Red Ball Level Guide: All 17 Levels, From Move and Jump to The King
Published · 3 min read
Red Ball has seventeen levels, and each has a name. Below is every level in order with what it is built from, taken from the game’s own level files, and the habit that gets you through it. The controls never change: Left and Right (or A and D) to roll, Up (or W) to jump, R to restart.
How the ball moves, and what a fall costs
The ball keeps its speed. Hold a direction and it accelerates; let go and it rolls on until friction slows it. Jumps are always the same height, but a jump from full speed goes far and a standing jump hardly moves forward.
A fall bursts the ball into red dots, adds one to the Death counter in the bottom-left corner, and puts the ball back at the start of the level. There are no checkpoints inside a level, so the long ones reward patience near the end.
Buttons and coloured walls
From Level 5 on, some levels have coloured walls — blue, green or red — and a button of the same colour somewhere else. Roll onto the button and the wall goes. The sign “Press button to destroy wall” is the game telling you this. If you are stuck in front of a wall, the button is usually behind or above you.
Levels 1–4
Level 1: Move and jump is a row of grass ledges with gaps, a barrier and the two control signs. Roll to speed and jump at the lip. Level 2: Funny ball adds triangle ledges, a moving platform and a platform that is itself a ball — land in the middle of it and do not keep rolling. Level 3: Lifts and thorns has two lifts over thorns; roll onto a lift from its near end and let it carry you. Level 4: Axes swings two axes on pivots and adds spiked booms and a floor that drops; watch one full swing, then go right behind the blade.
Levels 5–8
Level 5: Jump! brings the first coloured wall and its button, plus long jumps that need a full run-up. Level 6: Springboards starts on a ramp and uses motor-driven blocks and springs; the spring decides the height, you steer the landing. Level 7: Box bridge mixes springs, moving platforms and a red wall with its red button. Level 8: Car gives you a car on two wheels between spiked killers and low ceilings — get the ball behind or on the car and let it do the rough stretch.
Levels 9–12
Level 9: Ninja on the bridge is built around rotating cranks, a crank with a spiked end and a rolling ball that kills on contact; time the crank, not the ball. Level 10: Red ball on the ball has loose cubes, a round block to ride and three springs. Level 11: Train opens with “Get to the first cart!” — a train with a wagon, and rotating hazards and a log along the track; board early and stay in the middle. Level 12: Sleep slope is steps and loose boxes down a slope with a spiked star; slow down with the opposite key rather than letting the ball run away.
Levels 13–17
These five were once King.com-only; here they unlock like the others. Level 13: Pacman has moving platforms, spiked stars and a green wall with its button. Level 14: Catapult puts a big ball on a catapult platform and a killer ball rolling your way. Level 15: Shop burglary is a ramp into a shop with a hatch and a red gate. Level 16: Short cut brings back an axe, a dropping floor, springs and two rolling killer balls, with arrows that point the way. Level 17: The King ends on a crown, with springs, moving platforms and spiked stars guarding it.
General advice
- When a sign appears — “Press button to destroy wall”, “Danger!” — it names the way forward.
- If a box, cube or car ends up in the wrong place, R is faster than trying to fix it.
- Unlocked levels stay on the Select level screen between visits.
Ready? Play Red Ball, or read how this Flash game runs in a browser today.
More from the blog
- How Red Ball, a Flash Game, Still Plays in Your Browser
Red Ball is a Flash game; here is how it runs on Ruffle today, where your unlocked levels are saved, and what to do when the keys or sound do nothing.