530 levels with scrolling distributed on the 3 modes of game
119 levels for the Easy mode
177 levels for Normal
234 levels for Hard mode
21 GUARDS special levels over the 3 game modes
7 in each mode - Easy, Normal, Difficult
3 levels special SUPER GUARDS spread over the 3 game modes
1 at the end of each mode - Easy, Normal, Difficult
65 levels Counter-attack spread over the 3 game modes (mini Thursday Counter-attack with turrets only)
14 levels Counter-attack Easy mode
22 levels Counter-attack in Normal
29 levels Counter-attack Hard mode
104 Bonus levels (moving bricks) over the 3 game modes
23 Levels Bonus Easy mode
35 levels in Normal Bonus
46 levels Bonus Hard mode
NORMAL BALL
FIREBALL that destroys bricks in only one stroke
MINE BALL that destroys all bricks
Balls exist in 5 different sizes; the starting size is the smallest. The thicker balls are granted each time the player catches a bonus that permits to enlarge the size of balls. To each size of ball corresponds a different destruction power: 1 for the first ball, 2 for the second, etc..
Balls rebound on all objects that they hit: WALLS, BUZZ, BOSSES- BRICKS, etc..
However, in certain circumstances, the ball doesn't simply rebound.
On the player's racket the ball rebounds with a different angle according to the position of the impact.
The FIRE BALL doesn't rebound on objects that it destroys but follows its course as if nothing had happened.
The MINE BALL sticks on bricks in order to destroy them before resuming its course. This type of ball also exists as hostile shooting that sticks only on the player's racket a few seconds before exploding.
When a player begins a new level, the ball sticks to its racket. An aiming rod compasses on a half circle around the contact point from left to right and back. When the player clicks on the Action button (mouse button or Space key), the ball is fired in the direction indicated by the rod. This function is also used when the player caught the bonus STICY RACKET. If the player doesn't push on the Action button, the ball is fired after a few seconds.
An enemy can be any object that can carry prejudice to the player.

BUZZ: They are small flying objects that move unpredictably and initiate hostile shootings.

BOSS: it is some bigger hostile flying objects with a large power of fire.
The SHOOTING: normal shooting, missile shooting, GIGA BLITZ shooting,
The BRICKS: are some resistant static obstacles.
The Giga Blitz is a piece of weaponry (for vertical shooting) which destroys everything in its path. There are 5 different sizes of Giga Blitz, one of each racket size.
To activate the Giga Blitz, the energy bar Giga Blitz must be loaded to its peak. This requires a long enough finger pressure on the action button number 2 so that no ball touches the racket. If a ball hits the racket while the energy bar Giga Blitz is increasing, the energy bar Giga Blitz will go down automatically.
The button to activate the Giga Blitz is ineffective so long as the energy bar Giga Blitz is down. It is impossible to move the racket during the progression of the energy bar Giga Blitz. - The use of Giga Blitz lowers the energy of the player's ship and makes it more vulnerable to enemy fire.
A new original game mode appears in 3D BrickBlaster, It appears every 8 levels alternating with mini mode Counter-attack with bricks or mini mode Counter-attack with turrets. In this mode you do not have a ball but only your shield to repel the enemy fire and redirect the fire to the enemy or to the bricks depending on the type of game where you are.
The left mouse button brings up your shield to catch the enemy's fire. The shots are captured and change color. You can then change their course and return them by releasing the mouse button. By pressing a brief moment, caught fire automatically goes in the direction of the enemy, if it has not changed its position in the meantime ...
Once the shooting is captured by your shield, you can move and the shots continue to gravitate around the racket until the left mouse button is released or till new enemy fire hits the racket. Attention, time to catch the shield is limited; enjoy this time because then the new enemy fire can reach you.
In this phase of game you can also use the Giga Blitz, but watch out because it makes you very vulnerable to enemy attack.
When a BRICK or a hostile object is destroyed, the player may get a BONUS or a CHANCE. Bonuses are cumulative.
The UPPER LEVEL bonus:
this bonus allows the player to pass directly at the upper level. If this level doesn't exist (the player is at the last level of the game) then the player wins and can finish the game.
The FIRE BALL bonus:
When a player gets this bonus, all active balls in the level will get their power of destruction passing to 1000. If the ball destroys the object that it has just touched, it doesn't change a direction, it pursues his/her/its initial trajectory.
The ROBOT BONUS:
this bonus generates an automated racket in the middle of the last line of the screen and destroys all bricks that are underneath at the time of its creation. At this occasion, the game can be promoted to the next level. Any hostile object (BRICK, BUZZ, BOSS etc.) that enters into collision with the ROBOT (at the time of a scrolling for example) is destroyed automatically. So are BONUSES, CHANCES as well as the different SHOOTINGS. This computer controlled racket plays unaided. The ROBOT remains on the display until the player loses a racket. The ROBOT RACKET disables the WALL.
DOUBLE THE BALL BONUS:
This bonus enables any ball in play to clone itself. That means that when it enters in collision with a brick, it doubles. However, the CLONE BALL doesn't possess the same faculty of cloning that the original otherwise the screen would be flooded very quickly with balls.
SHOOT BONUS:
This BONUS adds a SHOT to the player's racket. There are 5 different SHOTS that the player can get by catching five times the SHOOT BONUS.
Le bonus RAJOUTE UNE BALLE:
When this bonus collides with the player's racket, an extra ball sticks on the player's racket. The ball is now in the same configuration as at the start of the level.
SILVER BALL BONUS:
When this bonus hits the racket, all the balls in play have their power of destruction jumping to 1000.
BIGGER BALL BONUS:
This bonus increases the size of the balls present on the screen. There are 5 different ball sizes. Every time that a player recovers a bonus of this type, the size of every ball present on the screen increases and its power of destruction gains one level.
BIGGER RACKET BONUS:
This bonus increases the size of the racket. There are 5 different racket sizes, each corresponding to a specific GIGA BLITZ. As the racket grows, so does its capacity of energy but its capacity of regeneration is lowered so that it will take more time to fire the GIGA BLITZ. A bigger racket is heavier and moves slower.
FLYING RACKET BONUS:
With this bonus, the racket can move vertically as well as horizontally. Use the mouse if this device exists. Collisions with the objects are taken in charge during the vertical movements.
Le bonus RAQUETTE QUI COLLE:
Lorsque le joueur récupère ce bonus, l’aspect graphique de la raquette se modifie. A chaque collision d’une balle avec la raquette, la balle se colle à la raquette dans le même état qu’au commencement d’un niveau.
BALL CONTROL BONUS:
With this bonus, the player will be able to control the direction of the ball. It benefits any ball on the screen. Each time the left mouse button or the action key of the keyboard is activated, the direction of the ball is incremented by one degree. This option is cumulative with the others and disappears at the end of the level but doesn't affect the new balls that appear afterward.
SLOW BALL BONUS:
Each time the player recovers this bonus, all the balls on the screen will reduce their speed. At the moment a ball is created, it is assigned a minimal speed according to the ongoing mode of game (Easy, Normal, and Difficult) and also to the level of game reached by the player. As the player accesses to higher levels, the ball moves faster. However, the ball cannot slow bellow its minimal speed.
MINE BONUS:
When the player gets this bonus, all balls present to the screen are turned into exploding mines. At this moment, the design of the ball and its size are modified. The mine moves on till it collides with a hostile object (BRICK, BUZZ, etc.). The MINE then sticks on the object and starts marking time like a pounding heart during one or two seconds before exploding. Because of their great power of destruction, the mines destroy the objects which they hit. After the explosion the MINE returns to normal and continues on its trajectory. If the object on which the mine was attached is destroyed before the mine explodes, it resumes its initial trajectory until entering again in collision with another object.
ALL BONUS:
When the player catches this bonus, a WALL appears at the bottom line of the screen and destroys all bricks that were underneath. This action triggers the scrolling or the transition to the following level. Any hostile objects (BRICKS, BUZZ, etc.) entering into collision with the WALL at the time of a scrolling is automatically destroyed. The same fate happens to BONUSES, CHANCES as well as to the SHOOTINGS. The WALL only remains during a certain time (about 30 seconds or more according to the mode of the game: Easy, Normal and Difficult). The WALL disables the ROBOT RACKET.
FIREWALL:
When the player catches this bonus, a FIREWALL appears three lines above the racket and destroys all hostile objects that are underneath. Any hostile objects (BRICKS, BUZZ, etc.) entering into collision with the WALL at the time of a scrolling is automatically destroyed. BONUSES can pass through but CHANCES are systematically destroyed, so are the different hostile shootings. The FIREWALL remains during a certain time (about 30 seconds or more according to the mode of the game: Easy, Normal and Difficult)
MULTIPLY POINTS BONUS:
points are simply added on each time the player destroys an enemy. Each time it is captured, this bonus increments the multiplier of the points up to 5 times. The player's points are multiplied by 2, 3, 4 and 5 after successive captures of this bonus. The bonus multiplier is put back to one at the end of each level.
ENERGY BONUS:
As in the first version the player's racket is dotted with an energy gauge. When it falls below zero, the player loses a life and it racket is destroyed. When the player receives a bonus of this type, the energy gauge shows instantly a flow of energy according to the mode of game: 100% in Easy mode, 50% in Normal mode, 25% in Difficult mode. Normally, the energy gauge grows slowly following the mode of game. However, lower the level of game and faster the energy is loaded or discharged. Bigger the racket and slower the energy is loaded and discharged. When the player captures a bonus of this type as the energy gauge is already at its the maximum, a shock wave is generated that destroys all hostile objects on the screen.

The GEMS are special bonuses. There are 5 GEMS, each having a different color. They appear as bonuses but their frequency of apparition is the rarest.
Besides, the next GEM that will appear is random defined which makes even more difficult to gather the whole collection.
Separately, they don't have any effects except that a lot of points are granted but once the whole collection has been collected the bonus is simply terrific: The level of game is immediately ended and the player jumps 5 levels in a row or to End if came if he or she was playing at 4 levels below the last. The score receives 50K points. The player receives one extra life and naturally, the all GEMS disappear.
When a brick or an object is destroyed, the player can randomly receive a BONUS or a CHANCE according to the level of difficulty (Easy, Normal, and Difficult).
CHANCES are cumulative between them.
DOWN ONE LEVEL:
The present game is ended and the player goes back to the previous level of game. If there is no previous level, the player starts again the first level.
RACKET SHRINK:
When the player captures this chance, the width of the racket decreases of one size. There are 5 different racket sizes that correspond each to a different GIGA BLITZ. Smaller the racket and smaller is the capacity of energy, faster it loads. That means that the generation of a GIGA BLITZ will be faster. A small racket has less inertia and is therefore easier to control.
STANDSTILL RACKET:
When the player's racket enters in collision with this chance, orders of movements are interrupted during a certain time that grows with the mode of game (Easy, Normal and Difficult). This function of STANDSTILL can be used also by some enemies using special shooting. spécial.
INVERSE RACKET:
When the player catches this chance, the racket moves the inverse way during a certain lapse of time that grows with the mode of game (Easy, Normal and Difficult). This function of can be used also by some enemies using special shooting.
RACKET DESTRUCTOR:
When this chance enters in collision with the player's racket, an explosion occurs immediately destroying the player's racket.
FROZEN RACKET:
When the player catches this chance, the racket becomes very difficult to control because of its weight. This chance lasts only a certain lapse of time according to the mode of game (Easy, Normal and Difficult).
ADD BRICKS:
This chance adds a line of brick randomly on the player's visible screen, either horizontally or straight up.