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  1. How it works
  2. In detail: how each part reacts
  3. Tip
  4. In real space
  5. Customise the Solar wind: 8 options

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
  1. How it works
  2. In detail: how each part reacts
  3. Tip
  4. In real space
  5. Customise the Solar wind: 8 options
In a real game
In a real game
How it looks
How it looks
What it does
What it does

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

Watch the streaks: they show which way the next gust will blow. Let a gust carry your balls round a wall of bricks, but a ball that spends more than 3 seconds in the wind burns up, so fire short, fast shots while it blows.

In real space

The solar wind is a stream of charged particles flowing out of the Sun at around 400 km per second. It shapes comet tails and pushes on spacecraft. Read about it on Wikipedia ↗

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.

OptionWhat it doesPrice
Strength
Light breezeLight breeze
Tame
Gusts push balls half as hard.◆ 10 this stage
◆ 30 this level
◆ 100 for 24 h
⭐ 40 for 7 days
⭐ 120 forever (Mastery)
GaleGale
Challenge
Gusts are 60% stronger and last 40% longer. Free, with bonus points.Free · +10% points
Timing
Calm spellsCalm spells
Tame
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 gustLucky gust
Twist
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
GoldGold
Skin
Looks only. Works in every mode.⭐ 15 for 7 days
⭐ 50 forever
free 1-level try
RubyRuby
Skin
Looks only. Works in every mode.⭐ 15 for 7 days
⭐ 50 forever
free 1-level try
EmeraldEmerald
Skin
Looks only. Works in every mode.⭐ 15 for 7 days
⭐ 50 forever
free 1-level try
SapphireSapphire
Skin
Looks only. Works in every mode.⭐ 15 for 7 days
⭐ 50 forever
free 1-level try