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Game guide

AirBall

You are the ball. One tap bounces you up, gravity brings you down, and an endless court of defenders wants to swat you out of the run. Slip past them, swish bonus hoops, grab trophies — and see how far the run carries you before the arena claims another AirBall.

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Controls

Tap the screen, click the mouse or press Space — that is the entire manual. Every input is one bounce; rhythm does the rest. Runs are endless: there is no finish line, only a personal best to beat.

Divisions

DivisionWhat changes
RookieNo fouls, no shot clock, unlimited floor bounces, still trophies — pure bouncing practice
ProFouls count, one floor bounce allowed, pickups drift gently, doubles appear
All-StarEverything: the 12-second shot clock, fast pickups, the full chaos

Scoring the run

  • Passing a defender: 1 point. Trophy pickup: 2. Swishing a hoop: 3 — and a basket in the shot clock's last two seconds is a 5-point Buzzer Beater.
  • Golden doubles are worth double — if you can catch the moving ones.
  • Three baskets in a row set the ball On Fire: trophies count double while it burns.
  • Fouls sting but never end the run: a FOUL badge costs 2 points, an expired shot clock costs 3, and the score never drops below zero.

Coaching tips

  • Small, frequent taps beat big panicked ones — think dribble, not rocket launch.
  • The rim is a funnel, not a wall: falling onto it nudges you in, so aim your descent, not your rise.
  • High jumpers want you to panic upward into the ceiling. Stay low; pass under them.

Quick answers

Is it too hard for younger kids?

All-Star mode is honestly spicy — but Rookie removes every punishment: no fouls, no shot clock, unlimited floor bounces and calm, still trophies. It is a gentle bounce-about that still feels like the real game.

What are the boosters?

Rare pickups that bend time for five seconds. Timeout slows the whole court to half speed and freezes the shot clock; Fast Break speeds everything up but doubles what passes and trophies are worth. One can appear at a time, and Rookie only ever sees the friendly Timeout.

What actually ends a run?

Touching a defender, flying out at the ceiling, or letting the ball hit the floor twice without a tap in between — one bounce is always forgiven, and a tap resets the count, so a little dribbling is legal.

Recommended ages and privacy notes: see the parents' guide.

More to explore:Coloring guideMatch Madness guidePick & Roll guideFlip Squad guideAirBall guideFor parentsAbout