Home / Guides / Obstacles / No-draw zones

No-draw zones

No-draw zones are the hatched rectangles in the play area. You can't draw anything inside them. The ball passes through freely; only you are kept out. Their job is to take the easiest solution away from you.

Where they go

No-draw zones are placed where you'd most want to draw. There are three typical spots:

No-draw zones are introduced early in Level 2 and appear alongside other obstacles in most later Levels. Some obstacles also carry an invisible no-draw margin: you can't draw within 5 centimetres of rocks, trees, meteors or cacti. The margin around black holes is wider.

Dealing with no-draw zones

Move the drawing forward or back

If the space in front of the ball is off limits, put the ramp where the zone ends. The ball rolls there along the floor and keeps most of its speed. Since the ramp has moved, you'll need to re-tune the power.

Tools that act at a distance

For a wind arrow, only its two ends, the tail and the tip, have to be in an allowed spot. The arrow's body can cross the zone and the wind strip reaches into it. That lets you push a ball passing through the zone without drawing inside it. Likewise, you can design a flight that passes over the zone: send the ball across it and catch it where drawing is allowed.

Decide earlier

When the area before the wall is blocked, you have to decide how the ball enters the hole much earlier. From the last point where you can still change its path, the ball must travel to the hole in a straight line or a single arc.

TipA line stops at the point where it touches a forbidden spot; what you drew so far stays, but nothing more is added. A few limits apply everywhere, too: you can't draw within 10 centimetres of the wall or beyond it, or within about 20 centimetres of the ball.

More in this section

Ready to try it? No sign-up, it runs right in your browser.

Start playing