The play area is a hexagon, stretched vertically. The five edges drawn in gold are solid walls: the ceiling and the four diagonals, including the lower ones. The ball bounces off them; but on the two diagonals either side of the paddle, a ball on its way down keeps going down: only the paddle sends it back up. Only the bottom horizontal edge, drawn as a dotted red line, is the void: that is the only way the ball can be lost. The brick wall is a hexagon too, with its top and bottom rows shorter than the middle ones.
Your paddle runs along the bottom edge, and folds to climb halfway up both diagonals. Push it into a corner: its foot stays on the bottom edge while its end folds up along the sloping wall. The rebound is worked out from its tilt at the point of contact, and always heads into the field and upwards. Laid flat, its width never exceeds 35% of the edge, even with the long paddle bonus.
Otherwise KassBrikoId is a brick breaker, but two rules set it apart from what you know.
The route turns. The field follows a corridor laid out on a grid, which swings ninety degrees to the right or left at every level and never goes back over a square already crossed. When you have cleared a wall, the far door opens, the view tips a quarter turn and stays turned: the next level is played in that orientation, the void may end up on one side or at the top, and the controls follow. The map on the right shows the whole snake and where you are on it.
Your paddle is not a wall. The point of impact sets the rebound angle, measured from the normal to the edge it runs along, here straight up: in the centre the ball leaves at the narrowest angle, at the tip it leaves at sixty degrees, with every shade in between. A moving paddle adds spin. No rebound is ever exactly perpendicular or flat: the game cannot go round in circles. And if the ball flies around for more than four seconds without breaking anything, the field gently draws it back towards the remaining bricks: it is still up to you to catch it.
The bats. From level 1 onwards, bats wait in cages of barred bricks: one more every two levels at first, then every four, twelve at most. Break the cage: once free, a bat flies around the field, trembles with red eyes, then dives at your paddle. If it touches it, the paddle breaks and you lose a life. You have to hit it twice with the ball, three times for the green ones, which arrive at level 14. They count among what you must destroy to finish the level.
The hives. From level 9, an amber honeycomb brick shelters bats: from time to time, it releases one if its way out is clear. You must hit it five times with the ball (or the shots) to destroy it; it cracks with every hit, and when it bursts it drops an “extra life” package. A second hive arrives at level 18, a third at level 35.
The Galaxian. From level 5, every level hides a midnight-blue brick edged with gold. At the first hit, it breaks away and clings to the wall farthest from your paddle; it sways there and fires missiles straight at your paddle. The missiles are faster than the ball and go through bricks: if one hits the paddle, the paddle is destroyed and you lose a life. You must hit the Galaxian five times in all; it is worth 5 points per hit and 75 when it explodes.
The wall comes down. From level 31, the wall slowly slides towards your paddle while the ball is in play. From one level to the next, the descent and then the ball speed up, each in turn. If a brick reaches the paddle's edge, you lose a life and the wall goes back up to its place.
The route has an end. A hundred levels to cross, and you can see in advance which way the next turn will go.
The levels. Beginner, Intermediate and Expert set the lives, the speed, the paddle size and how aggressive the bats are for you. Master lets you choose each of these settings.
Falling parcels. A brick you hit sometimes drops a parcel, which drifts gently down towards you: just touch it with the paddle to open it, or move aside to let it go by. Glowing gifts are always worth taking: they shine, their ribbon is neat and their bow sits on top. Booby-trapped parcels are dark, tightly tied, with a fuse fizzing above them: let those ones pass. Only bricks the ball itself hits drop a parcel, never the three neighbours swept away by the blast: one hit brick in five drops one. A parcel does not fall straight: it sets off at a slant, up to thirty degrees to either side, and bounces off the edges of the field rather than leaving it. The icon in the middle tells you what is inside.
The streak: how long you last without losing. The counter at the top right of the field goes up as long as you keep your ball, and it is what raises the pressure: the longer your streak, the more often parcels fall, and the bigger the share of booby traps among them. After four minutes without a loss, half as many parcels again rain down and one in two is booby-trapped... Losing a ball resets the streak to zero: the field turns kind again, the only consolation for a missed ball. Ball speed and brick density, on the other hand, depend only on the level number, as before.
Only one effect from each family holds at a time: the last parcel picked up wins and resets its count. So a gift cancels the booby trap of the same family, and vice versa: picking up a long paddle cancels a short paddle, a slow ball cancels a runaway ball. Only fire stacks up. Effects you have gained follow you through the turn and into the next level, but a lost ball wipes the slate clean, and parcels still in the air vanish when the field turns.
Points. A brick is worth 10 points, a silver brick 25 (and 5 for the first hit). A bat earns 5 points per hit and 20 when it is eliminated; a hive, 5 per hit and 50 when it bursts. A gift you catch is worth 15 points, a booby-trapped package you catch 30. Each finished level earns 100 points times its number, plus 50 points per remaining life. A bonus life is given at levels 10, 20, 30 and so on. The leaderboard keeps your best score.
Mouse or finger: the paddle follows your position along the open edge, and climbs halfway up the two sloping walls on either side of it. When the field has turned and the void is on one side, vertical movement moves it instead. A tap launches the ball.
Keyboard: the arrows parallel to the open edge slide it (← → or ↑ ↓ depending on the orientation), the arrow pointing into the field or Space launches, P to pause.
The point of impact sets the angle: in the centre the ball bounces back almost perpendicular to the edge, at the tip of the paddle it flies off at a steep slant.
Best score of each player, then level reached. Top thirty.