Mouse steers on desktop — drag the play field on touch
Mouse steers on desktop — drag the play field on touch
The ball docks to the paddle centre while the field reads READY. Position first — the launch vector is always the fixed 45° diagonal, so your paddle placement sets the entire opening angle.
Contact is mapped from the paddle's centre: dead centre returns the ball vertically, the tips throw it out to ±65°. Corners are how you clear the outer brick columns.
Side contact with a brick flips dx, top/bottom flips dy. Only the deepest single overlap is resolved per substep, so the ball never tunnels or freezes inside a cluster.
Every brick nudges the magnitude upward inside the 3.4 → 4.0 px/frame envelope. The direction is renormalised after each bounce, so speed never sneaks up on the vertical axis.
Clear all 32 bricks for 320 points and the cabinet offers the next wave with a deeper grid. Drop the ball three times and the run is scored and archived as your best.