Game BlogMarble Sorting

Using Magnet, Extra Pipe, and Other Support Rights

Learn how Magnetic Storage works and when to use Clear 10, Speed, Shuffle, Extra Pipe, Hand Clear, and Continue without wasting inventory.

Marble Sorting TeamJul 14, 20263 min read

Support rights are designed to create new options when normal play becomes restricted. They do not automatically solve a level, and each one addresses a different type of problem. A right can come from inventory or, when enabled, be purchased with enough gold.

Clear 10

Clear 10 removes part of the track and creates immediate breathing room. Use it when track pressure is high but the lower board still has solvable targets. Using it on an already open track wastes value; waiting until failure is unavoidable may leave no time to recover.

Speed

Speed temporarily accelerates the game flow. It can help in timed levels, but a crowded track becomes harder to read at higher speed. Stabilize the board first, then activate the boost.

Shuffle

Shuffle refreshes the current pipe or top-selection colors according to visible tray needs. It does not shuffle the track. Use it when the available sources repeatedly fail to match accessible colors.

Magnet and Magnetic Storage

Magnet moves every visible track ball of the selected color into temporary Magnetic Storage without deleting it. The track pauses while the selection mode is open, reducing the risk of tapping the wrong moving color. Stored balls are sent automatically whenever an accessible tray of the same color can accept them. If a tray has three open slots, three balls are released and the remainder stays stored.

No score or gold is awarded when balls enter storage. Normal collection, gold, and tray-completion rewards are earned only when the stored balls later enter a valid tray. A second Magnet cannot be used while storage is occupied. If no tray of the stored color remains anywhere in the level, storage is cleared automatically and Magnet becomes available again.

Magnet is most valuable when one visible color occupies too much of the track but its matching tray is not available yet. It does not delete balls, remove a tray, or reveal hidden pipe colors. This makes it a preservation and space-management tool rather than a replacement for Clear 10 or Hand Clear.

Extra Pipe

Extra Pipe works only in standard pipe mode. A level can have at most five pipes. When the level already has five pipes or uses top selection, the right is not spent and the game explains why. An extra source increases choice, not the obligation to release more balls.

Hand Clear

Hand Clear removes a visible, normal, unprotected tray. It cannot bypass active bombs, water, ice, or barrier locks. Tapping a protected target shows a warning without spending the right, allowing you to select another tray.

Continue

Continue resumes a failed level with assistance. It can restore the previous board, reset hazard timers, create track breathing room, and add moves or time depending on the level. Use is limited within the same level, so correct the cause of failure before continuing.

Inventory and gold

If a right is available in inventory, it is used from stock. Otherwise, the market can use gold when purchasing is enabled and the balance is sufficient. If the action cannot be completed, no right or gold is deducted and the game explains why.

Match the right to the problem

ProblemSuggested right
The track is filling quicklyClear 10
Sources do not match targetsShuffle
One color crowds the track before its tray becomes availableMagnet
A normal tray blocks queue movementHand Clear
Source variety is too limitedExtra Pipe
A timed level is stable but slowSpeed
A failed board is still recoverableContinue

The strongest use of a right is the one that removes the actual cause of the problem.