours so that no single building decides the city.
- Use the right end of each pass for the left side. Bombs released over the right-hand buildings wrap around and land on the left. Alternate: middle and right targets early in the pass, left targets as the plane reaches the right edge.
- Final floors: slow down. With only a few floors standing, most release points land on empty lots. Wait for the moment that lines up with a standing building instead of firing early.
Common mistakes
The most common mistake is releasing directly over the target early in the game, which sends the bomb several buildings too far right. The second is spraying bombs as fast as the limit allows: every miss now costs a bomb from a supply that gets smaller in every city. The third is forgetting the wrap: players hold their fire as the plane approaches the right edge, when that is exactly the moment to hit the leftmost buildings.
▶ Play City Blitz Drop bombs from a descending plane and level the skyline before you clip a roof.