In this guide What Ricochet Rise is Controls Choosing a path What each flight pays What ends a run Sticky pads and mirror shards Second chance and Hyper Tips Questions and answers
What Ricochet Rise is
Ricochet Rise is played inside a tall glass shaft. A ball ricochets upward from one deflector pad to the next, bouncing off the side walls on the way. Every safe landing banks the ball one level higher, and the RISE number on screen is the count of pads you have banked. You never touch the ball. You decide how each pad will throw it.
Controls
One tap anywhere flips the tilt of the glowing pad, which is the one the ball is currently flying toward. Each of the two tilts launches the ball on a completely different path, and a faint dotted preview shows where the selected tilt will send it. You may flip back and forth as often as you like until the ball lands. Tap once to start, and tap after a shatter to go again.
Choosing a path
Of the two launches a pad offers, sometimes both survive and sometimes only one does. The level generator checks that at least one always reaches the next pad. Follow the preview to its end: does it arrive on the pad, or does it run into red glass? Paths that kick off glass bumpers and pass through gold rings pay extra on the way.
The preview is full length at the start of a run and shrinks to a stub as you climb, so the late game is about folding the bounces in your head.
What each flight pays
| Event | Points |
|---|---|
| Banking a pad | 10 |
| Perfect landing, dead center | 5 more for each perfect in your streak |
| Gold ring on the path | 15 |
| Bumper hit | 3 |
| Three or more ricochets in one flight | 12 |
A sloppy landing resets the perfect streak. Your high score and best rise are saved on the device.
What ends a run
There are two ways to shatter. The ball can smash into red glass in mid-flight, either a hazard block or the strip beside a pad. Or it can reach the pad's ledge but miss the landing zone. The first three flights of a run cannot kill a player who does nothing. After that, speed climbs, pads narrow, hazards multiply and bumpers start to appear.
Sticky pads and mirror shards
Amber STICKY pads hold the ball for half a beat when it lands. That pause is a window to flip the next launch before it fires.
Ice-blue MIRROR SHARDS only ever appear on the riskier of the two paths. Carry them and every bank pays extra, but one sloppy edge landing drops them all.
Second chance and Hyper
Every run includes one TAP TO REVIVE, shown for three seconds after a shatter. Use it and the ball relaunches with a short shield. HYPER, selected on the title screen next to CLASSIC, plays 25 percent faster for 1.5 times the points.
Tips
- Decide early. The moment the ball launches, look at the next pad's preview and set its tilt right away.
- Peek freely. Two taps put the pad back where it was, so checking the other path costs nothing while the ball is still in the air.
- When both paths survive, take the one through rings and bumpers. A flight with three or more ricochets also earns the multi-ricochet bonus.
- Follow the preview all the way to its end. A path that starts clean can still finish in the red strip beside the pad.
- Pick up mirror shards only when you can land near the center, because an edge landing loses every shard you are holding.
- Use a sticky pad's pause to fix a tilt you set in a hurry.
Questions and answers
Can I steer the ball?
No. You only choose between the two tilts of the pad it is about to hit.
Is there always a safe path?
Yes. Every segment is generated so that at least one of the two tilts reaches the next pad.
Why did the preview line get shorter?
It shrinks as you climb. High in a run it shows only the first part of the path.
What is the RISE number?
The number of pads you have banked in the current run.


