Dive
Dive through the gaps and land balls in the centre. Six landings bank a line for the draw.
Goal: Bank lines, land balls, make perfect dives, earn coins or chain a combo.
Everything in one place: the tap, the draw, the map, the eight kinds of level, powers, modes and the Forty-Five.
Step one
A ball orbits the outer track of the arena. Between it and the centre stand three to five rings, each turning on its own and each with a gap. Tap when a gap passes under the ball and it dives through to the next lane; keep going and it drops into the centre. That is a landing.
Tap while a wall is under the ball and it bonks: it bounces back, loses a moment and resets your combo. Tap a hair early and the game holds your tap for the gap that is about to arrive.
Hit the middle of a gap and the dive is perfect. A ball that lands with every dive perfect pays a 25-coin bonus, and five perfect landings in a row fill the jackpot meter.
Landings pay 10 coins times your combo. Every clean landing raises the combo by one, up to times five.

Step two
Every day has its own pot of twenty numbers, and every ball you play comes from it. Six landings bank a line. When the run ends, the line you were filling is void and every banked line goes to the draw.
Six of the pot's numbers are drawn, the same six for everyone that day. Each banked line is compared with them:
| Matches | Pays |
|---|---|
| 3 of 6 | 150 coins |
| 4 of 6 | 600 coins |
| 5 of 6 | 3,000 coins |
| 6 of 6 | The jackpot |
The jackpot is a pot of in-game coins that grows every minute. Six of six takes it, and so does a full jackpot meter. Coins have no cash value and can't be bought.
The map
The map holds two hundred levels in ten worlds. Each level shows a briefing first: its kind, its goal, its arena and the coins each new star pays.
Meet the goal for one star. Finish with few enough bonks for two, and fewer still for three. New stars pay coins the first time you earn them.
Lives depend on the world's tier; run out and the level ends:
Levels open in order, and the first level of every world is always open, so you can try any world early.

Variety
Every kind is still one thumb; what changes is what your tap is timed against.
Dive through the gaps and land balls in the centre. Six landings bank a line for the draw.
Goal: Bank lines, land balls, make perfect dives, earn coins or chain a combo.
The rings are bricks. Tap to smash the brick under the ball; the holes you make let you through. Steel bricks bounce you back.
Goal: Smash a set number of bricks before the clock runs out.
Stars float between the rings. Dive into their lane and the ball grabs them as it rolls past. Bombs bonk.
Goal: Collect the stars; dodge the bombs that creep toward you.
Every ball wears a colour. Only the gate of its colour lets it through; the other gates bounce it like a wall.
Goal: Land balls through the right gates, or bank whole lines.
The rings stand still and their doors slide open and shut. Dive while the door under the ball is open.
Goal: Land balls or make perfect dives through the doors.
The ball waits on the drop line. Stop each spinning ring with its gap on the line; line them all up and the ball falls through.
Goal: Crack a set number of vaults.
Two balls, one thumb. A tap dives both, so wait until each one sits over a gap.
Goal: Land both balls together, again and again.
A champion holds the centre. Every landing hits it. Hurt, it speeds the rings up; nearly down, it spins them backwards.
Goal: Knock the champion out at the end of every world.
The shop
Buy powers in packs from the Shop and hold up to nine of each. Before a level, load up to three. They are only used up when you fire them during the run.
Slow-Mo
Rings at half speed for six seconds.
Pack: 3 for 450 coins
Wide Gaps
Every gap half again as wide for eight seconds.
Pack: 3 for 450 coins
Shield
The next bonk costs nothing: no combo lost, no life.
Pack: 3 for 600 coins
Time+
Ten more seconds on the clock.
Pack: 3 for 300 coins
Magnet
Your next dive passes the ring, gap or not.
Pack: 2 for 800 coins
More ways to play
Classic is the pure game: 75 seconds to bank lines for the draw, always open. More modes open as you clear the map:
Every mode keeps your best score.
Collect them







Every number from 1 to 45 is a character. Land a number five times to meet it in the Hopper, twenty-five times to make it hot, and a hundred times to see it at sunrise.
Progress
Every run earns XP for your Draw Rank, from 1 to 50: landings, banked lines, prizes, bricks, stars and new level stars all count.
Come back each day for a daily gift of 200 coins times your streak day, up to day seven.
Higher ranks open looks in the Shop: four ring themes (Sunrise, Midnight, Twilight, Gold) and four ball trails (Ember, Gold, Sky, Twilight). Map levels keep their world's colours; your rings show in Classic and the modes.
Ready for level one?
Lottario Rings is coming soon to iPhone.