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How to play Pegasus

Pegasus is the second Ball And Wall episode: 50 levels in a sunny cartoon desert, with grass blocks, wooden crates, coins and cactuses. The levels are harder than in Space, and from round 13 every few rounds bring a new block: a star, pipes, bomb crates, “?” blocks, an ON/OFF switch, fire bars, moving platforms and clouds.

Play Pegasus

Controls, the goal of the game, options and rankings are on How to play Ball And Wall.

Scoring

Every block you break gives 10 points; a bomb crate gives 20 and a cloud 15. Coins give 50 and a “?” block 50 plus a good bonus: you do not need them to finish a level, but they lift you up the ranking.

Blocks in Pegasus

  • Coin: 50 extra points; you do not need it to finish the level.
  • Wooden crate: cannot be broken.
  • Trampoline: a ball landing on it shoots up, faster.
  • Black hole: bends the ball’s path round itself.
  • Unstable black hole: swallows the ball, jumps to another place and throws the ball out in a random direction.
  • Star: every two seconds sends out a wave: a ball the wave reaches turns away and gets faster.
  • Pipes: the ball goes into one pipe and comes out of the other pipe of the same colour, the way its turning arrow points.
  • Bomb crate: a crate with a blinking red frame: when it breaks it blows up the blocks around it.
  • “?” block: the first hit knocks out a coin and always drops a good bonus; then it is an empty block that does not break. You do not need it to finish the level.
  • ON/OFF switch: a hit turns it over: ON makes the red blocks solid, OFF the blue ones.
  • Red and blue blocks: walls that do not break; while they are only a dashed outline, the ball flies through them.
  • Fire bar: a chain of fireballs going round a block; the ball bounces off the fireballs.
  • Moving platform: goes from side to side or up and down; it breaks as a normal block.
  • Cloud: fades away for a while and comes back; while it is gone the ball flies through it.

What comes in which rounds

  • Rounds 1–12: platforms of grass and crates, coins and the trampoline.
  • Rounds 13–18: the star, the pipes and the bomb crates.
  • Rounds 19–23: “?” blocks.
  • Rounds 24–28: moving platforms.
  • Rounds 29–33: clouds that come and go.
  • Rounds 34–38: the ON/OFF switch with red and blue walls.
  • Rounds 39–43: fire bars.
  • Rounds 44–50: everything together.

Power-ups and power-downs

A bonus sometimes falls out of a broken block. Catch it with your paddle.

Good ones

  • Three balls: you play with more balls at once.
  • Big ball: the ball grows, and slows down if it was fast.
  • Extra life: one more life.
  • Sticky paddle: the ball sticks to the paddle until you release it.
  • Wider paddle: the paddle gets longer for a while.
  • Points: +10, +50 or +100 points.
  • Gun: the paddle shoots.
  • Computer paddle: a second paddle, played by the computer, helps you.

Bad ones

  • Lose a life: one of your lives is gone.
  • Shorter paddle: the paddle shrinks for a while.
  • Small ball: the ball gets smaller and faster.
  • Earthquake: the board shakes.
  • Turbulent ball: the ball flies unsteadily.
  • Clouds: clouds cover part of the board.

Tips

  • Hit every “?” block you see: its bonus is always a good one.
  • A wall of red blocks will not break: hit the ON/OFF switch and it turns into an outline the ball flies through.
  • The fire bars turn slowly: wait until the arm has passed and send the ball behind it.
  • Hit a cloud while you can see it: when it fades, the ball flies through.

Other episodes

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