Nothing moves while this is up — including if your phone rang.
Everybody has played one of these. Four things here are not the way they usually are.
Where the ball lands across the paddle sets the angle it leaves at, not the reflection. Middle sends it up; the very edge sends it away almost sideways. That one rule is the entire skill of the game — you are not catching the ball, you are aiming it, and every shot is a decision about where you want it to come back from.
On a touch screen the paddle moves with your thumb rather than to it. Put your finger anywhere on the screen and slide; the paddle follows the movement. That means your hand is never sitting on top of the bottom of the screen, which is exactly where the interesting things happen. With a mouse it works the ordinary way, because a cursor the paddle ignores feels broken.
A brick is worth ten — times how many you have broken since the ball last touched the paddle. Six bricks in one trip is worth far more than six separate ones, which is why getting the ball behind the wall is the thing everybody is really playing for. Grey bricks never break; they are there to make the pocket you are aiming at.
The walls are generated, but from a formula chosen by level number rather than at random — so everybody's level 7 is the same level 7, and you can get better at it. Every wall is also checked before you see it: if any breakable brick is sealed behind unbreakable ones, the solids are thinned until the ball can get at everything.
Green ones help, red ones don't, and both fall from broken bricks. Wide and Narrow resize the paddle. Split gives you three balls. Slow and Quick do what they say. Catch makes the paddle hold the ball until you tap — it is the one that turns a scramble back into a plan. Laser gives you a dozen shots; tap to fire. Spare is another ball in hand.