The scoreboard at the end of a Star Jolt run hides a simple exponential. Understand where the multiplier lives and every route decision gets easier.
The ladder: x1 to MAX JOLT
Each successful slingshot inside the scoring ring steps the multiplier up one rung: x1, x2, x3, x5, x8, then MAX JOLT at x10. A step takes a clean well completion; you cannot skip rungs.
Where the points actually come from
Base points are modest: 100 for a clean pass, 250 for a deep pass. The multiplier does the work. Ten chained passes at x10 pay 25,000; the same ten passes at x1 pay 2,500. Combo play is a 10x difference, and pickup bonuses ride the same multiplier.
"Once we saw the internal multiplier graph, the design intent was obvious. The game wants you greedy."
OzArcade analysis deskThe drop rules
Three things kill the chain: touching a hazard, missing a well entirely, or letting the combo timer expire. The timer gives you six seconds between wells and pauses during slingshots. Gravity-assist partial passes keep the chain but freeze the multiplier.
Why safe lines lose
A conservative line that drops one chain loses more than a risky line that drops two, because of the exponential. The maths favour aggression once you can hit the scoring ring at 60 percent reliability.
A worked example
Pilot A clears a sector with one chain of twelve at MAX JOLT for 41,000. Pilot B clears it with four chains of three for 9,800. Same survival, same sector, four times the score. The game is the multiplier; everything else is decoration.