BlockMaster Stars — Not “Can I Clear It?” but “In How Many Shots?”
Not “Can I Clear It?”
But “In How Many Shots?”
BlockMaster hands you three balls per level. Clear it with all three and you pass. Clear it with one and you also pass. But the two are not the same. Every shot you save turns into coins, raises your star ceiling and pays for the next level. This game measures skill in shots.
This post is about BlockMaster stars and the three-shot budget: how the bar moves after you fire, what you need for three stars, how many coins a spared shot is worth, and what you can do when you have used everything and still have not cleared. It all comes from real gameplay screens and the numbers in the game code.
Three shots and a shrinking bar

When a level starts you get the two balls you pick plus a free steel ball: three shots. The three dots under the bar are the shots you have left.
The bar at the top shows the share of blocks still standing on the pedestal. It starts at 100% and drops every time something collapses. Fall below the triangle marked TARGET and the level is cleared.
After each shot the game waits until the tower has fully settled. If it stays under 0.12 units per second for 0.45 seconds, the tower counts as still (11 seconds at most), and only then does the game measure.
While the tower is falling, the bar does not drop in one clean move. A block that rolls off and catches on the edge of the pedestal can briefly push it back up. That is why the final verdict comes after everything has stopped. And if the moment you cross the target happens mid-collapse, the screen drops into 0.22x slow motion for a beat.
What three stars need — how far, how few shots
| Stars | Amount collapsed | Maximum your spared shots allow |
|---|---|---|
| ★ | The target | Using all three shots caps you at ★ |
| ★★ | Target + 10 points | Sparing one shot allows up to ★★ |
| ★★★ | Target + 20 points | You must spare two or more shots for ★★★ |
So ★★★ goes to whoever knocks down a lot, and does it fast. Blow the whole tower away with all three shots and you still get one star. Squeak past the target with a single shot and you also get one. A level cleared with an “One more shot” from an ad or coins is always one star.
The bar colour hints at the stars in advance: blue to yellow while you are short, then green (★), light green (★★) or gold (★★★) once you pass the target.
Spared shots become coins

The coins for a cleared level come in three parts.
- A base of 50
- How far you passed the target — the share beyond the target × 50
- 30 for every spared shot — shown separately next to the dots as N shots spared +coins
The screen beside this text is Level 1 cleared with a single shot. The label reads 2 shots spared +60, and the coin counter went 3,000 → 3,117 once the level was settled. Had you used all three shots, this level would have paid well under half as much. A failed level pays no coins.
“If we added shots without this, it would become ‘use all three and you’re done’ and there would be no reason to shoot well. Because spared shots are worth something, the question changes from ‘can I clear it?’ to ‘in how many shots can I clear it?’ — that is this game’s measure of skill.”
Score
Score is the number of blocks you bring down × 12, multiplied by how far you passed the target and by the chain multiplier. ★★ adds +250, ★★★ adds +700, and every second left on the aiming clock adds 20 points. Blocks that fall together within 0.30 seconds count as one chain link (the chain lasts 2 seconds); each new link adds 0.35 to the multiplier (4x at most), and the result screen keeps it as BEST CHAIN xN.
Level 1 — BEST CHAIN x4
When all three shots are gone and it is not enough


- If you cannot clear it, the game tells you how close you were with N% short of the goal, as a number.
- [AD] One more shot — a fourth shot for watching one ad.
- [H coin] One more shot — 120 at Level 1, 240 at Level 30, 350 from Level 58.
- The fourth shot is a Free shot · pick any ball — you can choose from all twelve balls whatever you own, and nothing runs out. It is your chance to pick the perfect ball for that tower. A level cleared this way has no spared-shot bonus and gives one star.
- RETRY — the same tower is built again. A level you failed always comes back as the same puzzle.
Fail three times in a row and the game goes easier on you
After three failures in a row the game adds a helping hand. Each step lowers the target by 6 points and adds 4 seconds to the aiming clock (three steps at most). If you are stuck, simply trying again is also a fine plan.
20 seconds to aim
You get 20 seconds to aim each shot. When time runs out, the ball launches on its own exactly as you have it lined up. Leftover seconds turn into score (20 points per second), so there is no need to rush, but no reason to hesitate either.
The budget in five lines
- The verdict comes after everything stops. The bar rises and falls while the tower collapses.
- ★★★ = target +20 points, and two shots spared.
- 30 coins for every spared shot. Clear it in one shot and you earn nearly double.
- One more shot lets you pick any ball. Choose the right answer for that tower.
- Get stuck three times and the target comes down.
Next time: where to place that one shot — the weak point and the physics of a falling tower.
Out of three shots,
how many will you save?
Play BlockMaster now
Playing it is much faster than reading about it.
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BlockMaster Ball Shop Script: The Steel Ball Is Free, the Laser Takes Three Rounds
BlockMaster Distance — From 10 m to 52 m, How to Shoot a Tower That Keeps Moving Away
BlockMaster Scope Colors — Green, Yellow, Orange, Red: Reading the Verdict Before You Fire
BlockMaster Weak Point — Aim Low, Not High: The Physics of a Collapsing Tower🌌 Universe stories
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