3D pong with spin
Move the mouse, or drag a finger, to move your paddle. Click or tap to serve.
Your blue paddle is at the near end of the tunnel; the red one is at the far end. The mouse (or a finger dragged on the playfield) moves your paddle — it eases two thirds of the way toward the pointer every frame, so it lags a little on purpose. Click or tap while the ball is on your paddle to serve.
Spin is the whole game. A served or returned ball leaves your paddle with no sideways speed at all. Everything sideways comes from curve, and curve comes from how fast your paddle was moving at the instant of contact:
curve = −paddle speed / curveAmount
Each frame the ball's velocity gains the current curve, and the curve itself decays by a factor of 1.004. Pull the paddle to one side of the incoming ball and sweep it across as you hit, and the ball will bend far enough down the tunnel to leave the opponent standing.
The opponent has 3 lives per level; you have 5 for the entire game, and they are never replenished. Ten levels: the ball speeds up from 2 to 6 units a frame, the curve divisor tightens from 25 to 10 (so spin gets 2.5× sharper) and the opponent's lag constant falls from 17 to 1.
A warning inherited from the original: at levels 9 and 10 the opponent's lag constant reaches 2 and then 1, and a constant of 1 makes it snap exactly onto the ball every frame. It cannot miss. The original had no win screen and no level cap either — it was a game about how far you got, and the far end of its own difficulty ramp is a wall. This port reproduces that rather than quietly fixing it.
| name | level | score |
|---|
You got a high score!
Press P or Esc, or use the button, to resume.
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