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Crazy Ball!

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Author Comments

Control your ball and last aslong as you can!

3 different modes:
Survival - Dodge the walls and platforms.
Defence - Stop the balls from reaching the bottom.
2 player - Play survival together, last one alive wins.

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Hey there, XwaynecoltX! Anyway, I found this to be a pretty good game. While it does suffer from a lack of vivid detail, it's still quite enjoyable. I think it's mostly because you don't focus too much on flashiness. Wait, isn't that the opposite of what I just said? I'm starting to repeat myself in my reviews.

It helps that this music is so awesome. I like how it's a game that just goes on forever, at least in survival mode. You manage to get a really high score in a short time. That's a sheer fire way to attract people to your work! The graphics themselves aren't bad.

Fun little game

Fun little game you have here, you should add some little movie clips on winner and loser situations, it was a fun game none the less.

Fun addictive game here


Niceeee one,

Good game ya got, goot graphics and such, ya should make more! :D
I really liked the different modes, rly creative. keep it up!

the game was fun...

... for a wile, but then it just seemed to repeat itself and the only differance between Level 1 and Level 5 is just the speed. also the controls for the keyboard wer kinda sloppy, for example when i go right and then take my finger off the keyboard, the mouse still moves a bitthus making it harder for me to keep control. the 2 player thing wasnt a bad idea thoug and the defance seemed kinda point less after level 2

I didn't find it fun.


---- I strongly felt that the difficulty gradient was too shallow. As I so often find (with online games), 90% of the time was spent getting to a point where the game became interesting.

-- Interpolating one or 2 steps in the 'defence' mode would have been nice. (i.e. hitTest for 1 or 2 extra points between the previous frames _x/_ymouse and this frame's.) As it is, I often felt I should have picked up some balls.

--- In survival mode, the power-ups meant that sometimes death felt a bit unfair. Not entirely my fault.

++ Lots of modes

+ recognisable/sensible symbols used for power up/downs.

If it was the survival mode and it just got speedier at a faster rate, I would have preferred that a lot.

To be honest, I see no reason to raise the speed in 'steps'. Why not in a gradual shift?

As it is, maybe you could have considered the 'Game & Watch Gallery-style' difficulty curve - the speed raising quickly, then dropping to slightly above its original speed each time the level is increased.

It's basically just a seperation of the 2 elements seen in games such as Gavin Shapiro's 'Squares'. Fair enough, you've presented them in your own way. But I think a little more work was necessary to make this truly fun.

Credits & Info

4.28 / 5.00

Feb 28, 2006
12:29 PM EST
  • Daily 5th Place March 1, 2006