UPDATEDPuzzle
Trickshot
Three balls to sink it past walls, bumpers and spinners. Layouts never change, so a missing star is a puzzle to come back for.
What it is
three balls a level
A basketball puzzle on a gym court at night. Point from the ball to aim: the direction is the angle, the distance is the power, and a short dotted arc shows the start of the flight and where it first hits something. Each level gives you three balls and pays stars for how few you needed. Every level is built from its number, so level 12 is the same court each time you open it: walls to lob over, ledges, bumpers, a lid over the rim, funnels, windows to thread, spinners and sliding planks, every one checked to be beatable before you see it. Every fifth level is a boss with six balls and three hits to land. Coins from clears, bank shots, swishes and a hidden bonus coin buy ball skins and trails in the shop. Every star and bonus coin in a zone of five seals it. After level 4 a Daily Court opens on the menu: three courts built from the date, the same for everyone that day, with nine balls for all three; run it as often as you like.
How to play
Controls, then the numbers that matter
Stars count balls: sink it with the first of three for 3 stars, the second for 2, the third for 1. A boss gives 6 balls for its 3 hits: 3 stars with no miss, 2 with one, 1 with more.
A first clear pays 10 coins plus 2 per level number, each new star 10, a trick shot 10, a bank 5, a swish 5 and the bonus coin 25. A replay pays 4 plus a quarter of the level number.
A swish never touches the rim; a bank comes off a wall, the backboard, a plank or a bumper. Two or more banks or floor bounces in one shot make it a trick shot, and it pays 10 instead of the bank's 5.
The bonus coin always sits on a line that also scores, so one ball can take both. Once you have it, it shows as a dashed ring on replays.
The aim arc shows 0.85 s of flight at level 1 and loses 0.026 s a level, down to 0.3 s from level 23. The rim narrows too, from 96 units (more than three balls across) to 70 by level 30.
Bosses cycle the Keeper, Blackout, Gale and the Shell Game at levels 5, 10, 15 and 20, then come round again harder: a faster Keeper, shorter flashes of light, gusts 60 stronger, two more swaps, and every other lap mirrored. The first win over each drops a ball or trail the shop does not sell, and the first win over each from its second lap on (levels 25, 30, 35 and 40) drops another.
In Gale the arc ignores the wind: read the meter in the boss bar, where each step is 40 units of push. In the Shell Game only one of the three rims counts; watch it glow before the swaps.
The daily bonus is 60 coins the first day you claim it and 20 more each day you claim it after that, up to 140 from the fifth; a missed day never lowers it. It turns over at midnight Taipei time.
The Daily Court scores 100 a court sunk, 20 a ball left in the rack and 10 a bonus coin, 450 at most. It pays up to 90 coins a day: 20 a court and 10 a bonus coin from your best run for those, and a later run worth more pays the difference. New courts arrive at midnight Taipei time.
Three stars on all five levels of a zone and all its bonus coins seal it: 50 coins, once, and a gold seal on the level grid. The grid also keeps your lifetime shots, make rate, swishes, banks and bosses beaten.
Trophies
12 trophies
Sign in and the ones you earn light up here and on your account.
- Nothing but net
- Two banks and in: a trick shot
- Got one past the Keeper
- Into the Blue Hour
- Scored with the lights out
- Read the wind and beat Gale
- Followed the real rim
- Three stars on 25 levels
- Sealed a zone: every star and coin
- Beat all four bosses on lap two
- Three daily courts in three balls
- Daily courts on seven days
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From the changelog
What changed
StuStudios 2.2
- Trickshot’s Daily Court is three fresh courts a day, the same for everyone, with nine balls to sink all three; beat a boss again on its second lap for a ball or trail the shop doesn’t sell.
Trickshot: how to aim, on a phone held upright
- On a phone held upright, Trickshot’s first two levels now say how to aim (drag, then lift to shoot) as well as suggesting you turn the phone sideways for a bigger court. Before, the sideways tip took the place of the aiming help.
Trickshot: three balls to sink it
- Trickshot is a basketball puzzle on a gym court at night. Point from the ball to aim: the direction is the angle, the distance is the power. Three balls a level, three stars for one. Every level is built from its number and checked to be beatable before you see it, so a missing star is a court to come back to: walls to lob over, bumpers, funnels, windows to thread, spinners and sliding planks. Every fifth level is a boss, the Keeper, Blackout, Gale or the Shell Game, and the first win over each drops a ball or trail the shop does not sell.
Trickshot went up on the arcade
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