Space
Space stages are the most unusual in Wall-X. Each takes place on a planet, and every planet has its own gravity. A shot that works on Earth hits the ceiling on the Moon and slams into the floor on Jupiter. 24 of the game's 500 stages are set in space: one in Level 1 and between two and four in each Level after that.
Planets and gravity
The stage's title box shows the planet's gravity. It's the most important number for planning your shot:
| Planet | Gravity | vs Earth | What it means |
|---|---|---|---|
| Pluto | 0.62 m/s² | ~1/16 | The ball flies almost straight; the tiniest ramp sends it to the ceiling. |
| Moon | 1.62 m/s² | ~1/6 | Long, slow arcs. A gentle shot is often enough. |
| Mars | 3.71 m/s² | ~1/3 | Closest to Earth in feel, but the ball rises about three times higher. |
| Venus | 8.87 m/s² | ~0.9 | Almost like Earth. |
| Neptune | 11.15 m/s² | ~1.1 | Slightly heavier than Earth; the ball falls a little short. |
| Jupiter | 24.79 m/s² | ~2.5 | The ball drops fast. You need a strong shot and a steep ramp. |
A simple rule: the peak height of a ball launched at a given speed is inversely proportional to gravity. A ball that rises 1 metre on Earth tries to rise about 6 metres on the Moon (and hits the 5.6-metre ceiling), while on Jupiter it barely clears 40 centimetres.
Playing in low gravity
- Draw ramps low and flat; don't give the ball much angle.
- Reduce power. The ball stays in the air a long time and loses almost no speed along the way.
- Because the ball hangs in the air, remember that a shot can last at most 12 seconds. A very slow, high arc can time out.
Playing in high gravity
- On Jupiter, draw the ramp's tip steep and shoot close to full power.
- Height is expensive; rolling the ball along the floor and lifting it with a short, steep ramp just before the hole is usually the cheapest route.
- Springs and Wind are valuable here: wind strength doesn't depend on gravity, so it can lift the ball even on Jupiter.
Meteors
Space stages have rocks floating in the air: meteors. The ball bounces off them like the floor. You can't draw inside a meteor or within 5 centimetres of it. Meteors are tools as much as obstacles: a sloped face can steer the ball without you drawing a ramp.
From around Level 5, some meteors drift back and forth between two points. Like Pistons, they need timing, and you can't draw anywhere they might pass.
Black holes
From Level 6, some space stages contain a black hole. It pulls a passing ball in and swallows one that gets too close. See Black holes for details and a table of its pull.
More in this section
- DesertDunes slow the ball, cacti pop it. The floor isn't flat any more.
- PolarIce floor, igloos, ice holes and snowstorms. The ball just won't stop.
- ForestTrees block the way, mushrooms bounce, mud swallows.
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