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Ball Revamped is a series of web games by Jmtb02. It began when Ball Revamped was released on Newgrounds in 2004. This game received several sequels, the last of which was released in 2007.

The games are about guiding the ball to the exit of a level. This is easier said than done, as the ball dies if it hits obstacles. Luckily, you have an infinite amount of lives. With enough patience, and sometimes the help from power-ups, you can guide the ball through various settings and Boss Battles without worrying about Game Overs.

The games in the series are:

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  • Ball (2004)
  • Ball Revamped (2004)
  • Ball Revamped 2: Metaphysik (2005)
  • Ball Revamped 3: Andromeda (2005)
  • Ball Revamped 3: Gemini (2005)
  • Ball Revamped 4: Amplitude (2006)
  • Ball Revamped 5: Synergy (2007)

These games provide examples of:

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    Tropes that apply to the whole series 
  • Boss-Arena Idiocy: Entering an exit deals damage to any boss in the arena. This doesn't stop them from fighting you in arenas with exits, although the final bosses of Amplitude and Synergy at least try to keep them away from you.
  • Collision Damage: Touching a wall or boss usually kills the ball. Oddly averted for the phase in Gemini's final battle where the triangle rotates and shoots rainbow beams at you — you can just go through the triangle unharmed.
  • Deadly Rotary Fan: The winds of fans can cause the ball to crash into them from behind.
  • Deadly Walls: All the walls in the games kill the ball on contact.
  • Death Is a Slap on the Wrist: Crashing the ball just makes you start the same level over again, with no other gameplay consequences.
  • Gusty Glade: Certain areas have fans that blow you in a certain direction if you're behind or in front of them.
  • Numbered Sequels: From Metaphysik on out... aside from the rather odd subtitles.
  • Oddly Named Sequel 2: Electric Boogaloo: All the games after Revamped have odd subtitles.
  • One-Hit-Point Wonder: The ball will die and be sent back to the level's entrance if it touches a wall, a boss or some other obstacle.
  • Poison Mushroom: Some of the powerups have negative effects:
    • One powerup makes the ball grow. This increases the size of the hitbox and has no advantages (not on its own in the case of the Flower powerup in Synergy). The name of Amplitude's 23rd level, "Bad Powerup! Bad!", lampshades this.
    • Gemini and Amplitude each have a power-up that prevents you from seeing the level's walls at all.
    • One powerup in Amplitude sets fire to the ball and kills it if it burns up before reaching the exit.
    • Another in Amplitude turns the ball black. It only appears in Doxinark II, where the background is mostly black too.
    • A left-arrowed powerup in Amplitude and the Mud powerup in Synergy reduce the ball's velocity and acceleration, rendering it more sluggish.
    • A powerup in Amplitude's sixth realm and the Rock powerup in Synergy increase gravity's effect on the ball.
    • Another powerup in Amplitude and one in Synergy both cause the ball to gradually become larger relative to the level.
    • The Ice powerup in Synergy freezes the ball and fixes its current movement velocity until it hits a third power-up, a wall, or an exit.
  • Power-Up: Various star-shaped pickups assist (and hinder) you in all games except Metaphysik and Andromeda.
  • Recycled Soundtrack:
    • The first realms of Metaphysik and Amplitude have the same music.note 
    • The music for Nexues and the ending in Andromeda is also used for the ending of Amplitude.
    • Questiqua from Amplitude has the same background music as the first realm of Gemini.
    • The first boss of Amplitude has the same music as Andromeda's boss and the last form of Gemini's boss.
  • Trial-and-Error Gameplay: Many levels have fake exits. Except for the ones in Amplitudenote , you have to test them to find out that they're in fact fake. To make matters worse, some levels are designed so that you may get stuck if you go for a fake exit.
  • Turns Red: Every single boss except for Amplitude's second one unleashes new attacks and/or effects upon taking enough damage.
  • Unwinnable by Design: Several levels feature powerups that can render the level impossible to win if collected:
    • Levels 80 and 83 in Gemini have a Poison Mushroom that makes the ball too big to complete the level. There's no way to reverse this effect without killing yourself to start over.
    • A level in Amplitude features a powerup that lights up the room, and one that makes the ball smaller. The latter is necessary to reach the goal... and loses its effect if you collect the "light" powerup afterwards.
    • The bomb powerup in Amplitude and Synergy only work once per life. If you use it and fail to blow up the obstacles you were supposed to remove, you'll have to start the level over.

    Tropes that apply to Ball Revamped
  • Anti-Climax: Level 100 of Ball Revamped says, "Get ready for the Master Ball...". This is the last level of the game as there's no fight against the Master Ball.
  • Early-Installment Weirdness: The first Revamped installment has several features that never reappeared in any future entry:
    • The ball is accelerated in a certain direction only once the game detects an arrow key being tappednote .
    • You have to press G or click the screen every time you die, and then press space to restart the level. Every future entry just has automatic respawning.
    • You are told to "Get ready for the Master Ball...", but it's an Anti-Climax — Master Ball is never fought. Every other game ends with an actual Boss Battle.
    • Randomly appearing powerups. Metaphysik and Andromeda did away with powerups altogether, and the games that follow only have powerups in fixed locations.
    • Worlds have names like "Beginner's Realm". Every other installment likes to use random words that may or may not be made up.
    • The first game doesn't have background music.
  • Fake Difficulty: The random powerups. It's completely possible to get a 200% size in an unavoidable place, in a way that will kill you instantly. It is also possible to get level skip near start.
  • Interface Screw: The cyan stars reverse your controls, and the blue ones hide the walls.
  • Luck-Based Mission: The first game has randomly appearing powerups. Get a Poison Mushroom in the wrong place, and the level is Unwinnable. Some levels even seem to require randomly appearing powerups. Luckily, the powerups are re-randomized if you die.
  • The Unfought: What is presumably the Master Ball appears at the end screen of the game, but it is never fought.

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    Tropes that apply to 2: Metaphysik 
  • Coconut Meets Cranium: The coconuts in Atalius only fall when they're likely to hit you that way.
  • Gravity Screw: There are two worlds with unusual gravity: Gravitus's gravity is inverted, while Maxgravitus's is extra strong.
  • Palmtree Panic: Atalius from Metaphysik has a tropical theme and palmtrees as the main obstacles.
  • Trial-and-Error Gameplay: Level 25 forces you to pass an area that triggers blasters that you can't see. If you're in the wrong place when this happens, you die.

    Tropes that apply to 3 
  • Crosshair Aware: The weapon of the boss of Gemini has visible crosshairs that try to target you. If they reach you, the boss will shoot you.
  • Death Mountain: The first realm of Andromeda is snowy and has a mountainous background.
  • Electric Jellyfish: Implied by the buzzing noise heard when the ball touches a jellyfish in Andromeda.
  • Episodic Game: Downplayed and enforced with this installment, which was split into Andromeda and Gemini because the complete game would have exceeded the 5 MB limit on many game websites.
  • Gameplay Grading: Each of the two games will give you a letter grade based on your score, which is determined by how quickly you beat the game and how many times you died. They do slap you with an F if you do poorly enough, which is justified because there's no way to get a Game Over.
  • Gratuitous German: The realm from Andromeda named "Star Kriege". "Kriege" itself is correct, but the combination of English and German is a bit weird.
  • Jungle Japes: Junglaria in Andromeda has a jungle theme.
  • Samus Is a Girl: Before it is fought, Triangula refers to the fallen Squaria as its sister.
  • Sequential Boss: The boss in Gemini takes on four different forms.
  • Shifting Sand Land: Nexues in Andromeda is a windy yet arid zone.
  • Shout-Out: Star Kriege from Andromeda looks like something from Star Wars. There are T.I.E. starfighters in the background and "Kriege" means "wars" in German.
  • Super Not-Drowning Skills: The ball never drowns in the water of Aquatica. Possibly justified because it's a ball and most likely doesn't need oxygen anyway.
  • Trial-and-Error Gameplay: Levels 98 and 99 have invisible walls that you can't make visible. You have to guess their locations to reach the exits.
  • Under the Sea: Aquatica in Andromeda takes place underwater, complete with water physics and jellyfish.

    Tropes that apply to 4: Amplitude 
  • Blackout Basement: In Dimensiov, you can only see a small area around the ball. There's a Power-Up that lights up the room, but also a Poison Mushroom that takes away what little light you have.
  • Descending Ceiling: In Illithidae, a descending wall gradually reduces the amount of safe space.
  • Easter Egg: The Descending Ceiling of Illithidae has a picture of a dinosaur on it. You're unlikely to discover it while playing normally as you're rushing to reach the exit before being crushed by the wall.
  • Expy: This game's second and last boss is based on Master Hand; both are giant disembodied hands fought in their respective games' last destinations.
  • Gusty Glade: While fighting the second boss, wind (uniquely gradually!) accelerates the ball to the left.
  • Interface Screw:
    • A certain type of powerup inverts both the screen and the ball's vertical velocity relative to the screen.
    • Halfway through its fight, this installment's first boss will make the screen rotate.
  • Luck-Based Mission: Some of the last levels in this game have unavoidable random teleportation powerups.
  • Mutually Exclusive Powerups: Collecting a powerup will cancel out most other powerups. This does give certain Poison Mushrooms a silver lining — at least they can get rid of the effect of another Poison Mushroom.

    Tropes that apply to 5: Synergy 
  • Ability Mixing: This game only has four pickups, but they can also be combined to create new effects different from their individual components.
    • Flower + Fire = Bomb (shortly creates an explosion that destroys rock barriers)
    • Bubble + Wind = Ice (fixes the ball's velocity)
    • Bubble + Fire = Shrink (makes the ball and its hitbox smaller)
    • Bubble + Flower = Mud (reduces the ball's velocity and acceleration)
    • Flower + Wind = Rock (increases the effect of gravity)
    • Fire + Wind = Forest Fire (reduces and inverts the effect of gravity)
    • Bubble + Flower + Fire = Wall Hugger (grows harmless padding from many walls)
    • Bubble + Fire + Wind = Rotation (makes the whole level gradually rotate)
    • Bubble + Flower + Wind = Jellyfish (negates the effect of gravity)
    • Flower + Fire + Wind = Level Shrinknote  (gradually shrinks the levelnote )
    • Combining all four pickups is only possible at Point Zero, and such allows the ball to take on its form found in Gemini and fight this game's boss.
  • Color-Coded Elements: The base elemental powerups in Synergy correspond to the colors on the ball.
  • Elemental Powers: The powerups in this game are loosely based on the four classical elements.
  • Elemental Shapeshifter: The Bubble power-up allows the ball to pass though grates, presumably due to the ball having been liquefied.
  • Gusty Glade: The Wind powerup instantly shifts the ball's movement velocity to the right.
  • Ironic Name: Solidago starts with the word solid, but a lone Gusty Glade powerup appears most prominently in that realm.
  • Later-Installment Weirdness: This game introduces the most unique concepts to the series:
    • Collecting multiple powerups now gives you a unique combined effect instead of just cancelling out the effect of many old ones.
    • While every previous entry is linear, this one has several paths. You'll need three playthroughs to see every level.
    • Previous games use either one-screen levels or giant levels exclusively. This one has both. Every 10th level is giant and may have multiple exits, while the rest are one-screen levels.
  • Lethal Lava Land: Eucharis is a series of volcanic caverns.
  • The Lost Woods: Amaranthus is a deep, deciduous "forest of light".
  • Mutually Exclusive Powerups: Played with. All possible combinations of the game's four pickups are used in the game and have unique effects. However, picking up an additional powerup, and taking on the combo effect will remove the older effect.
  • Non-Indicative Name: The realms in this game don't have anything to do with the flowers they are named after.
  • Slippy-Slidey Ice World: Centaurea is an icy realm with many ice powerups set to be made.
  • Taken for Granite: The Rock powerup turns the ball into a dense (yet still animate) stone.
  • Theme Naming: The realms in this game are named after scientific names of flowers.
  • Wreathed in Flames: The Fire powerup alone sets the ball on fire. Instead of making the ball burn to death like in Amplitude, this allows the ball to light fuses.

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