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Spikes

Spikes are Wall-X's most unforgiving obstacle. The ball only has to touch a spiked area: it pops, the stage restarts and everything you drew is erased.

The rule

The physics engine lets the ball overlap a spiked area by 2 centimetres at most; any more and it pops. Speed, angle or how lightly it touches make no difference. Because your drawings are wiped too, every failed shot on a spiked stage sends you back to zero, so it's worth checking your drawing carefully before you shoot.

Spikes are introduced in the first half of Level 1 and show up in every Level after that. Cacti in the desert follow the same rule: touching the trunk or arms pops the ball.

Where spikes appear

Getting through spiked stages

Spikes on the floor

Draw a short, upturned ramp or a tilted spring just before the spikes. Think about where the ball lands afterwards, too: a ball that lands right behind the spikes and bounces back can roll into them. Landing it well beyond is safer.

Spikes on the edges of the hole

What matters here is the angle the ball enters at. A ball arriving flat, close to horizontal, fits through even a narrow gap. One that dives from above or climbs from below clips the edges. Make the top of the ball's arc come before the wall so it's travelling almost level as it reaches the hole.

Spikes on the ceiling

To keep the flight low, draw the ramp's tip flatter and shoot harder. A fast, flat shot slips under ceiling spikes where a high arc wouldn't.

TipOn a spiked stage, secure getting past the spikes before worrying about the hole. Once you have a shot that clears them safely, find the hole by nudging the power with the plus and minus buttons. That way your drawing doesn't get wiped on every attempt.

Some obstacles lose the ball without restarting the stage: see Pits and Sticky floors.

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