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Ramp

The ramp is Wall-X's first and most used tool. The ball rolls along it and launches off the end. Because it barely bounces, you use it to redirect the ball's speed, not to add height on its own.

How the ramp behaves

A ramp is a freehand line: whatever shape you drag becomes the surface. When the ball hits it, it keeps only a tiny part of its speed as bounce (the physics engine uses a restitution of 0.12 for ramps, against 0.92 for springs). So the ball hugs the surface and keeps rolling along it. At the ramp's last point the surface ends and the ball takes off in the direction of the slope at that point.

That means the last few centimetres of the ramp decide the launch angle. A ramp with a wavy middle but a flat end gives a flat flight. A short ramp with an upturned tip throws the ball steeply.

Angle, length and power

Common mistakes

TipIf a shot lands just above or below the hole, don't redraw the ramp. Repeat the shot and nudge the power with the plus and minus buttons. Keeping the drawing fixed and tuning power gets results much faster than changing both at once.

Ramps on a budget

Stars depend on ink: use at most 45% of the limit for 3 stars. With ramps, you save ink by letting shot power do the ramp's job. Clear the stage first with a comfortable ramp, then shorten it and pull harder to get the same flight. On most stages a 40–60 centimetre "launch tip" is all the ball needs.

When a ramp isn't enough, for example when the ball has to go high and then come back, see Spring. To add speed rather than redirect it, use a Booster.

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