Fruit Catcher: when greed costs a life
Catching falling fruit in a basket is a mechanic a century old. What holds it together is one decision you have to make every few seconds: reach for the fruit near the edge, or stay safe in the middle.

Combo versus bombs
Points come from the streak, not the fruit. The longer you go without a miss, the faster the score climbs — and the more expensive any mistake becomes. That is exactly why bombs hurt twice here: they take a life and they break the combo. Three bombs end the run, and a shattered streak of twenty stings almost as much.
From there the game simply increases density. By mid-run the screen is no longer "fruit with the occasional bomb" — it is corridors, and you have to pick one.
What falls besides fruit
- Bomb — a life gone and the streak over.
- Heart — an extra life, the only way to buy back a mistake.
- Clock — slow motion, the best moment to clear a jam.
- Star — bonus points, worth a small risk.
Playing for a record
Hold the centre: reaching either edge from the middle is cheaper than crawling back from an edge. Dropping a fruit is not a loss, it only ends a streak; catching a bomb costs a life. When in doubt, let the fruit go.
Hoarding clocks is pointless, they fire immediately — but under slow motion you can calmly collect three or four in a row and rebuild the combo. And keep an eye on the life counter: playing with one life is a different game from playing with three, and nothing on screen will remind you.