Four rare pickups drift through Space Shark, each turning a normal run into something completely different for a few seconds. None of them make you invincible in quite the way you'd expect — each one trades a specific risk for a specific reward. Here's exactly what each one does.
The original. Your speed jumps by 70%, and for a few seconds you smash straight through everything — food, garbage, even the deadliest hazards — for a flat points bonus, with zero risk of dying. It's the closest thing to true invincibility in the game.
Best used: when the screen is genuinely crowded — a wall of asteroids, a run of hazards you'd otherwise have to carefully thread. Grabbing it in open space wastes most of its value.
You balloon to nearly double size instantly, and for about 5 seconds, anything you eat — good or bad — is worth flat points with zero effect on your size meter or your streak. But hazards are just as lethal as ever, and your hitbox is now much bigger. It's pure risk/reward: bigger points, bigger target.
Best used: in a food-dense patch with few hazards nearby — the bigger hitbox is the real cost, so grabbing this near a hazard swarm can backfire badly.
Twin cannons mount on the shark's front and auto-fire continuously for 6 seconds. Anything the bolts hit — food or hazards — is destroyed for points at a distance, without you needing to touch it at all. Hazards you don't shoot in time are still just as dangerous as ever, so it rewards actually paying attention to your firing lane, not just holding still.
Best used: reactively, letting the automatic fire clear a lane of hazards while you focus on positioning for the food that's still worth eating by hand.
For about 5.5 seconds, hazards simply don't exist for you — asteroids, mines, lasers, all of it passes straight through with no interaction at all. Food and garbage, though, behave completely normally: still change your size, still build or break your streak. It's not a scoring tool like the others — it's pure breathing room.
Best used: when you're deep in a difficult hazard pattern and just need a few clean seconds to stabilize your size or protect a streak you can't afford to lose.
None of them, and that's the point. Rocket is the safest but does nothing for your size. Frenzy and Shooter are both about racking up points, but from completely different angles — touch versus range. Ghost is the only one that isn't about points at all. Which one helps most depends entirely on what's actually happening on screen when you grab it.
See them all in action.
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