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''Roll Away'' is a PlayStation game in which you [[WhatDoYouMeanItWasntMadeOnDrugs roll a beach ball through various three-dimensional block constructs suspended hundreds of feet above various exotic locales]], collecting ''x'' number of keys to open the exit to the next level whilst also collecting fruits, coins and other shiny trinkets.

Released in the PAL region ''first'' (it was developed in Sweden, after all) under the name ''Kula World''. In Japan, the game is known as ''Kula Quest'' [[note]]This was the originally-intended worldwide title (see Market-Based Title below)[[/note]]. ''Roll Away'' was never a massive hit when it first came out, but thanks to its rarity, inclusion on various demo discs and sheer uniqueness, it still goes for over the odds on eBay long after being released as a download.

The game is said to have influenced the creators of ''VideoGame/SuperMonkeyBall'', and some of the original designers would go on to make ''VideoGame/PuzzleDimension'', a game based around a very similar idea.

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!!This game provides examples of:

* AfterTheEnd: Levels 135-150.
* [[BigRedButton Big Colour-Coded Button]]: Activates and de-activates lasers and teleporters of the corresponding colour.
* BonusDungeon: The Final, aka Levels 151-170.
* CoversAlwaysLie: Some of the screenshots on the back of the cover were from development builds containing levels and backdrops never ultimately used.
* DeathIsASlapOnTheWrist: Unless you're low on points. Every time you die, you are hit with a score penalty which is however many points you'd scored in that level so far plus an amount based on the level number. Drop below 0 and game over.
* DummiedOut: In Kula World and Roll Away, the 9th hidden level [[note]]The one that says "VERY WELL DONE" in big blocks to anyone who finds it.[[/note]] and the tutorial level.
* EverythingTryingToKillYou: Spikes, lasers, "Captivators" of several varieties, fire, ''retractable'' spikes, and the timer.
* FloatingPlatforms
* FollowTheMoney
* FrickinLaserBeams: {{Averted|Trope}}. Lasers behave as they would in real life - an instant continuous beam of instant continuous death.
* FrictionlessIce: When the ball touches this, it moves forward until it reaches the end, but it can bounce while sliding.
* GravityBarrier: You can only change orientation downwards on a one-square-wide path. If you hit something that's ''not'' with FrictionlessIce, you'll fall, though.[[note]]This restriction does not apply to an upwards shift.[[/note]]
* GravityScrew: Every surface has its own gravity - jump, and you'll fall to the nearest surface "down" from your current orientation. If there is one.
* GreenHillZone: Levels 16-30.
* InSceneTitleText: Some levels have text written in large block formations, such as level 117, aka "'''JUMP!'''".
* InterfaceScrew: Red-and-yellow Lethargy Pills slow you down, speed the timer up, and cause the camera to wobble around. Blue-and-purple pills instead cause the ball to jump continuously, making your normal move distance a 2-square jump and your jump distance 3 squares and stopping the ball from moving along a change in gravity.
* InvisibleBlock: You can see them either if you're pretty much on them or if you're sufficiently far away, but never both at once.
* MarketBasedTitle: Enforced. [[WordOfGod Creator Johannes Söderqvist]] has stated in [[http://web.archive.org/web/20081011104919/http://www.pinkgothic.com/kulaquest/storybehind.html interviews]] that the title of the game was changed to ''Roll Away'' in America to avoid a lawsuit with the band KulaShaker.
* {{Mayincatec}}: Levels 31-45.
* [[NeverTrustATrailer Never Trust A Demo]]: On the demo of the game on console pack-in discs and magazine cover-mounts, there was a level which never made it into the game proper. This level contained sunglasses, [[TrailersAlwaysSpoil which don't appear until really late into the game]].
* OneHitPointWonder
* RegionalBonus: Kula Quest has the most features, including a tutorial level, custom balls and really strange ending videos, but somewhat glitched controls.
** Also, each release of the game has a different order for some of the levels.
* SecretLevel: A whole 40 of them. 30 can be reached by collecting five kinds of fruit and change the goal so that you have to hit every block to win, while 10 act like normal levels [[RecycledInSpace except flying through space]] and can be found in secret exits.
* ShiftingSandLand: Levels 1-15, in the sky above what is obviously Egypt.
* SlippySlideyIceWorld: Levels 46-60.
* SpaceFillingPath: The fruit bonus levels are the Q*Bert Floor variety.
* TechDemoGame: Not only did it show off [[GravityScrew The Variable Gravity Chamber]] in three dimensions, but it was one of the earliest [=PS1=] games to make use of force feedback. Also, the above interview (see Market Based Title) reveals that the developers used the full capacity of the hardware without really trying.
* TemporaryPlatform: Of the timed and crumbling varieties.
* TimedMission: All levels have a timer (typically 90 seconds). Certain tiles pause the timer (allowing you to look around), and hourglass powerups "flip" the timer (inverting how much time has elapsed or is left).
* TreasureIsBiggerInFiction: Coins, gems and other items are roughly the same size as the ball.
* {{Stock Video Game Puzzle}}s: Of the Hamiltonian, Invisible Floor, and Conveyor Belt varieties.
* UnderwaterRuins: Levels 76-90, where just about everything world-specific is blue.

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