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  1. How it works
  2. In detail: how each part reacts
  3. Tip
  4. In real space
  5. Customise the Wormhole: 6 options

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
  1. How it works
  2. In detail: how each part reacts
  3. Tip
  4. In real space
  5. Customise the Wormhole: 6 options
In a real game
In a real game
How it looks
How it looks
What it does
What it does

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.

OptionWhat it doesPrice
Exit spin
Fixed exitFixed exit
Tame
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 spinWild spin
Challenge
The exit spins twice as fast. Free, with bonus points.Free · +10% points
Exit preview
Show the exitShow the exit
Twist
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 mouthsWide mouths
Twist
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 & greenGold & green
Skin
Looks only.⭐ 15 for 7 days
⭐ 50 forever
free 1-level try
Red & blueRed & blue
Skin
Looks only.⭐ 15 for 7 days
⭐ 50 forever
free 1-level try