Ceiling target
On some stages the hole isn't in the side wall but in a horizontal wall just below the ceiling. You have to send the ball up through it and onto the top of that wall. The side wall has no hole; a ball that hits it just bounces back.
Why it's different
On normal stages the ball enters the hole moving sideways; here it needs enough upward speed when it's below the hole. It has to get through the thickness of the horizontal wall and out on top, so it must still be rising when it reaches the hole. The peak of the ball's flight has to be above the hole.
The drawing area also shrinks: you can draw below the ceiling wall, not inside or above the hole. Ceiling targets are introduced towards the end of Level 2 and show up a few times in most later Levels.
Ways to send the ball up
A steep ramp
A ramp whose tip turns almost vertical throws the ball upward. Finish it close to below the hole and the ball has only a short way to go. The ball loses a lot of speed climbing a steep ramp, so shoot hard.
A spring
Put a spring in the ball's path, angled towards the space under the hole, and a ball rolling in sideways bounces upward. The spring's angle sets which way it rises. Because a spring keeps speed, it needs less power than a steep ramp.
An upward wind
A Wind arrow pointing up below the hole lifts any ball passing through towards the ceiling. The strip is about 88 centimetres wide, so the ball doesn't need to be perfectly in line; passing nearby is enough. It's the most forgiving tool for ceiling targets.
An angled booster
A Booster drawn sloping upward both speeds the ball up and turns it upward. It can be expensive in ink but it's the strongest option for steep climbs.
Obstacles often paired with ceiling targets are magnetic floors and Pits: even reaching the spot where you can launch the ball upward becomes a puzzle.
More in this section
- SpikesTouch them and the ball pops and the stage restarts. Your margin is a few centimetres.
- PitsA ball that falls in is lost. Jump it, or cross it at speed.
- PipesTakes a slow ball from the floor and drops it from the ceiling. Speed is everything.
- GatesSlides up and down in front of the hole. When you shoot matters as much as what you draw.
- Wall behind the ballThe target is behind you. Send the ball forward, then bring it back.
- TrianglesTheir slope carries the ball upward. Used well, a free ramp.
- No-draw zonesYou can't draw in the hatched area. The solution has to live outside it.
- Rubber blocksBounces the ball without losing speed. Think of it as a spring you can't move.
- Magnetic floorsSlows a touching ball by 18 m/s every second. Cross fast or don't touch it.
- Sticky floorsThe ball sticks and the shot ends. Your drawings stay, though.
- PistonsExtends from the floor or ceiling and pulls back. You get past by choosing your moment.
- Black holesPulls in a passing ball and swallows one that gets too close. A slingshot at the right distance.
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