LottoMaster Combo — Perfect, the Time Bonus and Where Your Score Is Won
Never miss, and it’s Perfect.
Finish fast, and it’s a bonus
Three of the four slots are filled, and Combo x3 is floating above them. One ball left: you’re hunting for 32, but your hand gets hasty and you grab 23. The moment you let go right above the slot, a red warning flashes and the combo drops to 0. The ball goes back into the drum. You lose the combo and your shot at Perfect, and you only find out how much that was worth on the result screen.
This story is about the LottoMaster combo and scoring: how a combo builds and breaks, Perfect and the Time Bonus, how the combo multiplies your base score, the difference between a mistake and a failure, and the warning under 4 seconds. Everything here comes from real gameplay screens and the game’s own numbers.
Combo — placing balls without a miss


- Every winning ball you place in a slot gives Combo +1, and the whole screen flashes once.
- From the second one on, a popup appears above the slot: Combo xN! · In a row!.
- Drop a wrong number near a slot and the combo goes back to 0.
- The combo only counts balls placed within the current round, so the number of slots is the ceiling: 1 slot at levels 1–10, 2 at 11–25, 3 at 26–45, 4 at 46–70 and 5 at 71–100. From level 101 a round has 4, 5 or 6 slots (20% / 55% / 25%).
How the score is built
10 points per second while the round runs. It pauses while the item window is open.
When you clear, the base score is multiplied by the combo you have at that moment (it never drops below 1).
Flat points added on top, not multiplied by the combo: 100 per second left and 300 per slot, both growing with your level.
Both flat bonuses are scaled by a level factor of 1 + level/100 (capped at 2.0× from level 100). Take the level 40 clip above: 31 seconds left is 31 × 100 × 1.4 = 4,340 points, and a Perfect on 3 slots is 3 × 300 × 1.4 = 1,260. Seconds you added with the Time Boost item don’t count, and a round you continued after a game over earns no Perfect points.
That gives the game two scoring axes: don’t miss (the combo multiplier and Perfect) and finish fast (every second left is worth 100 or more).

The result screen
LEVEL N · Clear! · Final Score : N, and the top percent your record falls in. Then NEXT and BRAG IT!.
At levels 10, 25 and 50, and every 100 levels after that, a separate Round N Special Clear! badge appears.
Perfect and the Time Bonus
Once the last slot is filled, two scenes play before the result screen (you can see both in the clip above). If you never missed, PERFECT! · No-Miss Clear comes first and stays for 2 seconds. In the game’s own words, it’s the biggest reward moment of the whole round, so it shouldn’t get buried under the time bonus. Then, if there’s time left, Time Bonus · Ns x 100 shows for another 2 seconds. The seconds shown are the whole seconds still on the clock, with any Time Boost seconds subtracted when the points are counted.
A mistake — you lose something, not the round
Placing a wrong ball doesn’t end the round. You lose two things: your combo (back to 0) and your Perfect. The clock keeps running, and since you have to find that ball again, you lose a little time too. And it only counts as a mistake if you drop the ball close to a slot.
- Pairs that are easy to mix up: 23 · 32, 16 · 17, 17 · 27. When the colors differ (23 is red, 32 is gray; 17 is blue, 27 is red), use the color as a second check.
- If you realize you’re holding the wrong ball, let go far from the slots. It simply goes back, and it isn’t a mistake.
- Combo Shield (a round item) forgives one mistake and your combo and Perfect both stay safe. Use several and each one forgives one mistake.
4 seconds — the red clock

The clock runs in seconds:hundredths. When the time left drops to 4 seconds or less:
- The number turns red and pulses.
- The whole screen flashes red.
- A warning sound plays, and the heartbeat that has been playing under the round gets louder.
If you’ve made it this far, don’t save your hint. You get one free hint per round, and it makes a ball you still need glow teal. And if you can’t fill the slots in time, it’s a GAME OVER.


When time runs out — Continue, +20 seconds


The game-over screen offers RETRY (the same level again from the start, free) and Continue, with an AD badge (watch an ad) or an H300 badge (300 H-Coins). Continuing gives you +20 seconds, and the numbers you’ve already found stay in their slots. You can continue once per game over, and a continued round earns no Perfect points.
Five lines to protect your score
- Combo = multiplier. Your final combo multiplies the base score.
- Every second left = 100 points or more. The faster you finish, the more you get.
- Drop a wrong ball far from the slots. It only counts as a mistake near a slot.
- Check 23 · 32 by color. Red and gray.
- Under 4 seconds, use your hint. One per round is free.
Next time: the things that get in your way as the levels rise — decoys, clouds, weather and special modes.
Not a single miss.
PERFECT!
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LottoMaster Live Broadcast Script — 20 Seconds of 45 Spinning Balls, Called by a Caster and an Analyst
LottoMaster Themes — 24 Stages That Change Every Clear, and a Bonus Game on the Fifth
LottoMaster Special Modes: Nine Disruptions That Even Touch the Clock
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