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Aim a smiling mochi cannon from the top of the board, fire a single bouncy ball, and listen to its pitch climb as one long ricochet lights up every glowing goal peg.
Mochi Pegs is a Peggle-style aim-and-bounce puzzle. A field of round candy pegs hangs in the middle of the screen, and a smiling little mochi cannon sits at the top. You drag to swing the cannon downward, and a dotted bead trail previews the start of the shot - it actually simulates gravity and the two side walls, stopping with a white ring drawn on the very first peg the ball would strike, so you can see exactly where a shot begins before you commit. Let go and one bouncy ball drops, ricocheting off pegs and walls and lighting up every peg it grazes.
Only the bright, pulsing pegs are your real targets. On each board a handful of pegs glow in the world's accent color (pink in Berry, orange in Citrus, and so on) while the rest are plain - and you win the instant the last glowing goal peg lights up, even mid-flight. Every peg you light pops away in a burst of sparkles about two seconds later, so the board keeps clearing and opening fresh lanes even while the ball is still bouncing. You only carry a small stock of balls, drawn as little dots beside the cannon, so each level is really a question of finding the angle that chains through the most goal pegs at once.
The safety net is a sleepy-faced basket that drifts left and right along the very bottom. Drop a falling ball into it and that shot is refunded straight back to your stock, which can stretch a tight ball count across a stubborn board. Because every peg you touch raises an in-shot combo - and each peg's chime is pitched higher than the last, with goal pegs adding a sparkling harmonic on top - a single ball that rattles through a whole cluster both clears the board faster and sounds genuinely satisfying.
Every board is laid out as one pretty, mirror-symmetric shape - concentric rings, a diamond, a pyramid, nested chevrons or rainbow arches, a column skyline, or a cute heart, star or flower - sized by that level's peg count. There are 20 hand-tuned levels grouped into five themed worlds - Berry, Citrus, Mint, Ocean and Galaxy - each with its own gradient sky over a cute backdrop of a soft polka-dot peg lattice and drifting blushing mochi balls. The early Berry boards are sparse and hand you ten balls to learn the bounce; by Galaxy the pegs are packed tight and you are down to eight. Past level 20 an Endless mode generates a fresh shaped board every time and slowly raises the peg and goal counts as you climb. Finishing any level always awards three stars, and retrying costs nothing, so it stays friendly for younger players while still rewarding a clean bank shot.
| Input | Action |
|---|---|
| Drag / move pointer | Swing the cannon to aim (always downward) |
| Release pointer | Fire the bouncy ball |
| Left / Right arrow keys | Nudge the aim a small step at a time |
| Spacebar | Fire the ball |
| Space / Enter (on win or fail card) | Advance to the next level, or retry the current one |
| Back button | Return to the Anime Mochi home screen |
| Settings button | Music and sound toggle and level select |
Most aim-and-bounce games hand you a stingy little stub of a guide line and call the rest fate. Mochi Pegs does the opposite, and that generosity reshapes how you think. The dotted bead trail runs the exact integrator the live ball uses, so it curves under gravity, caroms off the side walls, and ricochets through pegs for nearly three full seconds of simulated flight before it fades. A white ring flags the first peg it meets, but the whole zigzag downstream is visible too. You are not guessing at physics here, you are reading a printout of it, then deciding whether that printed path is worth taking.
The twist that keeps it from feeling solved is free fire. You never wait for a ball to finish, so you can launch a second and third into the field while the first is still rattling, and they genuinely clack off each other with real restitution. That preview line only plots one ball in a vacuum, so the moment two are in play the printout stops being gospel. A live collision can knock a stray drop sideways into a goal peg no single arc could reach. On the packed Galaxy boards, where a clean lane simply does not exist, seeding the field with two or three balls and letting the chaos compound is often the only way through.
Progression here is shape progression, which is why the eye never glazes over even after the bounce math feels automatic. Every board is one mirror-symmetric figure sized to its peg count, rebuilt from its left half so the symmetry is exact, and the generator rotates through concentric rings, a diamond lattice, a pyramid, nested chevrons, rainbow arches, a column skyline, and literal hearts, stars and flowers. Goal pegs scatter across the figure by farthest-point sampling so they never bunch. Each of the five worlds swaps the gradient sky over a cute backdrop of a soft polka-dot peg lattice and drifting blushing mochi balls, and a lit peg lingers two seconds before popping, so the board keeps opening fresh lanes mid-shot.
It is unusually gentle on a small player without feeling toothless. Idle for five seconds or whiff four shots that touch no goal peg, and a bobbing finger simulates the field and parks above one reachable goal peg, never the whole answer, just a productive aim to try. The sleepy basket sweeping the floor refunds any ball you drop into it, retries cost nothing and restore the full stock, and every clear awards three stars flat. The depth lives elsewhere, in the way each peg in a single ricochet pitches its chime a step higher, turning a long combo into a climbing little melody you start chasing as hard as the clear itself.
Pinball is about keeping a ball alive with flippers; Mochi Pegs is the opposite. You fire one ball from a cannon at the top, it falls and bounces with no flippers, and your job is to choose the launch angle so that single drop lights up the right pegs before it leaves the board.
Only the bright, glowing pegs - they pulse in each world's accent color (pink, orange, mint, and so on). The plain pegs are just bumpers that change where your ball goes. The level ends the instant you light the last glowing peg, even while the ball is still in flight.
A peg you touch lights up and then pops on its own about two seconds later, bursting away in sparkles even while the ball is still bouncing. You start with a fixed stock (ten balls on the first Berry levels, down to eight on the Galaxy boards), shown as dots beside the cannon.
It is a refund. The basket drifts back and forth under the board, and if a falling ball lands in it, that shot is given back to your stock. Aiming bounces toward it is a deliberate way to make a tight ball count last.
Each peg a ball hits in one shot is pitched a little higher than the one before, climbing the scale, and glowing goal pegs add a brighter harmonic on top. So a long ricochet through a cluster turns into a satisfying little melody, and a clear plays a five-note fanfare. You can mute it from the settings gear.
After the 20 curated levels you can pick Endless, which builds a brand-new shaped board every time - any of the rings, diamonds, pyramids, chevrons, arches, columns, hearts, stars or flowers. It gradually adds pegs and goal pegs as you go while keeping at least seven balls, so the boards stay solvable but never stop coming.
It is built to be gentle. The early worlds are sparse with extra balls, the goal-to-ball ratio always leaves a board winnable, retrying is free with the full stock, and finishing any level always gives three stars - there is no score threshold or losing streak to get stuck on.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.