Move well. Fight for power. Stay alive.
Use this tiny local practice floor to learn movement, jumping, and the power button before you enter a live multiplayer Arena.
Keyboard + Space.
Arrow keys or WASD roll. Space jumps normally. When a power is loaded, Space activates it; once Blaster or Super Speed is active, Space goes straight back to Jump.
Joystick + action.
Roll with the on-screen joystick. The large action button is JUMP normally and becomes your power action when a pickup is loaded.
Double Jump
Use the second lift to reach pedestals, clear terrain, or escape an attack.
Blaster
Activate it and three orange pulses spread gently as they travel. One volley can damage an opponent only once, but the wider spray makes chasing shots much easier to land.
Cloak
Activate Cloak for about 12 seconds. Opponents cannot see your Orb or PFP, while you keep a translucent ghost view of yourself so you can still steer and jump normally.
Skull Bomb
Drop the bomb behind your Orb. It arms after one second, stays visible for about 20 seconds, and deals 75 health plus a strong knockback to the first opponent who rolls over it.
Super Speed
Move dramatically faster, become temporarily invulnerable, and hit other Orbs hard.
Health
Pink recovery rings restore health immediately. Fight for one when you need a second chance.
Column zap
The outer columns are live. Hit one and it gives you a small electric hit and pushes you back toward the fight.
Spikes
Some ramp edges are armed with visible spikes. Use the clean center line or jump them.
Ring out
The arches between outer columns are open. Roll off the Arena and your Orb is eliminated, so control your momentum near the edge.
No match clock
A healthy Arena keeps going until one Orb remains. Later power surges keep the fight moving without cutting off a great match.