Keep the ball in play
Move your paddle beneath the falling ball. You start with three lives for the whole run. You lose a life only when the last ball falls past the paddle; launch again when you’re ready.
ARCADE · THIRTY LITTLE CHALLENGES
One paddle. One ball. A wonderfully simple mission.
A small, movable game window. Keep this page open.
Hold an arrow to move. Tap the center to launch or release.
Your first little challenge awaits.
A CLASSIC, WITH A LITTLE DAPPLE
Our take on the classic paddle-and-ball game, with thirty original boards and mechanics inspired by the DOS classic Paranoid. The layouts and artwork are PlayDapple’s own.
Move your paddle beneath the falling ball. You start with three lives for the whole run. You lose a life only when the last ball falls past the paddle; launch again when you’re ready.
Clear every breakable brick; striped barriers are permanent and do not count toward completion. Small marks show remaining hits on two-hit and four-hit bricks. Ordinary bricks score 5, 10, 15, or 20 points. Two-hit bricks score 25 in total, armored four-hit bricks 70, and clearing a board adds 100.
Five ordinary-looking bricks hide the letters of BONUS. Discover them by breaking bricks: collect them in order for 500 points, or any other order for 200. A hit near the center sends the ball mostly upward. Use the paddle edges for a wider bounce. Follow where the ball is going, and try opening a path behind the bricks.
Switching tabs pauses play and effect timers; returning never launches it for you. Refreshing or reopening the page starts a completely fresh run at level 1 with zero points and three lives. Bricks, BONUS letters, powers, and the session best score reset too.
Six to eight bricks per board hide capsules. W widens the paddle; N narrows it. M adds two balls immediately, while D splits a ball on each of the next two paddle hits (five-ball maximum). G fires automatically. C catches balls: press Space or use Release to send them back. B provides a one-use safety barrier. P lets one ball pass through its next breakable brick hit.
Other capsules give an extra life (+), add 500 points ($), skip the current board (»), speed up balls (F), or reset them to starting speed (S). W and N replace each other; other powers can coexist. Timers pause with the game. Size, sticky, and blaster effects have timers; barrier, split, and piercing powers last until used. Temporary powers reset on life loss, level completion, restart, or reload. Refreshing or restarting also resets your points and lives.
Yes. Tab to the game or Launch button, then press Space to launch. Hold Left/Right or A/D to move. Space also releases balls caught by the sticky paddle. P toggles pause and resume while the board has focus; Escape pauses. All buttons and settings are keyboard accessible. This visual reflex game still requires seeing and following the moving ball.
On phones, hold the on-screen Left or Right button to move, and tap the center Space button to launch, release, or resume. These buttons work in either control mode. For direct dragging, choose Mouse / touch in the controls menu. Move your mouse over the board or drag on it to position the paddle. Click or tap to launch a waiting ball. Changing controls pauses an active game. Mouse movement is ignored in keyboard mode.
You complete the run, keep your best score until the page is refreshed, and can start again. Speed increases gradually during each rally and resets after life loss. You earn an extra life every 4,000 points, as well as from extra-life capsules. There is no time limit or online leaderboard.
No. Every refresh or new visit starts at level 1 with zero points, three lives, and a cleared session best score. Only your control and sound preferences are remembered when browser storage is available.
Once this page and its files are loaded, gameplay does not need a connection. Reopening or reloading the page offline is not currently supported. All essential game assets are served with this site.