The game is written specifically to get around the somewhat common tendency of most current-day games (both arcade and non-arcade) to generate almost artificial and unnecessarily disorderly and entangled scenarios in order to supposedly be amusing and provide challenge. “Bruggle” game is designed to *not* be difficult to comprehend, *but* be capable of providing an extraordinary amount of logic- *and* dexterity-based challenge and relaxation at the same time. It involves a couple of bars on two ends of a window that *constantly* move (independent of whether a key-press or release has happened) and whose directions of movement have to be carefully and controlled by *one key each* (meaning, toggle directions (allowed one key *only* for each bar’s direction control (toggle)) at the appropriate time, based on aspects of the game parameters –this is a copyrighted idea). The bars will have to be able to bounce back a projectile that is bouncing around the window. The speeds of all the elements can be controlled in a very wide range (for different levels as well as each level itself). Thus, the key is to be able to time the *direction toggle* for *each bar* to be judged based on the speeds of the elements involved as well as on the anticipated point of contact. In order to maintain a certain degree of *additional* challenge, a *limited* (again, within limits of reason) uncertainity of the direction of the projectile movement based on info on the *system time* (to guarantee randomness) has been incorporated. A successful contact (in different modes of the game (in addition to the different levels)) will cause indicator “light”s to make indications to that effect. In addition, there are speed indicators on the screen itself to highlight the speeds of each of the bars (in the form of speed-based-(unequally)-spaced indicators). Points are accumulated based on the speeds of the game elements. *Both* negative and positive points are generated that way — with lesser penalties for missing than positive scores for not). However, negative scoring may be enabled or disabled by choice with simple key presses at any time during play.