← The wall

Rubber

A moment of Rubber gameplay

A short advert, then you play.

How to play

The goal

Bounce to the end of each course without falling into a pit. There is no jump button — the ball rebounds by itself every time it lands, and your job is to steer it and stretch the arc. A wall of burning rubble closes the course behind you: it holds off at the start line for a few seconds, then comes on, and it takes you if it reaches you. Keep moving and it stays behind you — but every time you clear the same last course again, it waits less and comes on faster, so the tail is a race you eventually lose. You get five lives, and each course you clear is longer and meaner than the last.

What scores

Rings pay as you pass through them, and reaching the goal pays a course bonus that grows with every course you clear. There is no clock and no time bonus, but a fast line is still worth much more than a safe one: the wall gets harder the deeper you go, so a quicker clear fits more courses in before it catches you, and each further course pays more than the one before. The run ends when the wall takes your last life. Boost flattens your fall so an arc carries further, but it does not last, so save it for the pits you cannot clear cold. Gates change your ball's size, and size changes how far you can throw yourself — a big ball crosses more than a small one. Landing on spikes, falling into a pit or letting the wall reach you costs a life and puts you back at the last checkpoint with your score kept, and the wall starts over just behind you. Losing your last life ends the run with what you banked. Restarting or reloading mid-run ends it, and a spent entry does not come back. Leaving the tab pauses you; the controls come back released.

Controls

Your keys and buttons save on this device.