Cannon Cove

Drag back from the cannon to aim and let go to fire. Knock every pirate out of the fort; a tap in the air bursts the cannonball and throws whatever is near about.

0
Level
1
Cannonballs
Pirates
0

Drag back from the cannon to aim and let go to fire; tap in the air to burst the ball.

Levels

    How to play

    Fire the ship’s cannon at the rival crew’s island fort and knock out every pirate before your cannonballs run out. Take the fort and the next of the eight levels opens.

    Aiming

    Press on the cannon and drag back: the farther you pull, the harder it fires, and a line of dots shows the start of the ball’s flight. Let go to fire; a pull too short doesn’t fire. A ball that comes down short of the beach is lost in the water.

    The burst

    While a ball is in the air, tap anywhere on the cove to burst it. It throws everything near it about and hurts it, harder the closer it is. A ball bursts only once, and the next one is loaded a moment later.

    The fort

    The fort is planks, stone and barrels, with the rival pirates in and around it. Every hard knock hurts a block: barrels break easily, planks less so, and stone only to a heavy blow; a block shows cracks once it is about half broken. A pirate is knocked out by a hard hit or a fall, or when he is thrown off the cove.

    Levels

    Each of the eight levels gives you 3 to 5 cannonballs and is scored on its own. A shot ends when the ball stops, leaves the cove, bursts or has flown for nine seconds; then the next is loaded. Knock out the last pirate and the next level opens; run out of balls with a pirate still standing once everything stops, and the pirates hold the fort.

    Points

    A pirate knocked out5,000
    A stone block broken800
    A plank broken500
    A barrel broken300
    Each cannonball not fired when the fort is taken10,000

    Controls

    Press on the cannon with a mouse or a finger, drag back and let go; tap or click while the ball flies to burst it. On a narrow screen the view opens on the fort and follows the ball, and a drag on the sand scrolls it. With a keyboard, P plays, pauses and resumes, Enter plays, resumes or goes on to the next level, and R retries the level. The speaker beside Retry turns the sound on or off.

    The levels you finish are kept in this browser: each opens the next, any open level can be played again from the list under the game, and Reset forgets them. A level in play is not kept; a refresh opens the first level not yet done. Sound’s choice is kept too.

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