Slide the colour carts to their matching gates — read the order and the whole board unravels.
ARCADE / PULSE QUARRY
Pulse Quarry
Drag or use ←/→ to move the paddle · edge hits angle the ball toward the next ore
A one-finger Breakout-style score attack. Drag the paddle (or use the arrow keys) to angle the rebound — centred hits go straight up, edge hits deflect toward the NEXT ore colour. Breaking ores in the queued target colour builds a chain multiplier, so reading where to place the paddle beats holding it dead-centre. Every run lays out a fresh seeded vein, a dropped ball costs one of twelve and respawns within half a second, and clearing the board immediately ships the next vein. 75 seconds, best score wins.
How to play
Rules
Smash ore bricks with the ball. White-framed bricks match NEXT: break one to grow the chain. A wrong colour pays much less and breaks the chain, so reading the queue beats colour-blind bulldozing. A dropped ball costs one of twelve and the run ends at 0 balls or 75 seconds — whichever comes first.
Controls
Drag with one finger, or press ←/→, to move the paddle. Each serve launches at a slight angle, so a still paddle drops the ball — move under it to catch, then use the contact point to aim the rebound: centred = straight up, edges = angled toward the next ore.
Tips
Edge hits aim the ball sideways so you can hunt the next colour and extend the chain. Clearing the whole board instantly ships a fresh seeded vein — stack vein clears before the 75-second timer runs out. Each vein hides one gold-marked rare ore: breaking it always pays a bonus, but breaking it while it matches NEXT pays far more — worth holding for. A thin bar above the vein tracks how much ore is left and turns gold when the vein is nearly cleared.
Behind the game
Pulse Quarry is a Breakout score chase where the important target is not always the nearest brick. Each vein shows a NEXT colour in a white frame. Sending the ball into that colour extends the chain and raises its multiplier; smashing an easier, wrong-colour ore still earns a little, but immediately returns the chain to one. That small rule turns a familiar paddle into an aiming tool. A centred catch sends the ball almost straight up, while an edge catch sends it sideways. The satisfying decision is to let a tempting easy hit pass so that the next paddle contact can send the ball toward the colour that keeps the run alive.
Start by looking at the queue before the ball reaches the paddle. Decide whether the next target is on the left or right, then meet the ball slightly off-centre on the opposite side of the paddle to give its rebound the required angle. Do not make the edge hit so extreme that the ball becomes impossible to recover; twelve balls are generous enough to experiment, but every drop removes one and the 75-second clock never pauses. A rare gold ore adds a bonus whenever it breaks, yet it pays most when it is also the queued colour. Treat it as a timing problem rather than an emergency target: build a chain first, then route the ball through it.
The rock face is seeded afresh every run, and a cleared face immediately loads another vein without breaking your multiplier. That makes board clears more than a visual reset: a tidy final route can carry a strong chain into new geometry. The remaining-ore bar announces how close that handoff is, and turns gold near the end. Pulse Quarry is a tiny neon mine in motion: the ball is your drill, but the real resource is the one deliberate rebound that turns a scattered seam into a productive line.
More games
Slide the crates, open the exit. Solve each board in fewer moves than par to chain a multiplier — and keep your one undo for a bonus.
Swap blossoms, grow a cascade, and make the Bloom cell burst.