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All 21 worlds

Rev Rush: Pixel Moto Runner

Rev Rush is one continuous ride, not a menu of levels. The world changes every 12,000 units of distance — roughly 39 seconds at the start and about 20 at top speed — and it changes without a cut: the sky, the ground, the weather and the music cross-fade while you keep riding. After the twenty-first world the cycle starts again from the first, so the ride has no end and no loading screen.

Every world brings three things of its own: its weather, its music and one moving hazard that exists nowhere else. That last one is the reason the twentieth world does not feel like the fifth.

The 21 worlds

#WorldWeatherSignature hazard
1Day Sand blowing low across the dunes, almost horizontal CARAVAN — a line of scrub rolls toward you with one gap in it chain
2Night Cold dust and rare shooting stars over the desert BAT FLOCK — passes high and harmless, turns, comes back low boomerang
3Storm Rain the wind cuts on the diagonal; fat drops up close HAILSTONE — one big stone bursts into three mid-flight split
4Snow Fine snow in the distance, fat flakes in front YETI'S SNOWBALL — a yeti in the background aims where you are and throws aimed
5Sea Foam and salt spray carried flat by the wind SURF — a wave breaks across the track, crest after crest wave
6Mountains Fog over the ridges and icy snow off the peaks IBEX — leaps down out of the silhouette into your lane from behind
7Volcano Ash settling slowly, embers rising toward the sky LAVA WAVE — a low wave of lava runs along the ground at you wave
8Space Still, distant stars; speed in long streaks up close ASTEROID BREAKS UP — something hits it and it splits into three pieces at three heights split
9Jungle Damp haze between the canopy and falling leaves COCONUT — a monkey throws it past you; it bounces back off a trunk boomerang
10Neon City Coloured light haze and a fine neon drizzle TAXI — turns out of the tower silhouette into your lane from behind
11Castle Dust hanging in torchlight, and sparks off the torches CRATE CHAIN — crates across the drawbridge; exactly one is missing chain
12Underwater Plankton in the deep, bubbles rising to the surface SWORDFISH — takes aim at the height you are at right now aimed
13New York Smog over the avenues and paper on the draught STEAM WAVE — manhole covers blow in sequence, running toward you wave
14Sky High Long cloud streaks and birds in the distance BALLOON FLOCK — a wall of balloons with a single hole in it chain
15Factory Greasy smog from the stacks and falling soot GEAR BURSTS — a gear cracks and flies apart in three split
16Forest Pollen in the morning sun and a rain of needles FALLING TREE — comes down across the track out of the treeline from behind
17Kids Room Glitter in the air and soap bubbles TOY TRAIN — carriages with one gap between them chain
18Cave Dust in a shaft of light and drips from the ceiling — the only world with no wind STALACTITE SNAPS — falls, hits rock and shatters into three split
19Toxic Swamp Low green mist and glowing gas FROG — jumps to where you are heading, not where you are aimed
20Glacier Cave Cold vapour and glittering rime CREVASSE — runs along the ground ahead of you and opens wave
21Magic Forest Pollen and fireflies rising through the trees FAIRY — drifts past, turns, and comes back at a different height boomerang

Six ways a hazard can move

The twenty-one signature hazards are not twenty-one unrelated ideas. They are six kinds of movement, each asking a different question of the same single tap:

Each family appears three or four times, and worlds that share one are kept far apart: the wave runs in worlds 5, 7, 13 and 20, and something steps out of the background in 6, 10 and 16. You meet the same verb again only long after you have stopped expecting it.

What every world also has

Beyond the signature hazard, each world carries its own sky in bands, its own silhouettes, its own ground texture, its own weather in two layers — one far, one near — and its own soundtrack. There are 21 pieces of music, one per world, and they cross-fade at the border rather than cutting.

Four of these worlds — Sea, Underwater, Castle and Space — are the ones you ride through on the front page of this site. They are not drawings of the game: the page runs the game's own drawing code on the game's own data. That is explained on How it's made.

© 2026 Marko Krulc. Code, pixel art and music: all rights reserved.
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