Gaming

Throw Food for Animals: Size Multipliers and Chances (By Biome)

How BIG, LARGE, GOLD, DIAMOND and RAINBOW tags change income, and how throw distance raises your Luck.

How BIG, LARGE, GOLD, DIAMOND and RAINBOW tags change income, and how throw distance raises your Luck.

Image: Goofy Chupacabra

Every animal you catch in Throw Food for Animals can carry two extra tags on its name card. One is a size, such as BIG or LARGE. The other is a variant, such as GOLD, DIAMOND or RAINBOW. Both change how much money the animal makes per second, and both become more likely as your Luck climbs. Luck depends on how far your food flies.

Quick answer: A size tag or variant tag raises an animal’s $/s on its own, and the two stack. Your odds improve with Luck, which rises in each biome your throw passes, up to about 25.50X in Prehistoric Forest.


Size and variant tags in Throw Food for Animals

Tags appear in two places. They show up on the catch card the moment an animal finishes eating, and again on the animal’s label once it sits on your plot. The size tag sits beside the animal’s name. The variant tag sits in front of it, so a single animal can read “RAINBOW Mammoth BIG.” An animal with no tags is the plain version of that species.

These are the tagged animals that turn up across the Winter and Prehistoric Forest zones and on a mid-game plot, with the income each one shows.

AnimalVariantSizeIncome
MammothRAINBOWBIG$74.7T/s
GallimimusNoneBIG$62.2T/s
GallimimusGOLDNone$45T/s
DimetrodonNoneNone$18T/s
TriceratopsNoneNone$12T/s
Sabertooth TigerNoneBIG$7.88T/s
Polar BearDIAMONDBIG$7.47T/s
Sabertooth TigerGOLDNone$5.7T/s
Polar BearNoneLARGE$5.17T/s
LindwormNoneNone$2.7T/s
GoatGOLDBIG$934B/s
TanukiNoneBIG$934B/s

The top of that list matters most. A Mammoth from an earlier zone, carrying both RAINBOW and BIG, out-earns every plain or single-tag dinosaur from Prehistoric Forest. Tags can matter more than where on the lane an animal came from.


BIG vs. GOLD: how the multipliers compare on the same animal

Comparing two versions of the same species gives the clearest read on the multipliers. Two species turned up with a BIG version and a separate GOLD version. In both cases, the BIG animal earns more.

SpeciesGOLD versionBIG version
Gallimimus$45T/s$62.2T/s
Sabertooth Tiger$5.7T/s$7.88T/s

The gap is about the same for both species. A BIG Gallimimus earns roughly 1.38 times what a GOLD one does, and the Sabertooth Tiger pair lands at almost the same ratio. That consistency tells you each tag applies a fixed multiplier to the species’ base rate, rather than adding a flat amount. It also means one BIG size-up outperforms the GOLD variant.

Tags also stack. The DIAMOND Polar Bear BIG at $7.47T/s comfortably beats the untagged-variant Polar Bear LARGE at $5.17T/s, even though LARGE sits one step above BIG on the size ladder. When an animal carries both a variant and a size, both multipliers apply to it.


Luck multiplier by biome

Your chance at a tagged animal is tied to Luck. Luck is shown as a multiplier while your food is in the air, and it climbs as the food crosses each biome on the lane. Where the food lands sets both the biome you catch from and the Luck that catch rolls with.

Biome (in lane order)Luck range
Forest~2.95X – 3.37X
Savanna~4.60X – 6.83X
Desert~7.32X – 9.46X
Jungle~10.88X – 12.47X
Ocean~13.16X – 15.97X
Mountains~16.92X – 18.07X
Taiga~19.38X – 21.69X
Winter~22.79X – 24.82X
Prehistoric Forest~25.27X – 25.50X

Luck keeps rising within a biome as well as between them. A throw that lands deep in Winter rolls at close to 24.8X, while one that only just crosses the border sits nearer 22.8X. Even a few extra points of Throw Power improve your odds without reaching a new zone.

The throw screen also carries a 100x LUCK option with a DETAILS button beside it. Open DETAILS before you throw to check what that boost does for the throw you are about to make.


Raise Throw Power to reach higher-Luck biomes

Distance comes from Throw Power, and Throw Power comes from levels. Each rep on the pull-up bar grants XP. Every LEVEL UP! adds +5 Throw Power. Click prompts pop up on screen during training, and tapping them gives a temporary x2 training boost, so watch for them instead of idling.

Upgrading the bar raises the XP each rep is worth. Stand on the yellow upgrade pad next to the bar to buy the next tier. A purchase shows Upgraded to Emerald Bar! and a NEW EQUIPMENT! banner that unlocks the following bar.

BarCostXP per rep
Emerald Bar$1.2Qa+65,536
Sapphire Bar$7Qa+131K
Avatar at the training bar as a $1.20Qa cost and +65,536 XP readout appear on screen
The Emerald Bar tier, listed at $1.2Qa for +65,536 XP per rep.

Food is the other lever. The Food Shop sells food by tier, and each step up is a separate purchase. Steak and Fillet are both Mythic Tier 8. Royal Steak is Mythic Tier 9 at $50Qa, and buying it shows Bought Royal Steak!. The next unlock in the shop is the Golden Apple at $120Qa. With Steak equipped at around level 281, throws landed in Winter. With Royal Steak at around level 290 and higher, every throw reached Prehistoric Forest.


Throw food and read the catch

The throw itself is a short timing game, and it decides how much bonus power you add on top of your level.

Select your best food from the hotbar so it sits in your character’s hand. The game only attaches the equipped food to your avatar, so a free hand means nothing is selected.
Hotbar slot 6 highlighted while the avatar holds a red item next to a large blue structure
Picking an item from the hotbar before heading to the runway.
Walk out onto the runway to bring up the throw meter. The Index, Shop and Animals buttons stay on screen the whole way, so you can still check the shop or your collection before committing.
Avatar running across a green platform toward the next stretch, with Index, Shop and Animals buttons on the right
Heading down the runway with the Index, Shop and Animals buttons in view.
Hit TAP TO THROW! when the meter lines up. A PERFECT! adds up to +20 Power. A slightly early or late tap still earns GREAT!, worth around +17 to +19.
Avatar running across the green arena toward a glowing orange path
The run-up toward the orange section of the lane just before the throw.
Watch the Luck readout as the food crosses each biome. The number it shows when the food lands is the Luck your catch rolls with, for example 24.36X in Winter or 25.50X in Prehistoric Forest.
Avatar moving from an orange platform onto the green course with the side menu buttons visible
Following the food down the lane while the Luck multiplier climbs.
Go to the landing spot and wait for an animal to eat the food. A short scene plays as it arrives, and you can tap to skip it.
Read the name as it fills in. The letters appear while the animal eats, and the finished card shows the species, any size or variant tag, its $/s, and a NEW! or NEW BEST! label if it is a first catch or your top earner.

Expect plenty of untagged catches even at high Luck. Of the six Royal Steak throws into Prehistoric Forest, three produced a plain Dimetrodon and one a plain Triceratops. The tagged results were a Gold Gallimimus and a Big Gallimimus.


Keep tagged animals on your plot and sell the rest

A tagged animal only pays out if it is placed on your plot, and plot space is limited. The base plot holds 14 animals. Catching more than that sends extras to your backpack, and the game warns Your plot is full! (14 animals). The plot sign offers an expansion from 14 to 16 slots for $50Qi, and buying it without the cash returns Not enough money!.

Tap the Animals button on the right side of the screen. This opens the My Animals panel, which lists everything you own.
Game HUD with the Animals button on the right side, ready to open the collection menu
The Animals button, which opens your collection.
Press EQUIP BEST. The game fills your plot with your 14 highest-earning animals, so a new BIG or GOLD catch replaces a weaker one automatically.
Plot after auto-equipping, filled with the 14 highest-earning animals
The plot after EQUIP BEST places the top 14 earners.
Use the PICK UP and SELL buttons in the same panel for individual animals. This is the place to remove a specific animal by hand rather than relying on the auto-equip.
My Animals panel listing plot animals with PICK UP and SELL buttons
The My Animals panel, with PICK UP and SELL options for each animal.
Walk to the SELL stall and step into the red zone in front of the counter. The Sell Animals menu shows your backpack value and a SELL ALL button with the count. The confirmation reads “Sell 9 animals for $132T? Animals on your plot are kept.” Once it goes through, the menu shows NO ANIMALS IN BACKPACK.
Avatar walking up to the SELL stall with its red glowing sell zone in front of the counter
The SELL stall and its red sell zone.

Run EQUIP BEST before every sale. SELL ALL only touches the backpack, so anything still sitting there when you confirm is gone, tags and all. Your plot keeps earning while you are away, too, and the game reports the total on return with a message such as Your animals earn $282Qa offline!. A plot full of tagged animals pays off even when you are not throwing.