Wormhole
Balls that fall into one end shoot out of the other, and one mouth (random, changing between shots) rotates, so the exit angle is different every time.
- From level
- 20
- Levels
- 329
- Options
- 6
- Price
- Tier 1
On this page5 parts



How it works
Two linked portals, one purple and one blue. A ball that falls into one mouth comes out of the other.
Effect on your game: One of the two mouths rotates the exit direction. Which one it is changes at random from shot to shot, and sometimes in the middle of a shot, so you cannot predict the exit angle. It can carry balls to corners you cannot reach, or send them somewhere useless.
In detail: how each part reacts
- Two mouths, at least 3.5 bricks apart, that never move. A ball falls in when its centre comes within about a third of a brick of a mouth.
- It comes out of the other mouth at the same speed, about half a brick away. If a brick is in the way there, the ball isn't moved and just carries on.
- The exit direction is your ball's direction, turned by the exit mouth's angle. One mouth (shown spinning) adds a changing, unpredictable turn of up to about 85°.
- Which mouth spins is picked at random after every shot, and each pass has a 30% chance to swap it. A ball never leaves flatter than about 20° from horizontal.
- A ball can't use the wormhole again for 0.3 s after a pass.
- Loop breaker: if a ball goes through 3 times without touching a brick, that exit mouth turns by 40–85° for the rest of the stage ("Wormhole twisted!").
- Balls it redirects count as wormhole assists. It can't be destroyed; bombs, lasers and rockets don't affect it.
- Fixed exit (Tame): no turning at all: a ball leaves exactly the way it went in. Wild spin (Challenge): twice the turning. Wide mouths (Twist): 40% bigger mouths.
- Show the exit (Twist): your aim line carries on out of the other mouth, so you can see where a straight pass goes.
Tip
Feed balls into the mouth nearest you when the other mouth sits under thick bricks. The spinning mouth changes between shots, so expect a different exit angle each time; the Fixed exit Tame makes it predictable.
In real space
A wormhole is a hypothetical tunnel through spacetime that would link two distant places. Einstein's general relativity allows them, but none has ever been found. Read about it on Wikipedia ↗
Customise the Wormhole: 6 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 |
|---|---|---|
| Exit spin | ||
Fixed exitTame | The exit mouth stops rotating, so a ball always comes out the same way. | ◆ 10 this stage ◆ 30 this level ◆ 100 for 24 h ⭐ 40 for 7 days ⭐ 120 forever (Mastery) |
Wild spinChallenge | The exit spins twice as fast. Free, with bonus points. | Free · +10% points |
| Exit preview | ||
Show the exitTwist | Your aim line continues out of the exit mouth, so you can plan the shot. | ◆ 12 this stage ◆ 36 this level ◆ 120 for 24 h ⭐ 50 for 7 days ⭐ 140 forever (Mastery) |
| Mouth size | ||
Wide mouthsTwist | Mouths 40% bigger, so it is easier to aim a ball into one. | ◆ 6 this stage ◆ 18 this level ◆ 60 for 24 h ⭐ 20 for 7 days ⭐ 70 forever (Mastery) |
| Colour / skin | ||
Gold & greenSkin | Looks only. | ⭐ 15 for 7 days ⭐ 50 forever free 1-level try |
Red & blueSkin | Looks only. | ⭐ 15 for 7 days ⭐ 50 forever free 1-level try |
Fixed exit
Wild spin
Show the exit
Wide mouths
Gold & green
Red & blue