Build your pilot. The bricks fight back.
Mouse or drag to move · click or tap to launch and fire · Esc to pause
Clear ten levels to unlock the next set as a starting point
Keep the core in play and clear every brick. Grey armor bricks, grinders, pushers and deflectors don't count — leave them.
Green capsules help. Red ones hurt. Blue ones depend. Every capsule is worth 100. Every core still alive when the level ends is worth 500 — more if it's a Blaze or Piercer core.
Pushers shove a whole row. Grinders destroy what's pushed in. Red bricks are volatile. Two-tone morphers turn every brick they touch into another kind. Light every switch, then hit the trigger.
A whistle means a mine. Only the core can kill it (1000). Don't let it reach your ship.
Plus rules add corner flippers (click/tap when a core is near one, or A / D, Left/Right Shift), pop bumpers, a combo multiplier for bricks broken without touching the bar, an Overload meter (full = 8 s of piercing cores at double points), cores that drift toward reachable bricks when nothing breaks, free Blasters after a long drought, more capsules, and six new ones: Safety Net, Arc Lightning, Twin Bar, Gravity Well, Time Warp, Power Flips. Classic rules play exactly like the 2001 original.