Brick Breaker

Bounce a ball off a paddle into a wall of bricks and knock every one of them out. Clear all fifty-four and the round is yours; drop the ball three times and it is not.

How to play

The paddle along the bottom is the only thing you control; once the ball is moving it looks after itself, and each brick vanishes the moment it is struck.

  1. Launch the ball Tap the board or press space. It starts on your paddle.
  2. Move the paddle Slide your finger or move the mouse. The paddle follows you.
  3. Aim with the paddle Where the ball hits the paddle decides where it goes. The middle sends it straight up, the edges send it out at a sharp angle.
Full instructions
In depth

Clearing the board before your three lives run out

How the paddle actually steers the ball, why the top row is worth six times the bottom, the speed-up that catches everyone mid-rally, and the channel strategy that turns one good bounce into a cascade.

Screenshot: How to play Brick Breaker
How to play Brick Breaker as it appears when the page opens.

The setup: bricks, paddle, and ball

Fifty-four bricks sit in six rows of nine across the top of the screen. A paddle stretches along the bottom. A ball bounces between them. Every brick the ball touches disappears. Clear all fifty-four and you win. Let the ball fall past the paddle three times and you lose.

The bricks are coloured by row, with different colours marking different point values. The bottom row is worth the least and the top row is worth the most. The numbers are ten points per brick at the bottom, rising by ten for each row above it. That puts the top row at sixty points per brick, which is six times the bottom row. The total across all fifty-four bricks is one thousand eight hundred and ninety points.

Launching and controlling the paddle

The ball starts sitting on the paddle, waiting for you to launch it. Tap the board, click it, or press the spacebar. The ball flies upward at a slight random angle so it does not begin in a straight vertical loop.

Move the paddle with your mouse or finger. The paddle follows your pointer. On a phone, slide your finger across the screen and the paddle tracks it. On a keyboard, the left and right arrow keys nudge the paddle in steps, and the A and D keys do the same thing.

The paddle is wide enough to be forgiving on a normal rally, but not wide enough to cover the whole floor. Keeping it roughly under the ball at all times is the baseline skill. The higher skill is placing it so the ball bounces where you want it to go, not just keeping it alive.

How aiming actually works

The bounce angle is set by where the ball hits the paddle, not by the angle it arrived at. If it lands dead centre, it goes straight up. If it hits the left edge, it flies up and to the left at a sharp angle. If it hits the right edge, it goes up and to the right.

This is the entire steering method. You do not rotate the paddle or add spin. You position it so the ball meets the part that sends it the right way. Want the ball to go left? Let it hit the right half of the paddle. Want it to go straight up? Catch it right on the centre.

The reason this matters is that a ball bouncing straight up and down between the paddle and the ceiling will clear a single column and nothing else. To reach the bricks on the sides, you must deliberately catch the ball off-centre and send it at an angle. Aiming is the whole game.

The point values hiding in each row

The bottom row pays ten points per brick. The next row pays twenty. Then thirty, forty, fifty, and sixty at the top. Nine bricks per row means the top row alone is worth five hundred and forty points, while the bottom row is only ninety.

Most players clear the bottom row first because it is closest. That is safe but low-scoring. The more rewarding approach is to dig through the lower rows quickly and let the ball reach the high-value ones above. One brick from the top row is worth as much as six from the bottom.

A ball that gets above the last row bounces between the ceiling and the top of the remaining bricks, clearing them rapidly without any paddle work from you. That free run is where the big scores come from, and getting the ball up there as early as possible is the fastest path to a clean board.

Why the ball gets faster

Every time the ball touches the paddle, it picks up a small amount of speed. The increase is slight. You will barely notice it for the first ten hits. But it adds up. By the middle of a long rally the ball is moving noticeably faster than when it launched, and toward the end of a full board clear it can approach nearly twice its starting speed.

There is a cap. The ball will not climb forever. But the cap is high enough that a ball near its top speed is genuinely hard to track. The practical lesson is that long rallies are more dangerous than they feel. The ball you caught easily on hit five is the same ball that slips past you on hit thirty.

This speed ramp is what stops the game from becoming routine. Without it, a player who could return the ball ten times could return it a thousand. With it, every rally carries a built-in timer. The longer you keep the ball alive, the harder it gets to keep it alive.

Digging a channel: the strategy that clears boards

Clear a narrow vertical strip up one side of the board. Aim the ball at the same column of bricks repeatedly until a gap opens from the bottom row to the ceiling. Once the channel is through, the ball enters the space behind the bricks and bounces sideways across the back wall. It hits brick after brick from above, clearing entire rows without any effort from you.

The channel does not need to be perfectly straight. A zigzag gap works just as well, because the ball will find its way through any opening. What matters is that there is a continuous path from the paddle level to the ceiling.

Pick one side rather than the middle. A side channel sends the ball behind the bricks at an angle, which means it travels sideways for longer and hits more bricks before coming back down. A centre channel sends it straight up, and it often drops back through the same gap without clearing much on the way.

Recovering from a dropped ball

After losing a life, the ball reappears on the paddle and waits for a fresh launch. Take a moment before tapping. Look at where the remaining bricks are and decide which part of the board to aim for. Sending the ball straight up into an empty gap wastes time and adds speed without clearing anything.

Position the paddle directly under a cluster of bricks before launching. The first hit will land on the closest brick, and if the angle is right, the ball will carve into the cluster rather than bouncing away into open space.

You get three lives in total. Losing the first one early is not a crisis. Losing the second one to the same mistake is. The most common pattern is dropping a ball to a fast rally, then immediately dropping the next one because the launch goes into empty space and the ball returns even faster with nothing cleared.

Mistakes that cost lives

  • Catching every ball on the centre of the paddle. This sends it straight up the same column every time. You clear one strip and leave the rest standing.
  • Chasing the ball instead of predicting it. Watch where the ball is heading, not where it is now. By the time it reaches the paddle, you need to already be in place. Reacting after the bounce always leaves you a fraction late.
  • Ignoring the speed increase. The ball after twenty paddle hits is not the ball you launched. If you are still moving at launch-speed reflexes, you will miss it.
  • Launching into empty air after losing a life. Move the paddle under a cluster of bricks first, then tap. A launch into a gap gives you nothing and the ball still speeds up on the return bounce.
  • Clearing the bottom row first and ignoring the top. The bottom row pays the least. Break through it quickly and aim for the rows that carry real points.

All of it runs on your device

The physics, the collision detection, and the score counter all run inside your browser. The page does not upload anything and does not need an account. Your best score sits in your browser's local storage on this device alone. Once the page has loaded, it works even without an internet connection. Close the tab and the game is over.

Help

How to play Brick Breaker

The paddle along the bottom is the only thing you control; once the ball is moving it looks after itself, and each brick vanishes the moment it is struck. Three drops end the round whether two bricks are left standing or forty, so the awkward ones at the edges are worth going after early.

Launch the ball

Tap the board or press space. It starts on your paddle.

Move the paddle

Slide your finger or move the mouse. The paddle follows you.

Aim with the paddle

Where the ball hits the paddle decides where it goes. The middle sends it straight up, the edges send it out at a sharp angle.

Clear the higher rows

Bricks near the top are worth more points than the ones at the bottom.

Do not drop it

Three misses and the game is over. The ball speeds up slightly with every paddle hit.

Runs on your device

The whole game is played inside this page. Nothing is uploaded, there is no account, and your best score is stored in this browser only. Once the page has loaded it works offline.

Good to know

Aiming is the whole game

Hitting the ball with the edge of the paddle is how you reach the bricks in the corners. Catching everything dead centre gets you stuck in a loop.

Dig a channel up the side

Clear a narrow gap up one edge and the ball gets in behind the bricks, where it clears whole rows on its own.

Move early

Watch where the ball is going, not where it is. Chasing it always leaves you a fraction late.

It gets faster

Each paddle hit adds a little speed. A long rally is more dangerous than it feels.

Common questions

Is it free?
Yes — no account, no limit on how many games you play, and no ads inside the game area itself. Ads on the page around it pay for the site.
Does it work on a phone?
Yes. The board scales to your screen and the controls are made big enough to use with a thumb.
How do I control where the ball goes?
By which part of the paddle it hits. Centre sends it up, the further out you catch it the wider the angle.
Are all the bricks worth the same?
No. The top row is worth six times the bottom row, so digging up to them early pays off.
Does the ball speed up?
Yes, slightly with each paddle hit, up to a limit. Long rallies get genuinely hard.
Where is my best score kept?
In your browser on this device. It is never sent anywhere and will not follow you to another computer.