OFFICIAL GAME REFERENCE

Brick Breaker Ball Rules

A complete reference for both game modes: Classic and Volley. Choose a mode to jump directly to its rules and illustrated guide.

MODE ONE

BrickBreakerBall - Game Rules & Sprite Reference (English)

1. Core Game Rules

  • Move the paddle left and right at the bottom of the playfield.
  • Return the ball with the paddle so it reaches the brick field.
  • A stage ends when all bricks that count as breakable objectives have been destroyed.
  • Unbreakable steel bricks normally do not count toward the stage-clear requirement.
  • If the last active ball falls below the playfield, the player loses one life.
  • With multiball active, a life is not lost until every active ball has been lost.
  • Losing a life clears most active power-up effects, removes falling power-ups, and resets the paddle/ball to the serve state.
  • Where the ball hits the paddle changes the return angle: center is straighter, left side sends it left, and right side sends it right.
  • The ball gradually becomes faster during play.
  • Some destroyed bricks can drop power-ups; the player may collect or avoid them.

2. Paddles

Normal Paddle

The baseline paddle. Moves left and right, returns the ball, has no built-in shooting or grabbing ability, and can be resized by power-ups.

Laser Paddle

Armed paddle with two launch points. It fires Laser Projectiles upward to hit bricks. The supplied rules also describe Fire and Piercing effects being able to carry over to laser shots when those effects are active.

Sticky / Grab Paddle

Catches a ball on contact and holds it to the paddle until the player releases it. The supplied rules allow it to hold multiple balls while multiball is active.

3. Ball System

Sizes

  • Small - Small / Shrink size. About half-size in the supplied rules; harder to return, but better for narrow gaps.
  • Medium - Normal/default size and baseline handling.
  • Large - Large / Mega size. About twice normal size in the supplied rules; easier to return but less suitable for narrow gaps.

Types

  • Normal - Standard collision behavior: the ball rebounds from the paddle, walls, and ordinary bricks.
  • Fire - Fire effect: the struck brick explodes and can damage nearby bricks. The supplied rules describe Fire + Piercing as compatible effects.
  • Piercing - Piercing / Thru-Brick effect: passes through bricks and continues moving instead of bouncing from each brick.

All Ball Sprites

Small Fire Ball

  • Size: Small
  • Type: Fire
  • Rule: Small / Shrink size. About half-size in the supplied rules; harder to return, but better for narrow gaps. Fire effect: the struck brick explodes and can damage nearby bricks. The supplied rules describe Fire + Piercing as compatible effects.

Small Normal Ball

  • Size: Small
  • Type: Normal
  • Rule: Small / Shrink size. About half-size in the supplied rules; harder to return, but better for narrow gaps. Standard collision behavior: the ball rebounds from the paddle, walls, and ordinary bricks.

Small Piercing Ball

  • Size: Small
  • Type: Piercing
  • Rule: Small / Shrink size. About half-size in the supplied rules; harder to return, but better for narrow gaps. Piercing / Thru-Brick effect: passes through bricks and continues moving instead of bouncing from each brick.

Medium Fire Ball

  • Size: Medium
  • Type: Fire
  • Rule: Normal/default size and baseline handling. Fire effect: the struck brick explodes and can damage nearby bricks. The supplied rules describe Fire + Piercing as compatible effects.

Medium Normal Ball

  • Size: Medium
  • Type: Normal
  • Rule: Normal/default size and baseline handling. Standard collision behavior: the ball rebounds from the paddle, walls, and ordinary bricks.

Medium Piercing Ball

  • Size: Medium
  • Type: Piercing
  • Rule: Normal/default size and baseline handling. Piercing / Thru-Brick effect: passes through bricks and continues moving instead of bouncing from each brick.

Large Fire Ball

  • Size: Large
  • Type: Fire
  • Rule: Large / Mega size. About twice normal size in the supplied rules; easier to return but less suitable for narrow gaps. Fire effect: the struck brick explodes and can damage nearby bricks. The supplied rules describe Fire + Piercing as compatible effects.

Large Normal Ball

  • Size: Large
  • Type: Normal
  • Rule: Large / Mega size. About twice normal size in the supplied rules; easier to return but less suitable for narrow gaps. Standard collision behavior: the ball rebounds from the paddle, walls, and ordinary bricks.

Large Piercing Ball

  • Size: Large
  • Type: Piercing
  • Rule: Large / Mega size. About twice normal size in the supplied rules; easier to return but less suitable for narrow gaps. Piercing / Thru-Brick effect: passes through bricks and continues moving instead of bouncing from each brick.

4. Power-Ups / Charms

Laser Auto-Charge

Laser Auto-Charge
  • Classification: Positive
  • Effect: Automatically fills the laser machine/gauge. The supplied sprite-map note says its indicator moves rapidly up and down.

Extra Life

Extra Life
  • Classification: Positive
  • Effect: Adds one life (+1).

Kill Paddle

Kill Paddle
  • Classification: Negative
  • Effect: Immediately destroys the player paddle and costs a life under the normal life-loss rules.

Expand Paddle

Expand Paddle
  • Classification: Positive
  • Effect: Increases paddle width, making the ball easier to return.

Timed Bomb Bricks

Timed Bomb Bricks
  • Classification: Positive
  • Effect: Turns bricks hit by the ball into timed bombs. When a timed bomb detonates, it destroys nearby bricks.

Random Positive Boost

Random Positive Boost
  • Classification: Positive
  • Effect: Awards one randomly selected positive power-up.

Shrink Ball

Shrink Ball
  • Classification: Negative
  • Effect: Changes the active ball to the Small size state.

Shrink Paddle

Shrink Paddle
  • Classification: Negative
  • Effect: Reduces paddle width, making returns harder.

Fireball

Fireball
  • Classification: Positive
  • Effect: Changes the ball to its Fire state. The Fire Ball uses the matching sprite for the ball's current size.

Magnetic Paddle

Magnetic Paddle
  • Classification: Positive
  • Effect: Makes the paddle attract the ball when the ball enters its nearby magnetic range.

Slow Ball

Slow Ball
  • Classification: Positive
  • Effect: Reduces ball movement speed.

+4 Multiball

+4 Multiball
  • Classification: Positive
  • Effect: Adds four extra playable balls to the balls already in play.

Dual Paddle

Dual Paddle
  • Classification: Positive
  • Effect: Activates an additional paddle so the player controls two paddles.

Fast Ball

Fast Ball
  • Classification: Negative
  • Effect: Raises ball movement speed.

Instant Ball Kill

Instant Ball Kill
  • Classification: Negative
  • Effect: Immediately removes the affected ball. A life is only lost when the last active ball is gone.

Mega / Big Ball

Mega / Big Ball
  • Classification: Positive
  • Effect: Changes the ball to the Large size state.

Activate Sticky Paddle

Activate Sticky Paddle
  • Classification: Positive
  • Effect: Changes the paddle to the Sticky/Grab state. A ball that reaches it is held temporarily and can then be released by the player.

One-Hit Breaker

One-Hit Breaker
  • Classification: Positive
  • Effect: Makes the ball destroy any brick that is allowed to be affected in one hit. Explicitly unbreakable/special exceptions remain code-defined.

Ghost Ball

Ghost Ball
  • Classification: Special
  • Effect: Makes the ball ghost through bricks without breaking them.

15-Ball Multiball

15-Ball Multiball
  • Classification: Positive
  • Effect: Creates or sets a play group of 15 balls under the game's multiball system.

5. Bricks

Rough Stone Brick

Rough Stone Brick
  • Material: rough_stone
  • Impact behavior: Breakable. On impact it breaks and sends the ball back in a randomized direction because of its uneven surface.

Lightning Speed Pass-Through Brick

Lightning Speed Pass-Through Brick
  • Material: transparent_lightning
  • Collision mode: pass_through
  • Impact behavior: Pass-through brick. The ball travels through it, the brick disappears, and the ball becomes faster/lighter according to the supplied sprite-map note.

White Electric Crystal - Intact

White Electric Crystal - Intact
  • Material: electric_crystal
  • Damage state: intact
  • Next state: `brick_electric_white_damaged`
  • Impact behavior: First normal hit changes this intact brick into White Electric Crystal - Damaged.

Blue Crystal - Intact

Blue Crystal - Intact
  • Material: crystal
  • Damage state: intact
  • Next state: `brick_crystal_blue_damaged`
  • Impact behavior: First normal hit changes this intact brick into Blue Crystal - Damaged.

Red Crystal - Intact

Red Crystal - Intact
  • Material: crystal
  • Damage state: intact
  • Next state: `brick_crystal_red_damaged`
  • Impact behavior: First normal hit changes this intact brick into Red Crystal - Damaged.

Purple Crystal - Intact

Purple Crystal - Intact
  • Material: crystal
  • Damage state: intact
  • Next state: `brick_crystal_purple_damaged`
  • Impact behavior: First normal hit changes this intact brick into Purple Crystal - Damaged.

Gray Stone - Intact

Gray Stone - Intact
  • Material: stone
  • Damage state: intact
  • Next state: `brick_stone_gray_damaged`
  • Impact behavior: First normal hit changes this intact brick into Gray Stone - Damaged.

Black Hole Teleporter

Black Hole Teleporter
  • Material: black_hole
  • Impact behavior: The ball enters the black hole and reappears from a random direction/side with an angle somewhere within 360 degrees. The supplied map does not specify whether the brick is consumed.

Random Inventory Power-Up Brick

Random Inventory Power-Up Brick
  • Material: mystery
  • Impact behavior: Grants a random power-up and stores that reward in the Items/Inventory system. The supplied map does not specify whether the brick disappears after triggering.

White Electric Crystal - Damaged

White Electric Crystal - Damaged
  • Material: electric_crystal
  • Damage state: damaged
  • Previous state: `brick_electric_white_intact`
  • Impact behavior: Damaged state after the first hit. The next normal hit breaks it under the supplied rule description.

Blue Crystal - Damaged

Blue Crystal - Damaged
  • Material: crystal
  • Damage state: damaged
  • Previous state: `brick_crystal_blue_intact`
  • Impact behavior: Damaged state after the first hit. The next normal hit breaks it.

Red Crystal - Damaged

Red Crystal - Damaged
  • Material: crystal
  • Damage state: damaged
  • Previous state: `brick_crystal_red_intact`
  • Impact behavior: Damaged state after the first hit. The next normal hit breaks it.

Purple Crystal - Damaged

Purple Crystal - Damaged
  • Material: crystal
  • Damage state: damaged
  • Previous state: `brick_crystal_purple_intact`
  • Impact behavior: Damaged state after the first hit. The next normal hit breaks it.

Gray Stone - Damaged

Gray Stone - Damaged
  • Material: stone
  • Damage state: damaged
  • Previous state: `brick_stone_gray_intact`
  • Impact behavior: Cracked stone state after the first hit. The next normal hit breaks it.

Unbreakable Steel Brick

Unbreakable Steel Brick
  • Material: steel
  • Breakable by normal collision: No
  • Impact behavior: Does not break from a normal collision. Piercing/Thru-Brick or explosions may affect it depending on the final game rules you implement.

MAROON Crystal - Intact

MAROON Crystal - Intact
  • Material: crystal
  • Damage state: intact
  • Next state: `brick_crystal_MAROON_damaged`
  • Impact behavior: First normal hit changes this intact brick into MAROON Crystal - Damaged.

Dark Armored Brick - Intact

Dark Armored Brick - Intact
  • Material: armored_dark
  • Damage state: intact
  • Next state: `brick_armored_dark_damaged`
  • Impact behavior: First normal hit changes this armored brick into Dark Armored Brick - Damaged.

Pink Crystal - Intact

Pink Crystal - Intact
  • Material: crystal
  • Damage state: intact
  • Next state: `brick_crystal_pink_damaged`
  • Impact behavior: First normal hit changes this intact brick into Pink Crystal - Damaged.

Orange Crystal - Intact

Orange Crystal - Intact
  • Material: crystal
  • Damage state: intact
  • Next state: `brick_crystal_orange_damaged`
  • Impact behavior: First normal hit changes this intact brick into Orange Crystal - Damaged.

Green Crystal - Intact

Green Crystal - Intact
  • Material: crystal
  • Damage state: intact
  • Next state: `brick_crystal_green_damaged`
  • Impact behavior: First normal hit changes this intact brick into Green Crystal - Damaged.

Basic One-Hit Brick

Basic One-Hit Brick
  • Material: basic_metal
  • Hits to break: 1
  • Impact behavior: Standard breakable brick. One normal hit destroys it.

Spiked Hazard Brick

Spiked Hazard Brick
  • Material: spiked_metal
  • Impact behavior: Special hazard brick. The sprite map marks it as a hazard, but does not define the exact collision penalty or whether it can be destroyed. That behavior remains game-code defined.

MAROON Crystal - Damaged

MAROON Crystal - Damaged
  • Material: crystal
  • Damage state: damaged
  • Previous state: `brick_crystal_MAROON_intact`
  • Impact behavior: Damaged state after the first hit. The next normal hit breaks it.

Dark Armored Brick - Damaged

Dark Armored Brick - Damaged
  • Material: armored_dark
  • Damage state: damaged
  • Previous state: `brick_armored_dark_intact`
  • Impact behavior: Damaged glowing armored state. The next normal hit breaks it under the supplied balance description.

Pink Crystal - Damaged

Pink Crystal - Damaged
  • Material: crystal
  • Damage state: damaged
  • Previous state: `brick_crystal_pink_intact`
  • Impact behavior: Damaged state after the first hit. The next normal hit breaks it.

Orange Crystal - Damaged

Orange Crystal - Damaged
  • Material: crystal
  • Damage state: damaged
  • Previous state: `brick_crystal_orange_intact`
  • Impact behavior: Damaged state after the first hit. The next normal hit breaks it.

Green Crystal - Damaged

Green Crystal - Damaged
  • Material: crystal
  • Damage state: damaged
  • Previous state: `brick_crystal_green_intact`
  • Impact behavior: Damaged state after the first hit. The next normal hit breaks it.

Transparent Slow Pass-Through Brick

Transparent Slow Pass-Through Brick
  • Material: transparent_energy
  • Collision mode: pass_through
  • Impact behavior: Pass-through brick. The ball passes through, the brick disappears, and the ball slows down.

6. Additional Elements

Laser Projectile

Laser Projectile

The projectile fired upward by the Laser Paddle.

Electric Floor Wire

Electric Floor Wire

Electric hazard at the bottom of the play area.

Spark Animation

Spark Frame 1Spark Frame 2Spark Frame 3Spark Frame 4Spark Frame 5Spark Frame 6Spark Frame 7Spark Frame 8

8 frames used for the spark / impact animation.

MODE TWO

Volley Mode Rules & Illustrated Guide

1. Goal of Volley Mode

Volley arena with numbered bricks, cannon and danger line
  • Launch a complete volley of balls from the cannon at the bottom of the arena.
  • Every numbered brick shows its remaining HP. Each normal hit removes one HP unless an active effect changes the damage.
  • Destroy every brick that counts as a stage objective to win. Permanent obstacles do not normally need to be destroyed.
  • You lose if a live objective brick or indestructible obstacle crosses the danger line after a turn, unless a Rescue Ward saves the run.
  • Volley does not use the moving paddle found in Classic mode.

2. Aim and Launch

Aim upward and release to launch the volley
  • Drag upward inside the arena to set the firing direction, then release to launch.
  • Balls leave the cannon one after another along the selected path.
  • Balls bounce from walls, the ceiling, bricks and solid angled rails. Bank shots help reach protected targets.
  • Drag back into the cancel area if you want to cancel the shot.
  • You cannot start a second shot until the current volley has finished or has been recalled.

3. Bricks, HP and Ricochets

Numbered bricks and angled collision surfaces
  • The number on a brick is its remaining HP.
  • Triangular bricks have real angled collision surfaces and deflect balls differently from rectangular bricks.
  • Rails redirect balls. Some remain fixed while others descend with the formation.
  • Repeated ricochets through a crowded path are usually stronger than a straight shot.
  • Steel or indestructible bricks reflect balls and are normally obstacles, but they can still trigger a loss if they cross the danger line.

4. First Return and the Next Launch

The first returning ball selects the next launch position
  • The first ball that returns naturally to the floor records its horizontal position.
  • After all balls return, that point normally becomes the next launch position.
  • Sticky Return preserves the old launch point. Magnetic Return pulls the recorded point toward the center.
  • Recall is not a natural return, so it should not be used to choose an exact new launch position.

5. Turns, Descent and the Danger Line

The wall descends after a completed turn
  • Every completed or recalled volley consumes one turn.
  • After the volley resolves, surviving bricks, rails and live bonus nodes descend by one row.
  • Regenerating bricks may recover HP, and moving bricks may change location between turns.
  • New balls collected during a shot join future volleys after the current turn resolves.
  • If a live target or indestructible blocker breaches the lower line, the stage fails unless a Rescue Ward pushes the formation back.

6. Controls

Bag, Items, 3X Speed, Recall and Pause controls
  • Bag: view owned charms and prepare a compatible effect when permitted.
  • Items: opens compatible items from the shared game inventory. These are Classic items adapted by the game for use between volleys, not Volley-exclusive charms.
  • 3X Speed: press and hold while balls are in flight; release to return to normal speed.
  • Recall: ends the current volley early. It still consumes the turn and the wall still descends.
  • Pause / Settings: pause the attempt, adjust options or resume the run.

7. Bonus Nodes and Pickups

Extra-ball, coin and shield bonus nodes
  • +BALL: permanently adds the displayed number of balls to later volleys in the current attempt.
  • Carrier bricks: may release extra balls or a positive item when destroyed.
  • Coins: collectible nodes can award coins.
  • Shield: grants a Rescue Ward up to the allowed limit. A ward can prevent one danger-line breach.
  • Other nodes can award score, random items, star energy or speed effects.

8. Special Bricks

Special brick types used by Volley stages
  • Armored: requires sustained hits; stronger variants have greater durability.
  • Regenerating: restores HP between turns up to its original value.
  • Explosive: damages nearby bricks when destroyed.
  • Speed / Slow pass-through: allows passage while changing ball speed.
  • Black-hole portal: teleports a ball between linked portal locations.
  • Key and Lock: collect the key to unlock its linked targets.
  • Switch and Ghost Gate: a switch changes the collision state of linked gates.
  • Chain and Moving bricks: linked blocks can react together, while moving blocks reposition between turns.

9. Boss Battles

Boss portrait and four guards protecting the boss core
  • The final playable stage of every world is a boss encounter.
  • Four shield guards protect the central Boss Core.
  • Destroy all four guards first, then attack the exposed core and clear the remaining required targets.
  • Boss arenas add bank-shot rails and a world-specific mechanic.

10. Worlds and Progression

The nine Volley worlds in campaign order
  • Mystery Forest: 7 stages.
  • Venom Wilds: 10 stages.
  • Aqua Vortex: 6 stages.
  • Desert Spirits: 10 stages.
  • Ice Grave: 10 stages.
  • Tormented Souls: 10 stages.
  • Moon Light: 8 stages.
  • Infernal Gates: 10 stages.
  • Final Eclipse: 10 stages.
  • The current asset-driven campaign contains 81 Volley stages across 9 worlds. Classic and Volley progression are tracked separately.

11. Win, Loss and Useful Tips

Stage-clear and danger-line-failure outcomes
  • Stage Clear: destroy all required objective bricks, even if unbreakable obstacles remain.
  • Wall Breached: a required or indestructible brick reaches the danger line without an available Rescue Ward.
  • If a rewarded continue is available and the reward completes, the wall is pushed back four rows.
  • Collect +BALL nodes early, watch the lowest live brick, and use side-wall angles to create long ricochets.
  • Remember: Recall costs a turn and does not stop the wall from descending.