recursal/Fanatic-Fandom huggingface dataset:
Caveworld Level 1

**Caveworld Level 1** is the first level of Caveworld, and the thirteenth in the entire single player game.

It has some differences between the PC and Console versions.

## Layout

### Beginning

The Marbleball rolls down the sloped rails. In the PC version, there is wood to guide the Marbleball onto the rails. Then, there are two options:

1. The Marbleball goes left, into a metal tube (rails in the console version) and must avoid the stone balls coming out of the metal tubes, then go into the first checkpoint. In the console version, the Marbleball must also go up some sloped rails and down the stairs.
2. The Marbleball goes right, onto some damaged rails, then dodges the stone balls coming out of metal pipes and goes into the checkpoint. In the console version, the Marbleball also goes onto some rails and down the stairs.

### Checkpoint #1

The Marbleball turns into the Powerball for the first time. The morph is up some wooden planks in the console version. The Powerball goes into the generator and charges into the dash ability, then breaks through the wooden crates and planks, into the second checkpoint.

### Checkpoint #2

The Powerball jumps over big wooden crates by dashing. If the Powerball falls off the level, there is a dash generator to recharge, and if the Marbleball gets here, it can go down the slope and change into the Powerball, then back up and charge. After jumping over three crates, the Powerball goes up the wooden planks, then exits the level. In the PC version, there is an Airball morph, but that is optional.

## Awards

 Speedroller Rookie - Beat the silver time as the first one achieved.

 Speedroller Trainee - Beat the silver time as the 12th one achieved.

 Speedroller Expert - Beat the silver time as the 24th one achieved.

 Speedroller Master - Beat the gold time as the last one achieved.
Morph

**Morphs** are static objects appeared in Crazy Ball and Switchball. They are introduced as a kind of powerups in Switchball.

## Appearance

### In Crazy Ball

Morphs are simple pads landed. There are four kinds of morphs corresponding with the four valid forms. When the player ball roll over the morphs, the ball will transform to match the morph if its previous form doesn't match, or nothing would happen.

### In Switchball

Morphs in Switchball is presented much more complicated. But its mechanism is basically the same as it used to be in Crazy Ball.

Morphs are pads with a hologram of its relevant form. When the player ball rolls into a morph, it will be trapped into the center for a while to transform if the form doesn't match or else nothing would happen. During the ball's trapped, the player is unable to control it until it's released after the transformation, which is different from Crazy Ball.

## Usage

Morphs are usually necessary since the player need to employ the proper form to solve puzzles. To activate a morph, just simply roll over it with a mismatched form.

In Crazy Ball, the player should be cautious to use Morphs because it doesn't pin the player ball at all, which is perilous especially when changing into forms with enormous inertia such as Metalball.

In Switchball, since the morphs can slightly attract and snatch the ball, the player needn't to worry about the inertia change anymore. But the player should keep away the ball from being captured in if the transformation is not expected.

## Trivia

* In the PC version, a morph of Powerball is used to display in the help menu, while in console or HD version, a morph of Metalball is adopted.
Iceworld Level 6

**Iceworld Level 6** is the sixth level in Iceworld, and the twelfth in the entire single player game.

It has a difference between the PC and Console versions, and is different with a PhysX PPU.

## Layout

### Beginning

The Marbleball goes onto a floor fan to take it to the higher floor, then pushes a wooden crate onto the switch to turn on another floor fan. After that, the Marbleball goes onto a floor fan to float over four other fans, allowing the Marbleball to go to the first checkpoint. In the PC version, there is a Marbleball morph before the first floor fan.

### Checkpoint #1

The Marbleball must push the two left crates, turn on the left magnet for the other two crates to get pushed by the metal box, then turn on the right magnet to open the path. After that, the Marbleball turns into the Airball and uses the pump to fly over the gap and towards the second checkpoint.

In the PhysX version, the Marbleball must turn into the Metalball and use a big wooden crate to push a lever and allow fluid to flow from the barrel. Then, the Metalball must turn into the Marbleball, go up the slope and onto the wheel. After that, the Marbleball turns into the Airball and goes into the second checkpoint.

### Checkpoint #2

The Airball must go up a slope and turn into the Metalball, then roll up another slope and catch a stone ball to roll down the slopes and onto the hold switch to disable the fan. There are rails leading to it so the stone ball won't go the wrong way. The Metalball must turn back into the Airball and go onto the rails towards the third checkpoint.

### Checkpoint #3

The Airball uses a pump to go onto a platform and transform into the Metalball, then pushes the wooden crates to make the tower fall down. The method varies between versions

In the PC version, the Metalball must turn off one fan, and turn on the other two, then transform into the Airball and use the pump to float in front of the fans and onto the platform and towards the fourth checkpoint.

In the Console version, the Metalball must use a big wooden crate to block the fan, then transform into the Airball and use the pump to float onto the platform and towards the fourth checkpoint.

In the PhysX version, the Airball must transform into the Marbleball and roll up a slope, into a fluid cannon to spray fluid at the wooden crates so they fall off. The Marbleball can go over the bridge to the fourth checkpoint.

### Checkpoint #4

The Airball rolls over three wooden planks and exits the level. In the PhysX version, the Marbleball transforms into the Airball before going over the planks.
Powerball

****Powerball**** (a.k.a **Power Ball**) is an available form of the player ball in Switchball.

## Characteristics

### Appearance

Powerball is a complicated nested sphere with multiple holes in a regular size same as marbleball. The core glows after powerball getting charged.

### Physical Properties

Powerball is probably the most complex and functional form. Powerball shares the nearly same size and mass with marbleball and has lots of things in common.

### Interactions

#### In Crazy Ball

Regardless of things common with marbleball, powerball in Crazy Ball has the most dexterous drive steer with high torsion. It's capable to roll up slopes even better than airball.

#### In Switchball

Regardless of things common with marbleball, powerball can interact with generators to enable its ability corresponding to the type. To be specific, powerball may activate three types of ability -

##### Dash

Charged with green power, powerball may sprint forward at a high speed at a moment by pressing action key. It's usefull to get through hindrance like stacks of obstacles and fly over gaps. Also, it's utilized to climb harsh ramps.

Note that this ability can only be used once a while.

##### Magnetism

Charged with yellow power, powerball may get itself magnetic by holding action key. Magnetic powerball can get attracted to magnets. Distinct from metalball, magnetic powerball won't be regarded as trapped by magnets since it can deactivate its magnetism by simply releasing the action key.

Note that magnetism of powerball won't affect iron crates and cannon balls. It can only interact with magnets.

##### Jump

Charged with purple power, powerball may boost itself upward from ground by pressing action key. It's useful to ascend upward and get upstairs.

Note that this ability can only be activated when landed.

## Trivia

* In both Crazy Ball and Switchball, powerball is the last form with debut.
	+ In Crazy Ball, powerball is only available in the last part of Lava Level 2, much like something herald and incomplete.
* Powerball is adopted as game icons for Crazy Ball and series of Switchball.
* The appearance of powerball is probably inspired from Chinese puzzle ball, a spherical artifact with holes and multiple nested layers.
Cloudworld Level 6

**Cloudworld Level 6** is the sixth level of Cloudworld, and the twenty-fourth in the entire single player game.

It has some differences between the PC and Console versions.

## Layout

### Beginning

The Marbleball goes to the first checkpoint.

### Checkpoint #1

The Marbleball turns into the Powerball and uses the magnet to go to a platform, then it rolls on the rails and uses the Airball to fly to the main platform. The Airball rolls along a single rail and turns off a fan. The fan blows left in the PC version and right in the console version. The Airball rolls along the very thin rails and changes into the Powerball to get to the second checkpoint.

### Checkpoint #2

The Powerball turns into the Metalball and dislodges some wooden planks to make a hole, then rolls up the rails, changes into the Powerball and falls into the hole to roll to the third checkpoint.

### PC Checkpoint #3

The Powerball dashes through a sloped curve and onto a metal half tube, turns on a magnet and sticks to it, then another magnet and pushes a wooden crate. The crate is used to rotate spinning platforms to form a bridge for the Powerball to roll across to the fourth checkpoint.

### Checkpoint #4 (#3 in the console version)

The Powerball jumps over stone balls coming out of a tube. In the PC version, it then goes down the stairs, changes into the Airball and flies to the gyrocopter to exit the level. In the console version it goes to the fourth checkpoint.

### Console Checkpoint #4

The Powerball goes up the stairs and sticks to a magnet which takes it to a platform for another magnet, repeating the procedure. The last magnet takes the Powerball to a platform with a Powerball morph, a magnetic generator, and a switch to turn off a fan. The Powerball returns to the main platform, changes into the Airball, and uses four pumps to fly to the flying platform with the hanging magnets below. The Airball uses the slopes to go from platform to platform. The last platform takes the Airball to a set of stairs so it can go to the fifth checkpoint.

### Console Checkpoint #5

The level is exited in the same way as the PC version.
Switchball Wiki

**Welcome to the Switchball Wiki!**
This is a wiki dedicated to the series of action-puzzle game "Switchball" introduced by Atomic Elbow.

We're a collaborative community website about Switchball that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content.

Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

You can also contribute and visit Chinese wiki.

## Important articles

### Game Series

* Crazy Ball (2005)
* Switchball (2007)
* Switchball HD (2021)

### Ball Forms

* Marbleball
* Metalball
* Airball
* Powerball

### Worlds and levels

#### In Crazy Ball

* Desert (1, 2)
* Snow (1, 2)
* Lava (1, 2)

#### In Switchball

* Skyworld (1, 2, 3, 4, 5, 6)
* Iceworld (1, 2, 3, 4, 5, 6)
* Caveworld (1, 2, 3, 4, 5, 6)
* Cloudworld (1, 2, 3, 4, 5, 6)
* Lavaworld (1, 2, 3, 4, 5, 6)

#### In Switchball on Console

* Co-op (1, 2, 3, 4)
* Race (1, 2, 3, 4)

### Objects

* List of objects

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Lavaworld Level 4

**Lavaworld Level 4** is the fourth level of Lavaworld, and the twenty-eighth in the entire single player game.

It is the same in both PC and Console versions, but is different with a PhysX PPU.

## Layout

### Beginning

The Marbleball turns into the Powerball and attracts to a magnet, lets the floor fan lift it, attracts to another magnet and turns that magnet off. The Powerball then goes to another magnet with the help of a hanging magnet and attracts to another higher magnet. The Powerball jumps across three flying platforms towards the first checkpoint.

### Checkpoint #1

The Powerball dashes through three sets of two windmills and goes up multiple half pipes, dashing at gaps and slopes towards the second checkpoint.

In the PhysX version, the Powerball pushes a cannon ball down some rails to press a lever that starts fluid flowing. It then pushes two cannon balls onto the wheel and into a half tube, then it pushes the cannonballs on switches to open gates for the Powerball to go through.

### Checkpoint #2

The Powerball goes over four floor fans and goes towards the third checkpoint.

In the PhysX version, the Powerball jumps over a fence, then goes to the fluid mechanism, changes into the Metalball and pushes a metal box to a magnet. The Metalball changes into the Powerball, then jumps over a broken platform and to a fluid cannon, where fluid is sprayed to the fluid mechanism to power a magnet so the metal box sticks to it. The Powerball turns into the Metalball and pushes the metal box to a switch to turn on another magnet, so the Metalball can change into the Powerball and stick to it to get to the checkpoint.

### Checkpoint #3

The Powerball turns on a switch to make a lever push a stone ball. The Powerball has to fill in a gap in the rails. If the stone ball falls, the Powerball must push it off so it can respawn at the lever. Once that gap is filled in and the stone ball crosses it, the Powerball dashes over two platforms and fills in another gap so the stone ball crosses it and turns on a timer switch. The Powerball must get to the generator before the gate closes. If the gate does close, there are rails behind the generator. The Powerball must stick to a hanging magnet and push a wooden crate off the rails, then fill in one more gap so the stone ball can press a hold switch to turn on a magnet, allowing the Powerball to stick to it and head to the end of the level
Clementina Violeta Momotani

**Clementina Violeta Momotani** (Japanese: 桃谷 クレメンティーナ・ビオレッタ) is a girl from Fujisawa, Kanagawa prefecture. She is an employee of the Shinomoya Accounting Firm in Tsujido beach.

## Etymology

Clementina and Violeta comes from the Portuguese names of “clementine” and “violet”. Clementina means gentle and merciful and Violeta means purple/blue flower.

Momotani comes from the words “momo” (桃) meaning peach and “tani” (谷) meaning valley. In other words, Momotani literally means “peach valley”.

## Appearance

She is a beautiful teenage girl with a fair-colored skin, brown hair and tan eyes.

She commonly wears her business suit. During hot summer days, she still wears it, even on the beach.

## Personality

Clementina is a serious and hard-working teenage girl. This is because she is focusing on work to earn money for helping her mother with the expenses. She rarely had time to make jokes with her workmates because of her work focus. However, she intends to laugh at some jokes whenever her workmates wanted her to be happy after all the hard work.

However, despite that, she has a kind personality. She is thoughtful and generous at the same time. Such as she gave her some allowance to her workmate who had little money to get to his home even though he did not need her help. Because of being a hard-working and generous woman, she did not even allow her other workmates to pay for their food when they are eating together. Her generosity is to treat her workmates when she has a mood to it.

Albeit Clementina is 15 years old, she is not a fan of bubblegum or teen pop music. Instead, she often listens to adult contemporary or contemporary pop music. She watches some anime, but the demographic is Josei or targeted to older women as contrary to Shoujo, which is for her typical age group.

Occasionally, she watches the news and reads the traditional newspaper. Her mother was wondering why she reads those if it is typical for older people. She stated it is in her interest to read traditional newspapers to show the youth that this type of medium still exists.

## Background

Clementina is the only child of Patricia Momotani. They live together at the same place.

She attended compulsory education from April 2011 to March 2020. She did not go to a regular senior high school, which is not compulsory. Her decision was solved to become an office lady.

On April 1, 2020, she joined the Shinomiya Accounting firm to work as an office lady and an accountant. She wanted to be an office lady to help her mother from the expenses.

## Trivia

* Her favorite holiday is Christmas. This is because of her birthday falling on Christmas eve (December 24).
* Her favourite food is anything from international food. That means she likes any food from around the world, with the most being the French *Boeuf bourguignon*.
Generator

**Generator** is a kind of static object in Switchball. In help menu, generator is regarded as a "powerup".

## Characteristics

### Appearance

Generators are semi-enclosed device with hull space. Their interior consist of three trays, one on bottom to lift the ball up and the other two at the side to clamp and charge the ball. There're two antennae on the top of a generator with sparks flashing that indicates its power type.

### Usage

Generators are utilized to charge the Powerball with the specific power. To activate a generator, just put Powerball with mismatched power into it. It takes around 2 secs to finish charge, during which the player couldn't control the ball until it's released after that. If the ball falls off the generator before done, the player may regain the control but the power charge may fail.

Although Marbleball can also enter the generator, nothing would happen since it can't be charged at all.

## Trivia

* The first generator makes its debuts in Caveworld and it's a dash generator.
Cloudworld Level 2

**Cloudworld Level 2** is the second level of Cloudworld, and the twentieth of the entire single player game.

It has some differences between the PC and Console versions.

## Layout

### Beginning

The Marbleball goes to the first checkpoint.

### Checkpoint #1

In the PC version, the Marbleball hold a switch for a spinning object to push two metal boxes out of the way, then changes into the Powerball.

In the console version, the Marbleball changes into the Powerball and dashes up two sideways half pipes.

In both versions, the Powerball then dashes up two half pipes to the second checkpoint.

### Checkpoint #2

In the PC version, the Powerball jumps up two sets of stairs on one side and uses the cannon to fire a cannon ball at a switch to open a gate. This is repeated on the other side.

In the Console version, the Powerball jumps up one set of stairs each and fires the cannon balls at the walls so they land on platforms. Then, the cannon balls are pushed onto the switches.

Once the gates are opened, the Powerball goes through them, changes into the Marbleball, and goes through the third checkpoint.

### Checkpoint #3

The Marbleball turns on two timer switches to retract the levers, then goes onto the wooden bridge towards the fourth checkpoint.

### Checkpoint #4

The Marbleball turns into the Airball and flies to the bottom rails, then flies to the Marbleball morph to change so it can go into the tube and exit the level.

## Awards

 Speedroller Rookie - Beat the silver time as the first one achieved.

 Speedroller Trainee - Beat the silver time as the 12th one achieved.

 Speedroller Expert - Beat the silver time as the 24th one achieved.

 Speedroller Master - Beat the gold time as the last one achieved.
Co-op Level 2

**Co-op Level 2** is the second Co-op level, and one of eight multiplayer levels.

It takes place in Iceworld.

## Layout

### Beginning

One Marbleball goes left and becomes the Airball, while the other goes right and hold down switches to stop three fans so the Airball can pass. The Airball goes up a slope and turns on a switch to open a gate, allowing the Marbleball to go through and both players can get to the first checkpoint.

### Checkpoint #1

One Marbleball turns off a magnet, while the other turns into the Metalball and pushes two big wooden crates out of the way. The Metalball turns into the Marbleball and both players go down two sets of stairs to the second checkpoint.

### Checkpoint #2

The Marbleballs go across three hanging platforms to the third checkpoint.

### Checkpoint #3

One Marbleball holds down a wooden plank while the other goes across it and turns on a switch to open a gate so the first Marbleball can go through and both Marbleballs can go to the fourth checkpoint.

### Checkpoint #4

One Marbleball turns into the Metalball and pushes a wooden crate under a seesaw, then holds up the other end so the other Marbleball can push a cannonball along it. The Metalball turns into the Marbleball and goes across the seesaw, then pushes the cannonball onto a switch, powering a floor fan so both Marbleballs can end the level.
Iceworld Level 5

**Iceworld level 5** is the fifth level of Iceworld, and the eleventh of the entire single player game.

It has a difference between the PC and Console versions.

## Layout

### Beginning

The Marbleball turns into the Airball and uses a pump to cross the gap, then it has to avoid the spikes and use another two pumps to fly over more spikes and into the first checkpoint.

### Checkpoint #1

In the PC version, the Airball has to go over two cloth pieces and into the second checkpoint.

In the Console version, the Airball transforms into the Marbleball and pushes through a fan, then uses a floor fan to go onto the first cloth piece and uses another fan to go onto the second cloth piece and through the second checkpoint.

### Checkpoint #2

The Airball transforms into the Marbleball (in the PC version) and turns off a floor fan so a wooden crate can be pushed onto a flying platform, past a hanging cannon ball, and then pushed off the platform and onto the hold switch to turn on the fan. After that, the Marbleball can be pushed up the slope, towards the third checkpoint. If the crate is forgotten about, then the Marbleball can change into the Airball and go along the rope rails, then go up a slope and change back into the Marbleball where the crate can be collected.

### Checkpoint #3

The Marbleball turns into the Airball and uses three pumps to dodge the spikes and go up to the higher platform towards the fourth checkpoint.

### Checkpoint #4

The Airball turns into the Metalball and pushes four hanging metal boxes to the sides, then turns back into the Airball and passes the boxes, so it can use the pump, go over the gap, and exit the level.
Caveworld Level 3

**Caveworld Level 3** is the third level of Caveworld, and the fifteenth in the entire single player game.

It is the same in both PC and Console versions.

## Layout

### Beginning

The Marbleball turns into the Powerball and pushes one of the wooden crates to form a step, then uses the jump ability to jump onto the crate and into the tube, towards the first checkpoint.

### Checkpoint #1

The Powerball jumps over a gap, then pushes a wooden crate to push a wooden plank and make a bridge, then jumps over a gap, turns into the Airball and uses a pump to fly to the bridge and use a pump to go to the bridge and use another pump to fly to the top platform. If the Airball falls, there is a Powerball morph on the bottom of the half tube and a jump generator on the center platform. Once the Airball is on the top platform, it changes into the Powerball then uses the dash ability to get to the other side of the half pipe and towards the second checkpoint.

### Checkpoint #2

The Powerball turns into the Airball and uses the pump to fly to the next platform, then turn into the Metalball and uses a cannon to fire a cannon ball to the next platform. The Metalball goes to the cannon ball and puts it into another cannon and fire it at a wooden crate to disable a magnet. The Metalball can then go safely to the third checkpoint.

### Checkpoint #3

The Metalball turns into the Powerball and uses the magnetic ability to stick to a magnet which is then turned off, then pushes a wooden crate onto a switch to disable another magnet. The Powerball turns into the Metalball and uses the metal box to turn on another magnet, then turns into the Powerball and uses the magnetic ability to stick to the magnet. Then, the Powerball goes onto the floor fan and sticks to a hanging magnet, then waits for a flying platform and once it comes, it disables the magnetic ability to go onto the platform, so it can be transported to the end of the level.

There is a hidden path in this level. The Powerball must go back to the cannon and fire at the first platform, then use the cannon to fire to the next magnet and go up the wooden slope, allowing the level to be exited. If the crate has not been pushed off the hold switch, there is a chance the Powerball will stick to the connected magnet. If that happens, the crate must be pushed off the switch, then the Powerball must go onto the rails, fall onto the platform and go into the cannon to stick to the other magnet.

## Awards

 Spyglass - Find the hidden path during the Checkpoint #1 and #2 as the third one discovered.

 Finish this level to unlock Cloudworld entry.

 Speedroller Rookie - Beat the silver time as the first one achieved.

 Speedroller Trainee - Beat the silver time as the 12th one achieved.

 Speedroller Expert - Beat the silver time as the 24th one achieved.

 Speedroller Master - Beat the gold time as the last one achieved.
Marbleball

**Marbleball** (a.k.a **Marble Ball, Stone Ball**) is an available form of the player ball in Switchball.

Additionally, marbleball is the initial form as levels start.

## Characteristic

### Appearance

Marbleball is a typical white sphere with a regular size.

### Physical Properties

Marbleball has a proper density and weighs something, making it capable to push wooden crates and cannon balls away easily but hard to push heavy objects. On the other hand, it weighs not sufficiently enough to tear through clothes and makes it easier than metalball to climb up ramps. Also, marbleball is somehow affected by air current created by fans and floor fans that it can be lifted up by air.

With its proper size, marbleball can enter the cannon and then get projected.

Marbleball does not interact with magnets.

## Trivia

* In Crazy Ball, there're also two pairs of golden filigrees on marbleball.
Iceworld Level 2

**Iceworld Level 2** is the second level of Iceworld, and the eighth in the entire single player game.

It has a difference between the PC and Console versions.

## Layout

### Beginning

The player rolls the Marbleball towards a magnet, which is to demonstrate what a magnet does. Then, the Marbleball rolls down the stairs and uses a switch to turn on the magnet, causing metal boxes to stick to it, allowing the Marbleball to pass and head to the first checkpoint.

### Checkpoint #1

There is a wall of four (eight in the console version) metal boxes blocking the way, so the Marbleball must turn into the Metalball and push the boxes towards the magnet, then change back into the Marbleball and proceed to the second checkpoint.

### Checkpoint #2

The Marbleball turns into the Airball and turns the left floor fan on and the right fan off, then roll up the sloped rails, fall onto the right fan and go onto the left fan, which will take it to the top platform, allowing it to go to the third checkpoint.

### Checkpoint #3

The Airball must turn into the Metalball and push away three metal boxes, then transform into the Marbleball and turn on a magnet, which makes three hanging metal boxes stick to it. This lets the Marbleball to go past the boxes and head to the fourth checkpoint.

### Checkpoint #4

The Marbleball blocks two fans with wooden crates and goes along a narrow wooden bridge, allowing it to end the level.
Caveworld Level 2

**Caveworld Level 2** is the second level of Caveworld, and the fourteenth in the entire single player game.

It has some differences between the PC and Console versions.

## Layout

### Beginning

In the PC version, the Marbleball turns into the Powerball and goes down the metal tube, then goes into the second checkpoint. There is a pole blocking the way, so the Powerball must dodge it.

In the Console version, the Marbleball goes down the metal tube, then changes into the Powerball and goes into the checkpoint. The pole is not blocking the way in this version.

### Checkpoint #1

The Powerball must charge into the magnetic ability, and attract to the hanging magnet, onto the wooden crates so it can go through the second checkpoint.

### Checkpoint #2

The Powerball must turn into the Metalball and push four metal boxes out of the way, break through the first cloth, change into the Powerball and go over the second cloth, towards the third checkpoint.

There is a hidden path that requires the two side magnets after checkpoint 1 to be turned off. The Metalball must go back to the first checkpoint, then turn into the Powerball, charged into the magnetism ability and return to the second checkpoint. The Powerball can go over the first cloth and stick to the first magnet, then go into the first cannon and fire onto the second magnet, drop onto the rails, go into the second cannon and fire at the third magnet, allowing the level to be exited. In the console version, the rails have wooden planks outside them.

### Checkpoint #3

The Powerball must charge into the jump ability and jump up the stairs, then change into the Metalball and push a small wooden crate and a big crate to make steps to a platform, go down the stairs, change into the Powerball, charge into the jump ability, jump up the stairs, jump onto the crates and onto the platform, to the fourth checkpoint.

### Checkpoint #4

The Powerball must use the magnetic ability to go over the platform using three hanging magnets, allowing the level to be exited. If the Powerball falls onto the lower platform, it must go up the slope so it can try again. In the PC version, there is an Airball morph before the exit, but that is optional.

## Awards

 Spyglass - Find the hidden path during the Checkpoint #2 and #3 as the third one discovered.

 Speedroller Rookie - Beat the silver time as the first one achieved.

 Speedroller Trainee - Beat the silver time as the 12th one achieved.

 Speedroller Expert - Beat the silver time as the 24th one achieved.

 Speedroller Master - Beat the gold time as the last one achieved.
Iceworld

**The Iceworld (a.k.a. "Ice World")** is the second world in Switchball.

It introduced the Airball.

## Appearance

Iceworld's background appears to be consisted of icy, snowy mountains and a bright blue sky.

The ground's paths are wooden, have golden nails to bolt them together, and the main ground is made of blue checkerboard tiles.

Skyworld appears to be filled with wooden crates, metal boxes and barrels, but not as much as the previous world.

## List of Balls

* Marbleball - This ball returns starting at the first level of Iceworld. New features relating to this ball is that it can be shot from cannons and that it acts as the "Metalball" to the Airball's "Marbleball". It can also be repelled by fans.
* Metalball - This ball returns starting at the first level of Iceworld. New features relating to this ball is that it can get sucked into a magnet, resulting in it getting stuck and resetting the level. It cannot be repelled by fans, as it is too heavy.
* Airball - A brand new ball, that debuts at the first level of Iceworld. It is much lighter than the Marbleball, but is bigger than the Metalball. It can be inflated with a pump and fly across platforms, and it can fly via fan.

## Levels

* Iceworld Level 1 - Introduces the Airball, floor fans, switches and cannons, and reintroduces the Marbleball and Metalball.
* Iceworld Level 2 - Introduces magnets.
* Iceworld Level 3 - Introduces pumps and hold switches.
* Iceworld Level 4
* Iceworld Level 5
* Iceworld Level 6
Lavaworld Level 2

**Lavaworld Level 2** is the second level of Lavaworld, and the twenty-sixth in the entire single player game.

It has a difference between the PC and Console versions.

## Layout

### Beginning

The Marbleball changes into the Metalball and goes to the first checkpoint.

### Checkpoint #1

The Metalball goes down a slope, hitting wooden boxes so it can push stone balls to form a bridge, then the Metalball goes over that bridge to go to the second checkpoint.

### Console Checkpoint #2

The Metalball turns into the Marbleball and goes on a floor fan to a flying platform, and uses it to get to two other platforms. the Last one takes the Marbleball to the third checkpoint.

### Checkpoint #2 (#3 in the console version)

The Marbleball turns on four timer switches to turn on magnets from right to left to transport a metal box, then changes into the Metalball and pushes the metal box to the switch to turn off a magnet so it can go to the checkpoint.

### Checkpoint #3 (#4 in the console version)

The Metalball goes through two windmills and then gets pushed by one to change into the Marbleball, then uses a floor fan and gets pushed by another windmill to the checkpoint.

### Checkpoint #4 (#5 in the console version)

The Marbleball turns into the Airball and uses three pumps to go to another platform, avoiding spikes and a fan along the way. The Airball then uses another pump to go on some rails to a switch that disables a fan. The Airball goes to another set of rails taking it to the checkpoint.

### Checkpoint #5 (#6 in the console version.

The Airball turns on a fan, then changes into the Marbleball and uses a wooden crate to turn on another fan. It then uses a floor fan to go onto a platform and disables two fans, the uses another set of rails to get to the main platform. The Marbleball turns into the Airball and flies to the first fan, using the two fans and a floor fan to fly to the exit.
Race Level 1

**Race Level 1** is the first Race level, and one of eight multiplayer levels.

It takes place in Skyworld.

## Layout

### Beginning

The Marbleballs race to the first checkpoint zone. There is a plank to skip the curve for a faster time.

### Checkpoint Zone #1

The Marbleballs go up and down slopes to the second checkpoint zone. There is a plank on the left after the upwards slope for a faster time, but this skips the checkpoint zone.

### Checkpoint Zone #2 (if shortcut was not taken)

The Marbleballs go down a curvy slope, then they have two options:

1. Go right, down a long tube. The safer option, but is slower.
2. Go along two spinning platforms, down a short, sloped tube. This option is faster, but another Marbleball can misalign the platforms.

The Marbleballs go along a wooden bridge towards the third checkpoint zone.

### Checkpoint Zone #3 (#2 if shortcut was taken)

The Marbleballs roll up a wooden slope. At the top, one of the Marbleballs can turn into the Metalball and push two cannon balls down to slow down a Marbleball. The balls then go down a slope to the finish.
Lavaworld Level 3

**Lavaworld Level 3** is the third level of Lavaworld, and the twenty-seventh in the entire single player game.

It has some differences between the PC and Console versions.

## Layout

### Beginning

The Marbleball turns into the Airball and uses two pumps to fly to the left pump, and uses that pump to change into the Marbleball. The Marbleball uses the floor fan to fly to the next platform and to the first checkpoint (no checkpoint in the PC version).

### Console Checkpoint #1

The Marbleball pushes through five fans to the second checkpoint.

### Checkpoint #1 (#2 in the console version)

The Marbleball turns into the Airball and flies to a hanging platform so it can push a wooden crate off it, then turns into the Marbleball and blocks a fan with it. The Marbleball pushes another wooden crate past the first fan, then blocks the second fan to allow the wooden crate to be pushed to a switch to power a floor fan. The Marbleball turns into the Airball and flies to the floor fan and goes on it, allowing the Airball to go to the checkpoint.

### Checkpoint #2 (#3 in the console version)

The Airball gets pushed by a windmill and changes into the Marbleball, then uses a floor fan to go in a half tube to the main platform. The Marbleball pushes a wooden crate so it is pushed by the windmill, then the Marbleball pushes the wooden crate to a switch to stop a fan. The Marbleball goes back to the main platform, changes into the Airball, gets pushed by the windmill and goes on the rails to the checkpoint.

### Checkpoint #3 (#4 in the console version)

The Airball flies to a platform and turns off two fans, then flies to another platform and the same thing is done. On the third platform, two fans are turned off so the Airball can go to the checkpoint.

### Checkpoint #4 (#5 in the console version)

The Airball turns into the Metalball and pushes a metal box to some rails, then turns into the Airball and turns a timer switch connected to a magnet. The Airball goes in front of the metal box so it can be pushed to the checkpoint.

### Checkpoint #5 (#6 in the console version)

The Airball goes over 5 (6 in the console version) switches to turn on or off some fans, going back on them if necessary, then flies in front of the first fan so it can be pushed to the next platform. It then flies in front of another fan to be pushed to the exit.
Lavaworld

**The Lavaworld (a.k.a "Lava World")** is the fifth and final world in Switchball.

## Appearance

Lavaworld's background appears to be consisted of orange rocks and orange lava.

The ground's paths are wooden, have silver nails to bolt them together, and the main ground is made of brown tiles.

Lavaworld appears to be filled with wooden crates, metal boxes and barrels.

## List of Balls

* Marbleball - This ball returns starting at the first level of Lavaworld.
* Metalball - This ball returns starting at the first level of Lavaworld.
* Airball - This ball returns starting at the second level of Lavaworld.
* Powerball - This ball returns starting at the fourth level of Lavaworld.

## Levels

* Lavaworld Level 1
* Lavaworld Level 2
* Lavaworld Level 3
* Lavaworld Level 4
* Lavaworld Level 5
* Lavaworld Level 6
Iceworld Level 1

**Iceworld Level 1** is the first level of Iceworld, and the seventh in the entire single player game.

It has a difference between the PC and Console versions.

## Layout

### Beginning

The player rolls the Marbleball down the stairs, changes into the Metalball, and pushes three metal boxes out of the way. The Metalball must then go left and change into the Airball for the first time. The Airball can then roll up the slope and head to the first checkpoint due to its lighter weight.

In the console and HD version, the boxes are after two slopes, and the Metalball has to roll onto a wooden bridge and fall onto another platform, where the Airball morph is after a wooden slope. The Airball has to go up these two slopes before going up the steep slope.

### Checkpoint #1

The Airball will be pushed right by a fan, going past a curve, then change into the Metalball, where it will go past the other two fans and head to the second checkpoint.

### Checkpoint #2

The Metalball changes into the Marbleball, and go onto the floor fan, which will lift it and let it head to the third checkpoint. A cannon ball will hang over a fan, which could cause the Marbleball to hit it and fall.

### Checkpoint #3

The Marbleball transforms into the Airball and roll onto wide rails, then fall onto a platform. The Airball must then turn on a fan with a switch to remove some wooden crates from the level, then turn it off so it can safely pass it and head to the fourth checkpoint.

There is a hidden path in this level. The Airball must roll back to the floor fans and go on one of them, sending it onto another platform. Then, it must roll down the stairs and change into the Marbleball, where it will go into a cannon, and fire at some wooden crates, allowing it to end the level.

### Checkpoint #4

The Airball must roll up a slope and change into the Marbleball, where it will go into a cannon, and fire at some wooden crates, allowing it to end the level.
Caveworld Level 6

**Caveworld Level 6** is the sixth level in Caveworld, and the eighteenth in the entire single player game.

It is completely different between the PC and Console versions.

## PC version layout

The console version is the PC version's Caveworld level 5, except that the Airball must go through sets of rails and after the checkpoint, must turn into the Powerball and the wooden crates are replaced with cannon balls.

### Beginning

The Marbleball turns into the Powerball and go onto a flying platform and pushes three wooden crates with hanging crates below. Then, it turns into the Airball and goes along the rails to the first checkpoint.

### Checkpoint #1

Same as the console version's Caveworld Level 5.

### Checkpoint #2

The Powerball uses the dash ability to go up a slope, then uses the jump ability to go up the stairs. It then turns into the Metalball and pushes three metal boxes with magnets hanging from them so they are aligned. The Metalball has to turn into the Powerball and use the Magnetic ability to cross the gap with the three magnets and go towards the third checkpoint.

### Checkpoint #3

Same as the console version's Caveworld Level 5.

### Checkpoint #4

The Powerball must use the jump ability to go up the stairs, wait for the hanging magnet and use the magnetic ability to stick to it, allowing the Powerball to be carried to the next platform, so it can go down the stairs and exit the level.
Iceworld Level 4

**Iceworld Level 4** is the fourth level of Iceworld, and the tenth of the entire single player game.

It is the same in both PC and Console versions.

## Layout

### Beginning

The Marbleball turns on two magnets, transforms into the Metalball, and pushes a metal box towards one of the magnets. The Metalball turns back into the Marbleball and turns off that magnet, causing the metal box to push the wooden crates out of the way and into the other magnet, allowing the Marbleball to go to the first checkpoint.

### Checkpoint #1

The Marbleball goes onto a flying platform and turns into the Metalball, pushes four big wooden crates to form a bridge, then transforms into the Airball and uses the pump to go onto the bridge and head to the second checkpoint.

### Checkpoint #2

The Airball goes up a wooden slope and uses two pumps to get onto a tower. The Airball then uses the rope rails to go on another tower, then it uses another set of rope rails to go onto the platform and a wooden bridge towards the third checkpoint.

### Checkpoint #3

The Airball must turn into the Marbleball and go past the fan, then turn off four magnets so the Metalball can get past them safely. After that, the Metalball goes down the stairs, turns into the Airball and uses the pump to cross the gap and exit the level.
Cloudworld Level 5

**Cloudworld Level 5** is the fifth level of Cloudworld, and the twenty-third in the entire single player game.

It has some differences between the PC and Console versions, and is different with a PhysX PPU.

## Layout

### Beginning

The Marbleball changes into the Powerball and goes to the first checkpoint. In the console version the Marbleball simply goes to the checkpoint.

### Checkpoint #1

The Powerball goes onto a flying platform taking it to a magnet which the Powerball uses to get to the wooden bridge and return to the platform. This is repeated twice before the tube and the second checkpoint.

### Checkpoint #2

The Powerball turns into the Metalball and pushes two metal boxes out of the way, then changes back into the Powerball, jumps to a platform and dashes off it. Next, the Powerball turns on a magnet and dashes to it, then sticks to it and goes to the third checkpoint.

### Checkpoint #3

The Powerball turns on magnets in a specific order and goes to the first one, waiting for them to turn off. The last one has the Powerball drop into a tube and towards the fourth checkpoint.

In the PhysX version, the Powerball jumps at a lever to start fluid flowing from the barrel to power a magnet and then sticks to that magnet, allowing it to go to the checkpoint.

### Checkpoint #4

The Powerball jumps on six hanging platforms and goes to the fifth checkpoint.

### Checkpoint #5

The puzzles after Checkpoint 3 in Cloudworld Level 3 are swapped between PC and console versions.

In the PhysX version, the Powerball turns into the Metalball and uses a big wooden crate to block fluid, then changes into the Airball to use the rails and flies towards the exit.
Skyworld Level 4

**Skyworld Level 4** is the fourth level of Skyworld, and the entire single player game.

It is the same in both PC and Console versions.

## Layout

### Beginning

The Marbeball rolls to the first checkpoint.

### Checkpoint #1

The player's Marbleball must become the Metalball and push four metal boxes against four wooden planks to form a bridge to progress to the second checkpoint.

### Checkpoint #2

The Metalball rolls down a very curvy slope, and heads to the third checkpoint.

### Checkpoint #3

The Metalball turns back into the Marbleball and rolls past a small bridge and becomes the Metalball again to fall though four cloths and progress to the fourth checkpoint.

There is a hidden path in the level, where the Metalball will roll back the the loose bridge and fall through it, revealing rails that will travel past the cloths, turning the ball back into the Marbleball in the process.

Also, the player can use Marbleball to ride over the wooden frame around the stacked clothes to fall off directly without changing form.

### Checkpoint #4

The Metalball will roll down a very steep slope, using one of the three metal boxes to help it avoid it losing control and falling off the level. Then it will turn back into the Marbleball and head to the end of the level.

If you head to this puzzle as the Marbleball via hidden path, it will simply roll down the slope without any help with the metal boxes since it is lighter than the Metalball.
Skyworld Level 6

**Skyworld Level 6** is the sixth level of Skyworld, and the entire single player game.

It is the same in both PC and Console versions.

## Layout

### Beginning

The Marbeball rolls onto a flying platform that takes it to a path that leads to the first checkpoint.

### Checkpoint #1

The player's Marbleball must become the Metalball and push two metal boxes off of four wooden crates, where one metal box holds 2 wooden crates each. Once the path is created, the Metalball must become the Marbleball and roll across the path, heading to the second checkpoint.

### Checkpoint #2

The Marbleball must avoid getting hit by two spinning obstacles, and then head to the third checkpoint.

### Checkpoint #3

The Marbleball must become the Metalball and push either a big barrel or a metal box underneath the back end of the see-saw, become the Marbleball and roll across it, heading to the fourth checkpoint.

### Checkpoint #4

The Marbleball must roll across three hanging platforms, and then head to the end of the level.