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Guide

How to play

Everything in one place: the tap, the draw, the map, the eight kinds of level, powers, modes and the Forty-Five.

Step one

The run

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.

A classic run with the ball orbiting the rings

Step two

The draw

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:

MatchesPays
3 of 6150 coins
4 of 6600 coins
5 of 63,000 coins
6 of 6The 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

Levels and stars

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:

  • Easyunlimited lives
  • Medium6 lives
  • Hard4 lives
  • Impossible2 lives

Levels open in order, and the first level of every world is always open, so you can try any world early.

The briefing for level 48, a Smash level

Variety

Eight kinds of level

Every kind is still one thumb; what changes is what your tap is timed against.

Dive level in play

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.

Smash level in play

Smash

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.

Star Run level in play

Star Run

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.

Colour Gates level in play

Colour Gates

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.

Shutters level in play

Shutters

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.

Vault level in play

Vault

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.

Twin level in play

Twin

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.

Boss level in play

Boss

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

Powers

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

Modes

Classic is the pure game: 75 seconds to bank lines for the draw, always open. More modes open as you clear the map:

  • Endless (after 5 levels): no clock, three lives, rings that never stop speeding up.
  • Rush (after 15 levels): 30 seconds, three rings, double coins.
  • Precision (after 30 levels): one life and narrow gaps; perfect dives pay triple.
  • Reverse (after 45 levels): everything turns the other way.
  • Free play for Smash, Star Run, Colour Gates, Shutters, Vault and Twin, each once you clear its first level on the map.

Every mode keeps your best score.

Collect them

The Forty-Five

Number 01Number 07Number 08Number 13Number 21Number 33Number 45

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

Rank, gifts and looks

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.

Coming soon onApple Store