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How to play Space

Space is the first Ball And Wall episode: 100 brick breaker levels among the stars. The first rounds are pictures made of coloured blocks; later the sky fights back with black holes, pulsars, portals, suns and blocks that move, fade away or turn into electric barriers.

Play Space

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 gives 20, a ghost block 15, and every bounce off a sun 5. Blue blocks need more than one hit. Finish a level fast: your time counts in the ranking too.

Blocks in Space

  • Dark blue block: breaks after two hits.
  • Light blue block: breaks after three hits.
  • Gray block: cannot be broken: play around it.
  • 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.
  • Pulsar: every two seconds sends out a wave: a ball the wave reaches turns away and gets faster.
  • Portals: the ball flies into one and comes out of the other one of the same colour, the way its turning arrow points: wait for the right moment.
  • Bomb: a glowing block: when it breaks it blows up the blocks around it, and bombs next to each other go off in a chain.
  • Moving blocks: slide sideways or up and down.
  • Sun: the ball bounces off it like off a pinball bumper, a little faster, and you get 5 points.
  • Ghost block: fades away for a moment and the ball flies through it: hit it while you can see it.
  • Electric barrier: cannot be broken, but it switches off now and then and lets the ball through.
  • Green speed gate: the ball flying through it gets faster.
  • Blue speed gate: the ball slows down to the normal speed.
  • Prism: splits the ball into two.

What comes in which rounds

  • Rounds 1–9: pictures made of blocks: learn the bounce and the bonuses.
  • Rounds 10–49: the new blocks come in slowly, one every two or three rounds.
  • Rounds 50–55: pulsars, a vault you can only enter through a portal, chains of bombs.
  • Rounds 56–60: moving blocks.
  • Rounds 61–65: suns that bounce the ball like a pinball.
  • Rounds 66–70: ghost blocks.
  • Rounds 71–75: speed gates.
  • Rounds 76–80: electric barriers.
  • Rounds 81–85: the prism that splits the ball.
  • Rounds 86–99: everything together.
  • Round 100: “well done”: the finale.

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.
  • Steel ball: the ball flies through blocks without bouncing off them.
  • Laser: the paddle shoots.

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.

Tips

  • Gray blocks cannot be broken: use them as walls to bounce the ball where you want it.
  • Watch a portal’s arrow before the ball goes in: it comes out of the other portal the way that arrow points.
  • Break a bomb next to a group of hard blocks: the blast breaks them in one go.
  • A green speed gate makes the ball faster, a blue one calms it down: use the blue one when it gets too fast.

Other episodes

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