Brick Breaker
Power-ups
How to play
Move the paddle with your mouse, drag a finger horizontally, or use ←/→ or A/D. Space starts or pauses. Aim with the paddle edges. A life is lost only when all balls fall. Bombs are beneficial. Double/Triple Ball: at most 3 balls. Slow: 10 seconds; Wide: 12 seconds. Re-catching refreshes the duration. Start with 3 lives; maximum 6. An extra life at the cap awards +500 points. Pause and hidden tabs freeze play and effect timers. Fire ignites all active balls and additional multiballs inherit Fire. It ends on ball loss, Ice catch or level clear. Hidden Fire and Ice bricks each drop their power-up once per level. Catch Ice to extinguish all burning balls; without Fire it grants 4 seconds of Slow. Electric replaces Fire and Fire replaces Electric. Ice counters Fire only; Anti-Electric counters Electric only, or awards +250 points. Electric shocks the four nearest live bricks within 140 board pixels, one durability layer each, without recursive chains. Four different hidden surprise bricks guarantee Fire, Ice, Electric and Anti-Electric drops each level. Magnet lasts 14 seconds: hold balls, aim with pointer/drag or arrows/A/D, then launch with Space, a board click or touch release. Held balls launch automatically when Magnet expires. Orange +100, Strawberry +250, Cherry +500 are points only. Shrink is harmful: avoid it. Repeated catches reduce width through four stages to a safe minimum. It persists after life loss, but resets at the next level or New Game. Wide rescues you permanently to normal after its timer ends.
Scoring: +10 per brick damage; final break +50 normal / +80 armored, +25 special. Rapid breaks within 0.7 seconds add +5 per chain step, capped at +20. Bomb damage uses the same brick scoring. Point drops award their displayed value. Level clear: +250 × level. Points have no monetary value.