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Wind

Wind is the only tool in Wall-X that steers the ball without touching it. You draw an arrow; along the strip it covers, the wind blows in the arrow's direction and pushes any ball passing through. You can change the ball's path even in mid-air.

How wind behaves

How much ink it costs

For line tools, the ink you spend is the real length of the path you drew, so a wobbly ramp costs more than a straight one. For wind only the straight distance between the arrow's tail and tip counts. That makes wind a good way to cover a big area for relatively little ink.

How strongly the ball reacts

The speed wind adds depends on how long the ball stays in the strip. A slow ball is pushed a lot, a fast one only a little. So:

Patterns that work

The lift

Draw an upward arrow across the ball's path. The ball rises inside the strip and keeps climbing as it leaves. When the hole is high and there's no room for a ramp, this is the cleanest answer.

The brake

An arrow pointing against the ball's direction slows it down. Useful when the ball arrives too fast and bounces off the far wall.

The last-second fix

A short arrow pointing up or down just before the hole lets you correct the shot's height by a few centimetres at the very end.

Fixed windsSome stages have winds you didn't draw. They follow the same rules. Snowstorms in polar stages are a little different: they only push sideways and their strength varies by stage. See Polar.

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