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Drag the aim bar below, lift to fire

01 / OVERVIEW

About Bubble Shooter

Bubble Shooter is a matching game you can finish with one thumb. The board is a nine-column, eleven-row offset grid; the bubbles hang from the ceiling and the cannon sits at the bottom centre, turning but never moving. Angles are limited to 20°–160°, the side walls bounce a shot back at the same angle, and the ceiling is a landing face rather than a wall. Three connected bubbles of one colour pop; then the game runs a second, independent search and drops every bubble that can no longer reach the ceiling. A dropped bubble is worth 20 points against a popped one's 10, so real scores come from finding the load-bearing bubble rather than from finding a colour match. The one design decision everything else follows from is the landing outline: while your thumb slides along the aim bar, the cell the shot will land in is outlined in white and it jumps cell by cell instead of sliding, so the fact that one degree is one pixel wide never becomes your problem. A shot that pops nothing is a dud; when the dud allowance runs out the ceiling pushes down one row, and the allowance is a row of solid blocks in the HUD you can count. Any shot that pops something refills it instantly. If a bubble touches the deadline at the bottom, the run ends. On a keyboard: left/right to aim, Space or Up to fire, Esc or P to pause. On a phone: the aim bar and nothing else — lift inside it to fire, slide off it to cancel.

There was always a crowd around the machine at the back of the arcade: a wall of coloured balls creeping down the screen and a little cannon at the bottom swinging left and right for an angle. Later it was a browser game on a school computer, one level in the ten minutes before class — and the best part was never the three that popped, it was the whole slab coming down after them. Nobody talked about strategy back then; you just fired and found out. This version draws the landing cell on the screen for you and leaves the rest of it — finding the bubble everything hangs from — exactly where it was.

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02 / HOW TO PLAY

How to play Bubble Shooter

  1. 01

    Tap the stage once to start. The cannon sweeps on its own while you watch — the trajectory line and the landing outline are the whole tutorial.

  2. 02

    On a phone, hold your thumb on the aim bar under the board and slide sideways: the line and the outline follow, and the outline jumps cell by cell, so you are choosing a cell rather than an angle. On a keyboard, left/right turns 2° per press.

  3. 03

    Fire by lifting inside the bar, or press Space or Up. Lifting again within about a sixth of a second does not fire; sliding off the bar and lifting cancels the shot and returns the cannon to the angle you started from.

  4. 04

    Land a ball so that three of one colour are connected and they pop; then every bubble that can no longer reach the ceiling falls as one slab, and that slab is where the points are.

  5. 05

    When several shots in a row pop nothing, the blocks in the HUD go out one by one. The moment the last one goes out, the ceiling pushes down a row and the blocks refill. Any shot that pops something refills them at once.

  6. 06

    Clear the board to move to the next level. If a bubble touches the deadline the run ends, and the summary replays the same level in one tap. Pause from the top bar, or with Esc or P.

03 / RULES

Bubble Shooter rules

Clearing: empty the board and the level is cleared; the next level follows.Popping: starting from the cell the ball landed in, three or more connected bubbles of the same colour pop together.Falling: after a pop the game runs a second, independent search and drops every bubble that cannot reach the ceiling from the top row; the test is connection, not colour.Bouncing: the left and right walls return a shot at the same angle; they are the only bouncing surfaces in the game; the ceiling is a landing face and never bounces; the bottom edge is below the cannon and a shot can never reach it.Angles are limited to 20°–160°, and the 2° key step lands exactly on both ends.Landing: the ball stops in the nearest legal empty cell to the end of its line, where legal means the cell is on the top row or touches a bubble already on the board. If there is no legal cell at all the shot does not land — it only counts as a dud, and no lone bubble is left hanging in mid-air.A dud is a shot that pops nothing.Row push: the moment the dud allowance fills up, the ceiling pushes down one row, the top row refills with a full row of new bubbles, and the allowance resets to zero.The allowance is a counter, not a quota: any shot that pops something refills it immediately.Losing: a bubble that touches the bottom deadline ends the run — touching that row, not passing it.The next colour is drawn only from colours still on the board, so the ball in the barrel is never a colour that is of no use to you.Scoring: 1 point for landing, 10 per popped bubble, 20 per dropped bubble; clearing a level adds a base of 200 plus 20 for every unused dud.A dropped bubble is worth twice a popped one, so breaking a support is far better value than matching three.Two guarantees about the starting board: every colour on it has at least 3 bubbles, so any colour still in play can still be grouped, and the board holds no ready-made group of three, so no pop is handed to you at the start.Eight levels: colours rise from 3 to 5, the starting rows from 3 to 7, and the dud allowance falls from 6 to 4. Level 9 onwards reuses level 8's numbers and the level number keeps counting as an achievement.Losing-streak relief: after three straight losses on one level, that level starts one row lower next time, up to two rows in total; colours and the dud allowance are untouched.A whole run is decided by one seed, so the same seed always gives the same board. The best score and the highest level reached are stored on this device only.

04 / STRATEGY

Bubble Shooter strategy tips

Look for the support before you look for a colour: a dropped bubble pays 20 against a popped one's 10, so one shot that cuts a slab loose is worth more than the pops that freed it. At the start, find the strings that hang from a single point.Pick a cell with the outline, not an angle with your eyes: it jumps cell by cell as your thumb slides, so waiting for it to land on the cell you want is far more accurate than doing the trigonometry.Bounce to reach what a straight line cannot: the opening board is smooth enough to play head-on, but once it has been pitted, cells against the side walls and inside the pockets have no legal angle that reaches them directly — the wall is the only line left. The closer the angle is to 20° or 160°, the longer and more useful the bounce.With one block left, play the safe guaranteed match: that block turns vermilion with a hatch and the deadline thickens at the same time. That is the game telling you the next dud brings the ceiling down.Saved shots add about a third to the clear bonus: every unused dud is 20 points, so when a match is there, take it instead of probing.You can call off a shot: slide off the bar before lifting and nothing fires, the angle returns to where it was, and no dud is spent.The lower the wall is pushed, the fewer landing cells remain. What really gets harder is not the colour count but the space left for a bounce.

05 / FAQ

Bubble Shooter FAQ

How do you play Bubble Shooter, and what are the rules?
The goal is to clear every coloured ball off the board. The cannon at the bottom fires upward, and when the landing cell joins three or more connected bubbles of the same colour they all pop. The game then runs a second search and drops every bubble that can no longer reach the ceiling — that slab is where the points are. The side walls bounce a shot back at the same angle, the ceiling is a landing face and does not bounce, and if a bubble touches the deadline at the bottom the run ends.
How do you aim in Bubble Shooter on a phone or a keyboard?
On a phone it is the aim bar under the board and nothing else: hold your thumb on it and slide sideways to pick an angle, lift inside it to fire, slide off it and lift to cancel. On a keyboard, left and right turn 2° per press, Space or Up fires, and Esc or P pauses. While you slide, the cell the shot will land in is outlined in white and it jumps cell by cell, so you are picking a cell rather than an angle and a shaky thumb does not matter. Lifting again immediately does not fire, which is what keeps a pocket tap from launching a ball.
How do you bounce shots off the wall to reach bubbles on the edge?
Bubbles tucked against the left and right edges have to be taken from the side, off a wall. Those two walls are the only bouncing surfaces in the game: a shot comes back off them at the same angle, so a gap that no legal angle reaches head-on becomes a straight run off the wall. The ceiling is a landing face and never bounces, and the bottom edge sits below the cannon where no shot can reach, so there is no third path. Angles run from 20° to 160°, and the closer you get to either end the longer the bounce carries. The trajectory line and the landing outline follow the bounced leg too, so you never have to work out the angle yourself.
How many levels does Bubble Shooter have?
Eight difficulty tiers, and from level 9 on the level number keeps counting with tier 8's numbers. Only three things change: colours rise from 3 to 5, starting rows from 3 to 7, and the dud allowance falls from 6 to 4. Every level tightens at least one of them and nothing ever gets easier. Boards are not fixed — they are generated from the level number and the seed, so the same level looks different every run.
Why does the ceiling push down a row in Bubble Shooter?
Because the dud allowance ran out. A shot that pops nothing is a dud, and the blocks in the HUD go out one at a time. The moment the last one goes out the ceiling pushes down a row, the top row refills with new bubbles, and the blocks refill too. It is a counter rather than a quota: any shot that pops something refills it at once, so the push is always something you accumulated — and with one block left you get a vermilion warning first.
How is the score calculated in Bubble Shooter?
Four things add up: 1 point for landing a ball, 10 for each popped bubble, 20 for each dropped bubble, and a base of 200 for clearing a level. The clear bonus also pays for saved shots — 20 points per unused dud, counted from what was left before the shot that emptied the board, not from the zero it resets to afterwards. So a shot that lands, pops 3 and brings 2 more down scores 1 + 3×10 + 2×20 = 71, while six shots in a row that pop nothing score 6 in total.
What are the best Bubble Shooter tips for a high score?
Watch the drops, not the pops: 20 points a dropped bubble against 10 a popped one, so one shot that cuts a whole slab loose beats three matches. After that it is saved shots — the clear bonus is a base of 200 plus 20 for every unused dud, so take a match when you have one instead of probing for a bigger one. Third, pick the cell with the outline rather than doing the angle in your head: it jumps cell by cell, so wait for it to reach the cell you want and lift. The ball in the barrel is only ever a colour still on the board, so you can plan by colour without being handed something useless.
What do you do when you are stuck on the same Bubble Shooter level?
After three straight losses on one level, your next attempt at it starts one row lower, up to two rows in total; the colour count and the dud allowance stay put, because those two are the judgement you have already built. The board helps as well: every colour on a starting board has at least 3 bubbles, so any colour still in play can still be grouped, and a starting board never contains a ready-made group of three. When you really are stuck, shoot the support rather than hunting matches at the bottom — bringing the slab above down is what opens up room to bounce again.

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