Clear groups of matching connected balls so that each of the next three clears removes more balls than the previous one. The developer's example is 1→2→4→5: four clears, three increases, one link. When the enemy attacks, click the enemy area above the ball board to guard. Missing the guard refreshes the board and forces you to rebuild the sequence from a small group.
Play the game and understand the goal
Play RAPID RAMP free in your browser. The creator published and updated it on October 26, 2026. The main challenge is to earn a high score by completing as many links as possible in 90 seconds. An option switches to a time attack where you try to finish nine links quickly. Neither mode is described as a story campaign with a final ending.
A muscular arm punches a delinquent when you clear balls. The creator explicitly calls the punch a visual flourish rather than the main mechanic. You can also switch to a cat mode in the options.
Why 1→2→4→5 works
- Start by clearing a single ball if the board offers one. A small first clear leaves more room to increase later.
- Clear a connected group of two matching balls.
- Find a group of four, or another group larger than your second clear.
- Finish with five, or any group larger than the third. You have now increased the number cleared three times in a row.
The numbers are an official illustration, not a fixed combination you must type. The rule is about successive group sizes. Before the first tap, look for a plausible run of increasing groups. Using the largest group first makes the next increase harder to find; that is a practical deduction from the rule, not a measured optimal strategy.
Controls and resets
| Situation | Action |
|---|---|
| Remove balls | Click or tap a connected group of the same color |
| Complete a link | Increase the number removed on three consecutive clears |
| Board refresh | The ball board refreshes after four taps |
| Enemy attack | Click the delinquent's area above the board to guard |
| Missed guard | The board refreshes and the link sequence must restart small |
| Standard mode | Build links and score during 90 seconds |
| Time attack | Switch in options; complete nine links as fast as possible |
| Cat mode | Available in options; a scoring advantage is not documented |
A practical 90-second routine
Scan for a small group followed by several progressively larger groups. Try the creator's 1→2→4→5 pattern when the board allows it. If an enemy attack arrives, shift attention from the balls to the upper enemy area and guard; after any refresh, rebuild from a small count. The game rewards an increasing sequence, not merely a huge first clear.
Do not keep tapping balls while an attack needs guarding. A failed guard costs the board layout and the sequence you were building. The official page does not specify an exact guard window or a numerical score multiplier, so react to the displayed attack rather than relying on an invented timing count.
Nine-link time attack and common questions
Is a link three taps? No. Three increases require four consecutive clears, as shown by 1→2→4→5.
What does four taps do? The developer says the board refreshes after four taps. A missed guard also triggers a refresh.
How is nine-link mode different? It measures the time needed to finish nine links; the standard mode gives you 90 seconds to score.
Does cat mode help? The option exists, but the developer does not claim a scoring benefit.
Bottom line: start small, increase the number removed with each clear, and guard above the board when attacked. The punching arm is funny; your clear sequence is what matters.
Sources: developer's official game page and controls and official distribution page, checked October 27, 2026 JST. The mechanics are developer-confirmed; the suggested opening and group selection are reasoned tips, not a claimed completed playthrough. Exact scoring, guard timing, personal records, and the creator's individual X announcement remain unverified.





