Sorry... not great. But here's what you can do.
I have a problem with the mechanics of the game. I'll add some other comments afterward, but here's the deal.
When the ball exceeds one of the programmed limits, such as a barrier, sometimes it sticks to it and vibrates up and down it before flying off again - and sometimes it even makes contacts to things on the other side. The solution is simple.
Step 1. Identify a boundary violation.
Step 2. Correct the position of the object to a point which no longer exceeds the boundary in question. (If you use Vx and Vy, the split velocity components of the object, you can use them to create a line in y=mx+b format and find the solution algebraically.)
Step 3. Reflect the object's velocity. I began with the law of specular reflection: %u03F4r = %u03F4i, where %u03F4i is the incident angle and %u03F4r is the reflected angle. Since the computer won't understand the notation, I adapted it to use a unified frame of reference and introduced the angle of the plane: %u03F4r = 2%u03F4p - %u03F4i, where %u03F4p is the angle of the plane (so if the plane is level, %u03F4p=0), %u03F4i is the incident angle, and %u03F4r is the reflected angle. The method you're probably using (multiplying one velocity component by -1) will only work when the plane is a multiple of 90.
If you code it properly, you can make a game where the ball NEVER renders overlapping a surface. That should be the goal to begin with.
As promised, I have more to say.
The ball is way too big, and the speed and gravity are too sharp. A larger screen, a smaller ball, and lower speed and gravity would put more emphasis on trying to aim the ball rather than just trying to deflect it somewhere when it comes near the right wall. Also, it would be nice if the paddle was bowed a little bit, so the ball would reflect at different angles. (The same equation would help here.)
A little 'next' button, or something that says 'press space to continue', would be nice. Yes, you wrote it in the instructions, but a game should be fairly intuitive. You shouldn't have to break out the manual to get past Level One.
I liked the R function - why didn't you start with that? I would recommend using the R and T functions from the very beginning, and then introducing some moving parts into the environment. Some special objects could even keep moving when you freeze time.
Basically, this game is begging for a remake when you learn a little more math, a little more physics, and you decide to go all out. You can look back on this and puff up your chest a little.