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physicsdestructionanimals

Zoo Goes Boom

A crayon-drawn physics destruction game where rubber balls ignite popcorn, melons, beehives, beach balls, and one spectacular skunk while startled zoo animals fly through the exhibits.

▶ Play Zoo Goes BoomDrag in the launch direction - release to fling · progress saved in your browser

Fling a rubber ball

Press anywhere in the exhibit, drag in the direction you want the ball to travel, and release. A longer drag launches harder, up to the dotted arrow's maximum length. The ball bonks anything it strikes and makes one last small blast when it disappears after a few seconds. That final pop scores 20 base points.

P.U.!!!
Aim through a nearby prop and toward the skunk. Each blast can ignite another prop, break hay, and send the animals flying.
Use every ball before the review
The first three exhibits give you three rubber balls. You gain one more ball every third exhibit, beginning with Exhibit 4. After the last ball vanishes, the zoo waits for bees, fuses, bouncing beach balls, and moving pieces to settle before showing the results.

Start the chain reaction

A solid ball hit ignites every special prop. Explosions also prime nearby props, so one accurate fling can travel through most of the exhibit. The points below are base values before the chain multiplier.

Popcorn: bursts for 130 base points, launches a wide yellow blast, and showers the exhibit with kernels.
Peanut barrel: bursts for 110 base points and fires six loose peanuts. Each peanut pops later for 15 base points and a smaller blast.
Watermelon: splats for 120 base points, stains the paper pink, and creates a strong medium-sized blast.
Beehive: appears from Exhibit 2. It scores 90 base points and releases a swarm that chases the nearest animal. Every bee strike scores another 25.
Beach ball: appears from Exhibit 3. Its first bounce scores 50 base points, then three hard landings can each send out a 70-point pulse before the ball disappears.
Skunk: hides behind the center hay pile. Its 450-point stink bomb reaches across a large part of the zoo and primes props inside its inner cloud. A second skunk arrives from Exhibit 6.
Hay bale: breaks for 45 base points and leaves two loose chunks. Launching a bale or chunk high into the upper part of the exhibit earns extra points based on its height.

Launch the residents

monkey
elephant
penguin
lion

The animals cannot be destroyed and do not count toward the trashed percentage. A fast or high launch records one animal flung and scores 80 base points. Once that animal lands and slows down, it can be launched again for another flung result. A hard collision that makes an animal dizzy scores a 30-point oof. Lions can join the random residents from Exhibit 2 onward.

Keep the ruckus connected

x1.5
first score
next blast
another launch
x16
maximum

Every scoring event adds 0.5 to the multiplier, so even the first event is worth x1.5. Score again within 1.1 seconds to continue the same chain, up to x16. If the timer expires, the next event begins a new chain. Five prop activations within 0.9 seconds trigger a brief slow-motion moment. Hard collisions also score speed-based Ruckus when the pieces strike each other fast enough, and those points extend the chain.

Move through the exhibits

Each new exhibit creates a fresh random layout and resets the ruckus score. Later exhibits add more hay, animals, props, elevated fence rows, and extra rubber balls. The review rates how many of the exhibit's original hay bales and special props were trashed. Rubber balls, loose peanuts, and broken hay chunks are not part of that percentage. It also reports total ruckus, animal launches, and the longest chain. There is no failing review or minimum star requirement; the percentage only changes the verdict and stars. Choose Next exhibit to continue or Feed 'em again to replay the same exhibit. Your highest single-exhibit ruckus score is saved in this browser.

Tips

  • Trace a route through several close props instead of aiming only at the largest target.
  • Hit the center hay pile early so later blasts can reach the hidden skunk.
  • Use the wide skunk blast to connect separated platforms and ignite upper props.
  • Keep animals near active props when you want repeated launches and a longer chain.
  • Save a ball for a quiet corner if the first chain leaves an isolated prop untouched.
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