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  1. How your score is worked out
  2. Shot boosts (level 151+)
  3. Hidden paths
  4. Levels 301–350

Scoring and boosts

How the result card adds up your points, the shot boosts from level 151, hidden paths and the last 50 levels.

On this page4 parts
  1. How your score is worked out
  2. Shot boosts (level 151+)
  3. Hidden paths
  4. Levels 301–350

How your score is worked out

While you play, the top bar counts brick points. When you finish a level, the result card shows your total points; tap Details under it to see how the bonuses add up:

A finished level: total points with Details under it, the next star, and buttons to watch the replay, play again or challenge a friend.
A finished level: total points with Details under it, the next star, and buttons to watch the replay, play again or challenge a friend.
LinePoints
Bricks smashed1 per hit, 10 per brick broken
Level cleared25% of the level's value
Speedup to 60% of the value: 1.5 s or less of aiming per shot earns it all, 8 s or more earns none
Spare shotsup to 120% of the value for shots left over (bought shots don't count)
Ball economyup to 40% of the value for firing fewer balls than par
Hazard assistsUFO, magnetar, slingshot, wormhole, black hole, pulsar, lens: the damage a redirected ball does in its next 8 brick hits, counted again
Balls lostBurned by fire meteor, Eaten by astronaut, Lost in a gamma-ray burst, Smashed by asteroids, Swallowed by binary stars, Caught fire, Fried by radiation, Burnt by lava, Crushed by a neutron star, Sucked out of the airlock, Melted on a wall, Burnt in the solar wind: each lost ball costs what your average ball earned
Supernova collapsedminus 5% of the value
Retry used20% off the total after a stage retry or bought shots

The level's value is the life of all its starting bricks plus 10 per brick, so the split is the same on every level.

Shot boosts (level 151+)

From level 151 the level card offers four extra boosts. Pick any before you start; they last the whole level and are paid with gems.

BoostWhat it doesGems
+20 balls20 more balls on every shot of the level. Pick it or +10 balls, not both.◆ 18
Power ballsEvery ball hits for 2 instead of 1, on every shot of the level, so bricks break in half the hits. They have a gold rim.◆ 40
Piercing ballThe first ball of each shot goes through 3 bricks, hitting each one, before it bounces. It has a cyan ring.◆ 20
Bomb ballThe first ball of each shot blows up the bricks around the first brick it hits (a 3×3 blast). It has an orange ring.◆ 25
  1. Boosts sit on the level card as a row of chips with their gem price. Tap one to pick it; tap again to drop it.
    Boosts sit on the level card as a row of chips with their gem price. Tap one to pick it; tap again to drop it.
  2. A picked boost shows on the numbers (+10 balls) and on Play, with the gems it costs.
    A picked boost shows on the numbers (+10 balls) and on Play, with the gems it costs.
2 steps · swipe to see them all

Hidden paths

Boss levels (every 25th), and from level 151 every 3rd level, hide a weak path. Each stage has a tough front of bricks guarding softer bricks behind it, and somewhere in that front a few weaker bricks let your balls through. Nothing marks the way, and not every weak brick leads anywhere.

Levels 301–350

The last 50 levels are the hardest in the galaxy. For 3 stars you'll need power balls and +20 balls, and also a hazard customisation (a Tame) for the hazard that costs you the most balls. Without one, even a perfect aim runs short.