LottoMaster Complete Guide — Find the Winning Numbers Among 45 Lotto Balls: Slots, Combos, Hazards and Items
45 balls are spinning.
Find the winning numbers and drag them down
Inside the drum, forty-five lotto balls numbered 1 to 45 tumble together. Six winning numbers fly up one by one and lock into the purple card at the top, then 3 · 2 · 1. Now you have to spot those numbers among the whirling balls, grab them with your finger and drag them into the empty slots below. You get about 20 seconds. Drop a wrong ball and your combo breaks; run out of time and it’s over.
This is the complete LottoMaster guide. It walks through everything in the game, in order: how a round flows and how to control the balls, the screen layout, how slots and time limits change as you level up, combos, Perfect and the Time Bonus, the hazards — decoy flashes, clouds, weather and special modes — the six round items and the hint, all twenty-four themes, the bonus game and how continuing works. Every number here was checked against the actual game code, and every photo and animation was captured from the real game running.
- How a round flows
- Controls — grab, drag, drop
- Screen layout and ball colors
- Level by level — slots and time limits
- Combo · Perfect · Time Bonus
- Mistakes, failing and continuing
- Hazards — decoys · clouds · weather · special modes
- The six round items and the hint
- Twenty-four themes
- Bonus game · shop · today’s missions
- Five tips for beginners
How a round flows



- Lotto balls swirl in and a big ball pops out showing LEVEL and the level number — about 2 seconds.
- (Optional) The Item button at the bottom right — tapping it pauses the game and opens the Round Item window. To close it without using anything, tap Back to Game. It never pops up on its own.
- Drag the ball that matches a winning number to the slot below — the drum mixes for 2 seconds.
- The six winning numbers fly up to the top card one at a time, 0.4 seconds apart. The balls that flew up then go back into the drum.
- 3 · 2 · 1.
- The clock starts — fill every slot below to clear the level.
Controls — grab, drag, drop

- Grab — touch a ball to pick it up. Even if you touch the gap between balls, the game grabs the nearest ball within 1.35× its radius, because hitting a moving ball exactly is hard.
- Drag — the ball follows your finger.
- Drop — the moment you lift your finger, the drop is judged.
- Dropped close to a slot (within 1.4× the slot size) and it’s a winning number you still need → it snaps in. Combo +1.
- Dropped close to a slot but it’s the wrong number → a mistake. Your combo resets to 0 and the ball returns to the drum.
- Dropped far away from the slots → it simply goes back to the drum. No penalty.
- You can put in any of the six numbers on the top card, in any order.
- On levels 1–3, an animated finger shows you how to drag a winning ball into a slot.
Screen layout and ball colors

- Top — the six winning numbers on a gold-rimmed purple card. Level, score and the clock are up here too.
- Clock — shown as seconds:hundredths (e.g. 12:34). Below 4 seconds it pulses red, the screen flashes red and a warning sound plays. A heartbeat also grows louder as time runs out.
- Middle — the drum, with 45 balls spinning.
- Bottom — a row of purple slots, one empty slot for each number you need this level.
- Bottom left — HINT.
| Number | 1~10 | 11~20 | 21~30 | 31~40 | 41~45 |
|---|---|---|---|---|---|
| Ball color | Yellow | Blue | Red | Gray | Green |
Just like a real lottery, each number range has its own color. If you’re looking for 27, you only need to scan the red balls — ten candidates instead of forty-five.
Level by level — slots and time limits
| Level | Slots to fill |
|---|---|
| 1~10 | 1 |
| 11~25 | 2 |
| 26~45 | 3 |
| 46~70 | 4 |
| 71~100 | 5 |
| 101~ | 4 / 5 / 6 = 20 / 55 / 25% |
The top card always shows six numbers, but you start by filling just one slot at level 1. The time limit is 4 seconds plus a set amount per slot. That per-slot time starts at about 16 seconds and slowly shrinks toward 7 seconds as you level up, and it stops shrinking at level 100. On the levels where a slot is added (11, 26, 46, 71) you get a 20% cushion that fades out over five levels. Some examples: level 1 — 19.8 s, level 10 — 18.0 s, level 11 (2 slots) — 38.0 s, level 25 — 27.6 s, level 26 (3 slots) — 46.9 s, level 46 (4 slots) — 52.1 s, level 71 (5 slots) — 56.0 s, level 100 — 42.7 s. Past level 100 it’s fixed: 35.0 s for 4 slots, 42.7 s for 5 and 50.4 s for 6. If you keep losing on the same level, each retry adds 10% more time (up to 20%).
The balls also mix faster as the levels go up — up to about 1.6× the starting speed at level 100, and no faster after that.



Combo · Perfect · Time Bonus

- Combo — how many balls you’ve placed in a row without a mistake. From the second one on, a popup appears above the slot: Combo x2! · In a row!.
- Perfect — clear a level without a single mistake and you get PERFECT! · No-Miss Clear, plus bonus points: 300 per slot, growing with your level up to double at level 100. A round you continued after a game over earns no Perfect points.
- Time Bonus — Ns x 100. Every second left on the clock is worth points: 100 per second at first, rising with your level up to 200 at level 100. Seconds added with the Time Boost item don’t count.
- Base score — while a round is running you earn 10 points per second (it pauses while the item window is open). When you clear, this base score is multiplied by your final combo count.

The result screen — LEVEL N · Clear! · your final score and which 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.
Mistakes, failing and continuing



- A mistake doesn’t end the round. You only lose your combo and your shot at Perfect.
- There’s only one way to get a game over: the clock hitting 0.
- RETRY — replay the same level from the start, free. Your score goes back to what it was when that round began.
- Continue — with the AD badge (watch an ad) or the H300 badge (300 H-Coins). Either way you get +20 seconds and keep the numbers you’ve already found. You can use it once per game over. The ad button is always shown; if no ad can be loaded (for example when you’re offline), a notice appears and you don’t get the continue.
Hazards — decoys · clouds · weather · special modes
| Hazard | From | What it does |
|---|---|---|
| Decoy flash | Level 6 | A ball that isn’t a winner flashes. Every 4.5–6.2 s on levels 6–25, then every 3.2–4.6 s (it doesn’t get more frequent after that) |
| Clouds | Level 22 | A big cloud drifts across the drum and hides balls. Every 9–13 s on levels 22–40, then every 7–10 s |
| Weather | Level 14 | Rain · snow · wind. Wind pushes the balls. 30% chance on levels 14–20, rising to 88% from level 81 on |
| Special modes | Level 30 | The screen or controls change. 15% chance on levels 30–49, 25% up to level 100, 30% up to 200, then 35% (up to 45% on a long winning streak) |



Special modes don’t show their name on screen — one second before a mode kicks in, a Disruption! warning appears, and then you have to figure out which one it is by watching. There are nine in total, unlocked from the mildest up, and one of the unlocked modes is picked at random with equal odds. From level 30: screen shake · fog vignette · slow motion. From level 40: speed burst · earthquake · flash · narrow vision. From level 50: darkness · inverted controls (you drag in the opposite direction). The three overlay modes shade the drum at 85% (darkness), 65% (narrow vision) and 33% (fog vignette). Mirror flip and camera wobble exist in the code but this game leaves them out. If you lose a level once, the chance of a special mode on that level is halved; lose it twice and you’ll get none.
The six round items and the hint

Tap the Item button at the bottom right of the screen (the game pauses) to open the Round Item window — Owned items are used instantly; others are bought with coins and applied right away. Items you own show x count; the rest show a coin price (or an ad). The price follows how many coins you’re actually earning: it starts at 15 coins and can go up to 250.
| Item | In-game description |
|---|---|
| Stabilizer | Instantly cancels this round’s active disruption mode. (only offered on rounds with a special mode) |
| Magnet Grip | Widens the slot snap radius for this round. (1.4 → 2.2×) |
| Decoy Ward | Decoy balls won’t appear this round. (from level 6) |
| Slow Tracking | Halves ball mixing speed for 5s. Used before matching, it kicks in when matching starts. |
| Combo Shield | Forgives one mistake, protecting your combo. Use several to forgive that many. (your Perfect is kept too) |
| Time Boost | Adds 10 seconds to this round’s time limit. (up to twice per round) |


You get one free hint per round (valid for that round only). Tapping it makes one winning ball you haven’t found yet glow teal, and the glow stays until you find it. Once it’s used up, the game asks Watch an ad to refill 3 hints? — one ad gives 3 hints (you can bank up to 9).
Twenty-four themes




There are twenty-four themes, each changing both the background and the drum: Forest Day, Forest Night, Gold Casino, Neon City, Deep Sea, Coral Reef, Desert Dunes, Desert Night, Snow Field, Aurora Night, Cherry Blossom, Autumn Forest, Space Station, Nebula, Volcano, Bamboo Grove, Sunset Beach, Rainy City, Ancient Ruins, Crystal Cave, Sky Islands, Lavender Field, Arctic Night and Steampunk Workshop. The theme switches every time you clear a level, and you’ll never get three dark themes in a row.
Bonus game · shop · today’s missions


- Bonus game — every five levels you clear. (Tap the lotto balls quickly!) — for 10 seconds, every ball you tap is worth +1 H-Coin. At the end you see BONUS GAME COMPLETE · H-Coins × N, then choose Claim (N) or Watch Ad for 2x.
- Shop — Watch Ad for N Coins. Like item prices, the amount follows what you earn (30 to 600 coins; when we captured it, the button read “Watch Ad for 40 Coins”). You can also buy round items ahead of time from ITEM in the bottom bar. Coins start at 0, and every correct ball you drop into a slot earns 4 H-Coins.
- Today’s missions — nine every day, 10 coins each (doubled with an ad).
- Daily gift — one round item the first time you open the game each day.
Five tips for beginners
- Search by color. 1–10 yellow, 11–20 blue, 21–30 red, 31–40 gray, 41–45 green.
- Drop wrong balls far away. Releasing a ball away from the slots costs you nothing.
- Don’t trust a flashing ball. From level 6, decoys flash — the real hint glows teal.
- Any of the six will do. Start with whichever winning number is closest.
- Red means under 4 seconds. Use your hint before that.
Today’s winning numbers —
how many can you find?
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