Brick Breaker
Brick Breaker starts with a paddle, one ball and a wall of twenty-four bricks. Keep the ball from dropping below the paddle while it chips away at the wall. Clearing the last brick finishes the board.
The paddle does more than keep the ball in play. Where the ball lands on it changes the direction of the next bounce. That gives you a way to reach the bricks left at awkward angles.
How Brick Breaker works
The ball rebounds from the side walls and the ceiling. A brick disappears when the ball hits it. The counter above the board shows how many bricks remain.
A hit near the left side of the paddle sends the ball left. A hit near the right side sends it right. A hit near the centre sends it almost straight upwards.
You have three lives. Each time the ball falls below the paddle, you lose one. The remaining bricks stay cleared when the next ball launches. Losing all three lives ends the round.
Controls
Press Start to launch the ball. On a computer, move the mouse across the board to position the paddle, or hold the left and right arrow keys.
On a phone, drag your finger across the play area to move the paddle. Keep the movement inside the board.
After losing a ball, be ready for the next one to launch automatically. Use Play again after the round ends to reset the bricks and lives.
Tips
Watch the ball on its way down and move towards where it will meet the paddle. Following its current position too closely can leave you chasing it after a wall bounce.
Use a central hit when you mainly need to keep the ball safe. Try an edge hit when you want to send it towards bricks on one side.
Do not make a large last-second move if the ball is already lined up with the paddle. Small adjustments are easier to control.
With only a few bricks left, think about the bounce angle rather than moving back and forth without a target.
Notes from playing it
The ball gets a little faster after paddle hits, up to a limit. A comfortable opening does not mean the rest of the board will stay at the same pace.
On a phone, your finger can cover part of the board. Watch the ball above your finger and leave enough room to track it as it approaches.
There are no power-ups or extra boards in this version. The goal is simply to clear the wall before the three lives are gone.