Pick Custom 1, 2 or 3 to change the rules, motion and sound yourself. Each keeps its own settings.
Automatic: the launcher throws by itself each time the ring fills. On release: it throws every time you let go, as fast as you tap, up to 3 balls; the ring adds one ball each time it fills.
Draws a shape on every ball, one per colour, so colours can be told apart without relying on their hue. Off unless you turn it on.
Loudness of the whole game. Above 100% boosts it, for a quiet phone speaker.
Short vibrations on booms and locks, on phones that have them.
Who you play in vs AI. Ladder: a win moves you up to a stronger AI, a loss down to a weaker one, and losing to AGI starts again from AI1. Pick one AI to play only that one: its wins still count, but the ladder stays put and no best score is kept.
The two special balls. Black sticks to any colour and survives every boom but a white one. White booms whatever it touches, black included.
How often the player who is behind gets a white ball. The readout is the chance for each new ball. 0 turns white off and leaves black.
How many ball colours are in play. More colours means fewer matches, so groups grow more slowly and booms are smaller.
A small panel during the match: the biggest boom, how many booms, and how many balls destroyed.
How long a match lasts.
The size of every ball. Bigger balls are easier to hit and fill the table sooner.
Balls that drop onto the table by themselves. Auto drops one only while the table is running low. A time drops one that often, however full the table is.
One throw can score several times as the balls keep hitting. Each further score from the same throw pays this much of the one before: ×0.50 halves it each time; no decay pays every one in full.
How long a ball keeps rolling before it stops. Longer means more collisions from every throw.
How much speed a ball keeps when it hits another ball; walls keep a little less. 100% is fully bouncy; lower is deader.
How much a hit off-centre turns a group round. At 0 groups slide without turning.
Multiplies the speed of every throw. Higher sends balls farther and makes a boom easier to reach.
Time between one launcher's throws: how long you have to aim each ball.
How hard a throw must be to boom a group. Softer hits stick or knock one ball loose. Lower makes booms easier; the aim arrow turns red where a throw will boom.
The hardest throw the launcher makes, before the throw speed multiplies it. The speed cap can hold a ball below it.
How fast a ball knocked off a group flies, as a share of max power. The second figure is how much of that range is fast enough to boom another group: a chain.
How fast the balls of a boomed group scatter, compared with the hit that boomed it. Higher throws debris farther, into other groups.
The fastest any group can move, however hard it is hit. Lower keeps the table calmer.
The fewest balls a group needs before it can boom. A smaller group only loses a ball, however hard it is hit.
Volume of the note when same colours stick together.
Volume of the sound when a bond between two balls breaks.
Volume of the soft hum under a match. 0 turns it off.
Volume of the knock when balls hit each other or a wall, and of each throw.
Volume of booms, the loudest sound in the game.
Cuts the deepest part of every boom, below this pitch. Raise it if booms crackle or rattle on a phone speaker; lower it on headphones for more rumble.
How bright the black ball's electric lock sounds. Lower is darker and softer, higher is sharper.
How far ahead sound is prepared. Raise it if sound crackles or drops out; lower it if sounds come late. Auto lets the device choose. Changing it restarts the sound.