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Video Game / Ball Revamped

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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:

  • 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:

  • 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.
  • Black Out Basement: Dimensiov from Amplitude. You 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.
  • Boss Arena Idiocy: Entering an exit deals damage to the bosses. This doesn't stop them from choosing 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 in one hit. 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.
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  • Color-Coded Elements: The elemental power-ups in Synergy correspond to the colors on the ball: Red represents Fire, blue represents Water, green represents Earth and purple represents Wind.
  • Crosshair Aware: The weapon of the final boss of Gemini has visible crosshairs that try to target you. If you touch them, the boss immediately shoots you to death.
  • Deadly Walls: All the walls in the games kill the ball in one hit.
  • Descending Ceiling: In Illithidae from Amplitude, a descenting wall gradually reduces the amount of safe space.
  • Early Installment Weirdness: Ball Revamped has several features that never reappeared in any future entry:
    • 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.
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    • Randomly appearing power-ups. Metaphysik did away with power-ups altogether, and every game after Gemini only has power-ups in fixed locations.
    • Worlds have names like "Beginner's Realm". Every other instalment likes to use random words that may or may not be made up.
    • The first game doesn't have background music.
  • 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.
  • Elemental Weapon: The power-ups in Synergy are loosely based on the classical elements. Fire allows the ball to lit fuses, Water forms a bubble around the ball and allows it to pass through grates, Wind makes wind blow from left to right, and Earth turns the ball into a large flower, which just increases the size of its hitbox and makes it easier to die. They can also be combined — for instance, Water + Earth creates a mud bubble around the ball.
  • Episodic Game: Downplayed and enforced with Ball Revamped 3, which was split into the two episodes Andromeda and Gemini because the complete game would exceeded the 5 MB limit on many game websites.
  • Fake Difficulty: The random powerups in Revamped. 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.
  • Gameplay Grading: Andromeda and Gemini 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.
  • Gravity Screw: Metaphysik has two worlds with odd gravity: Gravitus's gravity is inverted, while Maxgravitus's is extra strong.
  • Jungle Japes: Junglaria in Andromeda has a jungle theme.
  • Idiosyncratic Episode Naming: The realms in Synergy are named after scientific names of flowers. The flowers have nothing to do with the realms.
  • Interface Screw:
    • The cyan stars in Ball Revamped reverse your controls. The blue ones hide the walls.
    • The first boss in Amplitude can make the screen rotate.
  • Later Installment Weirdness: Synergy introduces some new concepts to the series:
    • Collecting multiple power-ups now gives you a unique combined effect instead of just cancelling out the effect of the old one.
    • 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.
  • 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.
  • Mutually Exclusive Powerups:
    • In Amplitude, collecting a power-up will cancel out most other power-ups. This does give certain Poison Mushrooms a silver lining — at least they can get rid of the effect of another Poison Mushrooms.
    • Zig-zagged in Synergy, which only has four power-ups. All possible combinations are used in the game and have unique effects... but when you pick up an additional power-up, the combo effect will still replace the old effect.
  • Non-Indicative Name: The realms in Synergy are named after scientific names of flowers. The flowers have nothing to do with the realms.
  • Numbered Sequels: If the odd subtitles are left out of the titles.
  • Oddly Named Sequel 2: Electric Boogaloo: All the games except for the first 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.
  • Palmtree Panic: Atalius from Metaphysik has a tropical theme and palmtrees as the main obstacles.
  • Poison Mushroom: Some of the power-ups have bad effects:
    • Some of the games have a power-up that makes the ball grow. This increases the size of the hit box and has no advantages. The name of Amplitude's 23rd level, "Bad powerup! Bad!", lampshades this.
    • Gemini and Amplitude have a power-up that hides the walls.
    • Amplitude has several unique ones:
      • One power-up sets fire to the ball and kills it if it burns up before reaching the exit.
      • One power-up makes the ball grow gradually.
      • One power-up turns the ball all black. It only appears in levels where the background is mostly black too.
    • Some power-ups and combinations of power-ups in Synergy are bad:
      • Earth alone turns the ball into a gigantic flower with a similarly gigantic hitbox.
      • Earth + Water makes the controls sluggish.
      • Water + Wind freezes the ball and forces it to follow its current trajectory until it hits a third power-up, a wall or an exit.
      • Earth + Wind turns the ball into a heavy rock, which makes it slightly harder to control.
      • Fire + Earth + Wind makes the level shrink. The ball stays the same size.
  • Recycled Soundtrack:
    • The first realm of Metaphysik and the first realm of Amplitude have the same music. Though a version of Amplitude found on Yahoo Games replaced the latter track with the music from one of Jmtb02's other fangames, called Hobbit Rampage/Tage Rampage.
    • The first realm of Gemini has the same background music as Questiqua from Amplitude.
    • The first boss of Amplitude has the same music as Gemini's final boss.
  • Sequel Difficulty Spike: Gemini is much harder than Andromeda. Justified, as Gemini is the continuation of Andromeda — it's essentially one game split in two.
  • 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.
    • The final boss of Amplitude is a hand who's fought on Final Destination (well, technically Final Destination II), like in Super Smash Bros..
  • 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:
    • 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.
    • Level 98 and 99 from Gemini have invisible walls that you can't make visible. You have to guess their locations to reach the exits.
    • Level 25 of Metaphysik forces you to pass an area that triggers shooters that you can't see. If you're in the wrong place when this happens, you die.
  • Turns Red: The first boss of Amplitude starts shooting at you and rotating the screen after taking some damage.
  • Under the Sea: Aquatica in Andromeda takes place under water, complete with water physics and jellyfish.
  • Unwinnable by Design: Several levels feature power-ups 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 power-up 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" power-up afterwards.
    • The bomb power-up 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.

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