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Meteor

Meteor

360° arcade shooter — your turret in the center fires toward your tap. Shoot incoming meteors before they hit you.

How to play

Your turret sits in the center of a starfield. Meteors appear just beyond a random edge — left, right, top or bottom — and fly in a straight line toward the center, each aimed with a little random error (up to about 11°), so not every one is on course to hit you.

More: full rules and tips

Tap anywhere on the field: the turret turns to face that point and fires one bullet. Bullets fly straight for up to 1.5 seconds or until they leave the screen, and each bullet is used up by the first meteor it touches. The turret fires at most one shot every 0.12 seconds (about eight a second); a tap that comes sooner is ignored and does not turn the turret.

Meteor types:
• Large: slowest, takes 3 hits, worth 10 points, splits into 2 medium meteors. A red dot appears in its center once it has been hit.
• Medium: takes 2 hits, worth 20 points, splits into 2 small ones.
• Small: fastest, destroyed by 1 hit, worth 40 points.
About 55% of new meteors are large, 30% medium and 15% small. The two pieces of a split fly off 60° to either side of the path of the rock they came from.

Your score drives the difficulty. Every point you score adds 0.18% to the starting speed of the meteors and fragments created after it — 1.9× at 500 points, 2.8× at 1,000, with no upper limit. New meteors arrive every 0.5–1.4 seconds at first and more often as you score, until at about 1,000 points they come every 0.2–0.56 seconds.

The run ends the moment any meteor touches the turret. Pressing New during a run that already has points ends it too, so you can still save the score; from the game-over screen you can save to the Hall of Fame or tap New to play again.

Goal: the highest score before a meteor gets through. Your best score is kept on this device.

Tips & strategy

Large meteors are slow and cheap — three hits for 10 points — yet they make up more than half of all new rocks. Their value lies in what they become: breaking one sends two mediums off 60° to either side of its path, so the pieces of a rock broken well away from the turret sail past and off the screen instead of coming at you. Break large rocks while they are still far out and the screen is calm, and their pieces become optional points rather than new threats; break one right next to the turret and a fragment can still clip you.

Because you fire toward wherever you tap, treat your turret like a clock face and deal first with the rock closest to the center that is actually on a collision course. Points per hit rise sharply as rocks shrink — roughly 3 per hit on a large rock, 10 on a medium, 40 on a small — so the fragments drifting away are the richest targets on the screen. Pick them off when nothing is closing in, aiming a little ahead because they move across your shot rather than along it. As the speed climbs, keep tapping in smooth sweeps around the circle rather than fixating on one direction, so nothing slips through to your turret from behind.

Not every rock needs a bullet. A meteor's path is fixed the moment it appears and never bends, and because of the small random error in its aim, on a tall phone screen a fair share of meteors would drift past the turret untouched — more of the small ones than the large. Read the line a rock is traveling on before you spend shots on it: one clearly sliding past to one side can wait while you handle the one coming straight at you. And since taps less than 0.12 seconds apart are thrown away, a steady rhythm of aimed taps, no faster than about eight a second, gets every shot the turret can fire; drumming faster only wastes taps.

Difficulty is tied to your score, not to the clock. While your score stands still the pace does not rise — meteors keep coming, but no faster and no more often than before — so there is never a reason to rush: a missed shot costs only a moment, while a hurried tap aimed away from a nearby rock can end the run. By 1,000 points, though, a small rock crosses from the edge of a phone screen to the turret in a second or less, so from then on shoot each rock as soon as it enters the screen instead of letting it come to you.