Bubble Shooter

Bubble Shooter Scoring: Why Dropped Bubbles Are Worth More Than Popped Ones

Published · 2 min read

Most people play Bubble Shooter by firing at the biggest patch of matching colour they can see. It works, it keeps the wall up, and it scores badly. The game pays for two different things, and the second one is where the numbers get large.

Pops versus drops

When your shot completes a group of three or more of one colour, that group pops and you get a small amount per bubble. The game then checks every bubble left on the board: is it still connected, through neighbours, to the top row? Anything that is not connected falls off the bottom. Those dropped bubbles are scored separately, and the rate climbs with the size of the fall — a drop of ten is worth much more than two drops of five. In Evi Team's build the running total shows under the star on the right, and the trophy keeps your best.

Reading the board for necks

Because of the drop rule the board is not a wall, it is a set of clusters hanging from the ceiling by threads. Look for a big cluster that touches the top row through only two or three bubbles of one colour. That thread is a neck. Pop the neck and the whole cluster falls, whatever colours it holds. It usually takes two or three setup shots to build a pair on the neck before the third bubble cuts it, and those setup shots are the part of the game that feels slow. They are also the whole game.

The drop rule and the grey dots

The wall does not descend on a timer. It descends when you fire a shot that fails to pop anything. The row of grey dots under the board is the counter: every miss fills one, and when the last one fills the whole wall steps down a row and the counter resets. So the question before each shot is not only will this pop but can I afford a miss right now. With four dots free you can spend two shots setting up a neck. With one dot free, pop something first, anything, and set up afterwards.

Walls and the queued bubble

The ring under the cannon shows the next bubble. If the loaded colour has no useful target, the best miss is a shot that parks it next to one of its own colour high on the board, where the queued bubble can complete it next turn. And remember the walls: a bubble reflects cleanly off either side, so a neck that is shielded from the front is usually open from a bounce. The Aim booster draws the full path with bounces; once you have used it a few times you can read the angle without it.

Between levels

Clearing the board finishes a level and offers one upgrade. A longer aim line is the safe pick early. The third bubble in the clip is the strongest once you are reading necks, because it lets you plan a three-shot setup without guessing what comes after the queued colour.

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