Solar wind
A star at the edge of the board blows gusts of charged particles across it. For about 2 seconds every ball in flight is pushed sideways, so its path curves. A ball that spends more than 3 seconds of a shot in the wind burns up and drops away. Use the gusts to reach round the bricks, but don't let balls ride them too long.
- From level
- 15
- Levels
- 255
- Options
- 8
- Price
- Tier 1
On this page5 parts



How it works
A small bright star sits at the edge of the board. Every few seconds faint streaks and a flashing arrow show a gust is coming, and which way it will blow.
Effect on your game: During a gust (about 2 seconds) every ball in flight is pushed sideways, so its path curves the way the wind blows. Sometimes it changes direction. Balls heat up in the wind: one that has spent more than 3 seconds of the shot in gusts glows red, burns up and drops away, lost for the shot. Let the wind carry your balls round a wall of bricks, but keep shots short when it blows.
In detail: how each part reacts
- A small star sits at the left or right edge of the board. It can't be hit or destroyed.
- Every 3–5.5 s, faint streaks and a flashing arrow give about 1 s of warning, then a gust blows for 1.8 s. About one gust in three changes direction.
- During a gust every ball in flight is pushed sideways, so its path curves; balls keep their speed and never go flat.
- Balls heat up in the wind: a ball that has spent more than 3 s of the shot in gusts (added up) burns up and drops away, lost for the shot. It glows orange, then red, as it gets close.
- Light breeze (Tame): half the push. Calm spells (Tame): about 5.5 s of calm between gusts. Gale (Challenge): 60% stronger, 40% longer gusts. Lucky gust (Twist): a ball caught in a gust does double damage on its next brick.
Tip
In real space
Customise the Solar wind: 8 options
Open it from the level card (the hazards row, then this hazard), from the Hazard guide in ⚙ Settings, or from the out-of-shots card. How customising works.
| Option | What it does | Price |
|---|---|---|
| Strength | ||
Light breezeTame | Gusts push balls half as hard. | ◆ 10 this stage ◆ 30 this level ◆ 100 for 24 h ⭐ 40 for 7 days ⭐ 120 forever (Mastery) |
GaleChallenge | Gusts are 60% stronger and last 40% longer. Free, with bonus points. | Free · +10% points |
| Timing | ||
Calm spellsTame | Longer calm between gusts (about 5.5 s instead of 3 s). | ◆ 8 this stage ◆ 23 this level ◆ 75 for 24 h ⭐ 30 for 7 days ⭐ 90 forever (Mastery) |
| Gusts | ||
Lucky gustTwist | A ball caught in a gust does double damage on its next brick. | ◆ 18 this stage ◆ 54 this level ◆ 180 for 24 h ⭐ 70 for 7 days ⭐ 200 forever (Mastery) |
| Colour / skin | ||
GoldSkin | Looks only. Works in every mode. | ⭐ 15 for 7 days ⭐ 50 forever free 1-level try |
RubySkin | Looks only. Works in every mode. | ⭐ 15 for 7 days ⭐ 50 forever free 1-level try |
EmeraldSkin | Looks only. Works in every mode. | ⭐ 15 for 7 days ⭐ 50 forever free 1-level try |
SapphireSkin | Looks only. Works in every mode. | ⭐ 15 for 7 days ⭐ 50 forever free 1-level try |
Light breeze
Gale
Calm spells
Lucky gust
Gold
Ruby
Emerald
Sapphire