Slide along your strip to aim. The strip at your end of the screen, outside the table, swings your turret: slide left and it points left. Your thumb never covers the play. To swing it further for a shorter slide, pick a shorter aim strip in Settings.
Hold to fire. Steel bearings fly while your thumb is on the strip. The bar along the strip is your charge: let go and it builds back up.
Blast the puck into the other goal. Play first to a number of goals, or for three minutes, where the most goals wins and a level score is a draw.
Shoot the glowing orbs. Green ones help you: triple shot, spread shot, heavy shot, hyperfire (rapid fire that costs no charge), auto refill (an empty gun refills itself three times), a shield over your goal, and jammer (your shots jam the turret they hit). Red ones hit the other player: EMP stalls their gun, freeze locks its aim, drain empties its charge, shrink ray, and a magnet that drags the puck toward their goal. White is multiball.
Jam their turret. With Turret hits jam on in Settings, each shot that hits the other turret heats it (the amber ring round it), and three quick hits jam it for a couple of seconds: it turns and fires at half speed, and crackles until it clears. A stray hit soon cools off. While you hold jammer, one hit is enough. Another hit keeps a jammed turret jammed but does not stack.
Every power-up announces itself with a slim note beside your strip saying what it does, and stays listed on your strip with its time left.
Tables and pucks. Each table plays differently: a black hole that swallows bearings, orbiting attractors, warp gates, a bumper maze, and rails from soft to rubbery. Pucks range from slick Turbo to the heavy Boulder, the bearing-grabbing Magnet and the Comet that speeds up with every hit. Every finished match earns a spark (two for beating the computer); sparks unlock the rest.
Make your own tables. In the table picker, Make a table: place and drag bumpers, gravity wells, black holes, warp gates and wall bars, then test it, save it to My tables and share it. Shared tables has what others have made.
Two players: one at each end of the phone, both thumbs at once. Vs computer: you play from the bottom.
Tables
Settings
Goals to win (not in 3-minute matches)
Aim stripNarrower turns the gun further for a shorter slide
Sparkfire
A two-player electric table game: fire charged ball bearings to blast the puck into the other goal, on one phone or against the computer.