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.
What the worlds look like
Nineteen of the 21 worlds, one frame each, taken from screen recordings of the game on iPhone, with the score bar and buttons cropped away. Sky High (14) and Forest (16) are not here yet. In some of the recordings the bike had been repainted in the garage, which is why it is not always red.
The 21 worlds
| # | World | Weather | Signature hazard | Movement |
|---|---|---|---|---|
| 1 | Day | Sand blowing low across the dunes, almost horizontal | CARAVAN — a line of scrub rolls toward you with one gap in it. | CHAIN |
| 2 | Night | Cold dust and rare shooting stars over the desert | BAT FLOCK — passes high and harmless, turns, comes back low. | BOOMERANG |
| 3 | Storm | Rain the wind cuts on the diagonal; fat drops up close | HAILSTONE — one big stone bursts into three mid-flight. | SPLIT |
| 4 | Snow | Fine snow in the distance, fat flakes in front | YETI'S SNOWBALL — a yeti in the background aims where you are and throws. | AIMED |
| 5 | Sea | Foam and salt spray carried flat by the wind | SURF — a wave breaks across the track, crest after crest. | WAVE |
| 6 | Mountains | Fog over the ridges and icy snow off the peaks | IBEX — leaps down out of the silhouette into your lane. | FROM BEHIND |
| 7 | Volcano | Ash settling slowly, embers rising toward the sky | LAVA WAVE — a low wave of lava runs along the ground at you. | WAVE |
| 8 | Space | 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 |
| 9 | Jungle | Damp haze between the canopy and falling leaves | COCONUT — a monkey throws it past you; it bounces back off a trunk. | BOOMERANG |
| 10 | Neon City | Coloured light haze and a fine neon drizzle | TAXI — turns out of the tower silhouette into your lane. | FROM BEHIND |
| 11 | Castle | Dust hanging in torchlight, and sparks off the torches | CRATE CHAIN — crates across the drawbridge; exactly one is missing. | CHAIN |
| 12 | Underwater | Plankton in the deep, bubbles rising to the surface | SWORDFISH — takes aim at the height you are at right now. | AIMED |
| 13 | New York | Smog over the avenues and paper on the draught | STEAM WAVE — manhole covers blow in sequence, running toward you. | WAVE |
| 14 | Sky High | Long cloud streaks and birds in the distance | BALLOON FLOCK — a wall of balloons with a single hole in it. | CHAIN |
| 15 | Factory | Greasy smog from the stacks and falling soot | GEAR BURSTS — a gear cracks and flies apart in three. | SPLIT |
| 16 | Forest | Pollen in the morning sun and a rain of needles | FALLING TREE — comes down across the track out of the treeline. | FROM BEHIND |
| 17 | Kids Room | Glitter in the air and soap bubbles | TOY TRAIN — carriages with one gap between them. | CHAIN |
| 18 | Cave | 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 |
| 19 | Toxic Swamp | Low green mist and glowing gas | FROG — jumps to where you are heading, not where you are. | AIMED |
| 20 | Glacier Cave | Cold vapour and glittering rime | CREVASSE — runs along the ground ahead of you and opens. | WAVE |
| 21 | Magic 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:
- Wave — a front that travels along the ground toward you. Jump when the edge arrives, not where it stands.
- From behind — something steps out of the background silhouette into the lane. What was scenery is now an obstacle.
- Boomerang — it passes, turns, and comes back. Do not write off what has already gone by.
- Split — one object becomes three in mid-air. One answer turns into three.
- Aimed — it aims at you. Do not commit too early.
- Chain — a connected run with exactly one gap. Not "jump" or "don't jump", but "be in precisely that place".
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.
The text of this site may be quoted with attribution to revrush.net.