Since I last ranked all of the rounds in Fall Guys, two new seasons have arrived and added fifteen additional ones! The total number now stands at a whopping fifty-five rounds, and there are promises of more to come. Hopefully developer Mediatonic and publisher Epic Games will soon launch a Nintendo Switch version of the game, because if there’s one thing stopping Fall Guys hitting its full potential its the lack of availability on that platform!
But we aren’t here to talk about that today, and a Switch version is still on the agenda for 2021 – at least according to Nintendo. This time I’m going to take a look at the fifteen newly-added rounds, giving my thoughts and impressions on each of them. We’ll start at the bottom with my least-favourites and work up to the rounds I consider to be the best and most interesting. So let’s get started, shall we?
Number 15: Lily Leapers
I don’t hate Lily Leapers, and after a few attempts I managed to get the hang of bouncing on the trampoline-like drums. But as I’ve said in the past about a few other rounds (like Door Dash, for example) the fact that there’s literally only one type of obstacle or item across the entire round naturally makes it less interesting. The trampoline-drums are fine, but the round itself is one-dimensional because that’s all there is to do.
Bouncing on the drums causes them to make a very bass-heavy noise. When playing the game using a setup that includes speakers and a subwoofer, this bass noise is incredibly loud, disproportionately so when compared to the rest of the music and sound effects. So I think a bit of tweaking might be necessary there!
Number 14 (tie): Basketfall and Power Trip
I’m not a big fan of team rounds. Your ability to progress is entirely dependent on who you find yourself teamed up with, and some rounds can see one or two players dominate proceedings. Power Trip is perhaps the better of the two team rounds introduced in Season 4, but even so it’s possible to play very well and lose simply because the other players on your team weren’t very good. Randomness is all part of the fun – sometimes. But it can be frustrating to be on a good run and be brought crashing down because of factors beyond your control!
All that being said, I haven’t seen anywhere near as many team games in recent weeks. I’m not sure if that’s pure luck or if the frequency of team games has been adjusted in one of the updates. As a result I scarcely play either Power Trip or Basketfall any more.
Number 12: Big Shots
The only reason Big Shots isn’t higher up the list is that it’s relatively easy. I’ve seen this round eliminate literally only one or two players sometimes, simply because most folks have got the hang of it. The concept is interesting – balancing on a see-saw while dodging flying obstacles – but something needs to happen to shake it up in order to make it a more useful round once again!
Despite that, I like Big Shots. I like the way it’s a riff on other concepts from elsewhere in the game, feeling familiar yet different at the same time. Its only problem is that it doesn’t always feel like a useful round given that practically everyone can qualify!
Number 11: Lost Temple
I really like Lost Temple. The maze-like layout manages to make the drab Door Dash concept actually worthwhile, and I like the way each chamber in the maze contains a different obstacle to overcome. It’s a very fun, well-designed round that’s constantly changing and keeps you on your toes!
Why isn’t it higher up the list? A valid question! And here’s the answer: because it only appears as a finale! Lost Temple would make a fantastic round earlier in the game, and restricting it to be only a finale feels almost like a waste of a great concept.
Number 10: Short Circuit
Short Circuit is fun, and the concept of racing multiple laps of a track instead of just running from one end of a course to the other is neat. I also like the way Short Circuit has a varied mix of different obstacles, as this keeps things interesting throughout the race.
The only problem with Short Circuit is – somewhat ironically – that it can be a long round. Two laps of what is a fairly long obstacle course by the standards of Fall Guys makes for a round that’s longer than many others. That’s not necessarily a bad thing, but it does keep Short Circuit from climbing any further up this list.
Number 9: Button Bashers
Button Bashers is unique in that it separates players into groups of two, and pits each pair against one another in the only one-on-one round in the whole game. Its arena is compact, with ten or so buttons to jump on to score points. I like the concept and I think it works well. In fact, Button Bashers could be a template for other one-against-one rounds or round variants in future.
This round doesn’t seem to come up as often as some of the others from Season 4 – as it’s dependent on there being an even number of players – so I’ve only played it a handful of times. But I recently recorded my first win, so that’s something!
Number 8: Roll On
The third round introduced using rolling cylinders, Roll On is perhaps the most interesting riff on the concept so far. Both of the other rounds are about survival; Roll On is a race to the finish line. It’s deceptively tricky, even after you think you’ve got the hang of it!
I was a little surprised to see that Roll On doesn’t use the futuristic sci-fi aesthetic of other Season 4 rounds, instead retaining the original look of the game from its launch. Was that an oversight? Did the developers run out of time or not have the resources to re-skin all of the different obstacles? Or was it a conscious choice to keep the visual style the same with Roll Off? Not sure, but it’s notable at least.
Number 7: Pegwin Pool Party
The Pegwins – robotic penguins that can be seen on many different courses – are adorable, and Season 5 added a water park-themed level where the Pegwins are the stars! It’s a cute concept, one which makes for a surprisingly chaotic round as players struggle in a relatively compact area to control the limited number of Pegwins.
The relatively small space is well-used, with different areas and obstacles adding to the challenge. When 25+ players are dumped in, the pool party really gets going and, as I said, can be very chaotic with players jumping and grabbing each other left, right, and centre! It’s wild and a lot of fun.
Number 6: The Slimescraper
As with Slime Climb before it, I’m atrocious at the Slimescraper. In fact, this round is my Fall Guys nemesis as it’s the only round I’ve never been able to qualify from! Not even once. But despite that, I love it. It’s a challenging obstacle course with plenty of different things going on, all the while the slowly-rising slime adds an additional threat.
One day – if I cross my fingers and hope for the best – I’ll finally defeat the Slimescraper!
Number 5: Bubble Trouble
Bubble Trouble is a neat round. The course is divided into four parts, with each quadrant having different jungle-themed obstacles to climb on as players pop bubbles to score enough points to qualify. The abundance of bubbles to pop makes it easy to get on the scoreboard even for newbies, and when compared to other hunt rounds like Hoopsie Legends I think it’s more enjoyable as a result.
Get lucky and be in the right area of the map at the right time and you can quickly claim plenty of bubbles – and points – all for yourself!
Number 4: Stompin’ Ground
Stompin’ Ground uses a similar concept to Snowball Survival from Season 3, but replaces the rolling snowballs with out-of-control rhinos! Because the rhinos can charge at anyone in any direction at any time, Stompin’ Ground is a round that keeps you on your toes the whole time.
Sometimes in Snowball Survival it’s possible to stand to one side and stay still until the round is over; nothing of the sort in Stompin’ Ground unless you want to be ejected from the arena!
Number 3: Skyline Stumble
Skyline Stumble is a great sci-fi themed obstacle course with a variety of different obstacles to defeat en route to the finish line. It’s tricky to get the hang of each of the different aspects, and even after playing it dozens of times I still find myself getting caught out sometimes!
This round was a great introduction to Season 4, and the futuristic visual style present for all of the Season 4 rounds is really neat. Skyline Stumble also offers different ways to make it to the finish line.
Number 2: Hoverboard Heroes
Hoverboard Heroes has a clever concept at its core. The continuously-moving platform draws inspiration from classic side-scrolling platformers, and the round has plenty of different obstacles for players to overcome. It’s not an easy round by any means, and can often result in relatively few survivors!
What I like most about Hoverboard Heroes is that it reminds me of those older platform games. The moving platform adds a lot of pressure to get past obstacles in a timely fashion lest you be left behind and unable to progress, and overall it’s a fun, challenging round.
Number 1: Treetop Tumble
So we made it to the best of the best! Treetop Tumble is everything an obstacle course should aim to be. There are different paths to the finish line. There’s a wide variety of static and moving obstacles. There are slippery slides. Cannons shooting balls. Drums to bounce on. And much more besides!
Treetop Tumble epitomises all of the things I like about Fall Guys, and is unquestionably one of my favourite rounds in the entire game as a result.
So that’s it! We’ve added the new rounds from Season 4 and Season 5 to the rankings.
Check out my earlier list (linked above and below) for my thoughts on rounds from Seasons 1-3!
With only a couple of exceptions really, all of the rounds added since Season 3 debuted last winter have been great. I’m not wild about the team rounds particularly, but there’s no denying that the developers of Fall Guys are still on the ball when it comes to improving and adding to the game.
The only thing missing is a Switch version, really. Now that Season 5 has launched and the game now boasts well over fifty rounds, perhaps it’s time for Mediatonic to refocus their efforts to getting the Switch version ready and out the door. Fall Guys is the perfect game for Nintendo’s platform, and the fact that it’s been absent for an entire year has meant that the Switch’s 85+ million players haven’t had a chance to try the game for themselves. Rectifying that has to be the next objective for Fall Guys, surely!
Getting the game on Nintendo Switch needs to be a priority now.
Fall Guys continues to be a lot of fun. The game just passed its first anniversary, and though a cheating problem last year saw a lot of players abandon it, those problems have long since been resolved and in its current state it’s the perfect kind of casual game to dip in and out of. I don’t play every single day, but if I have down time and I feel like picking up a controller for a few minutes, Fall Guys is my current go-to game.
I hope this list was a bit of fun! If you disagree or feel like I’ve been too harsh on some rounds (or too lenient on others) that’s great. We all have our own opinions, and something like this is always going to be wholly subjective. Perhaps I’ll see you out there on the obstacle course, pushing you out of the way as I bid to win my next crown!
Fall Guys: Ultimate Knockout is out now for PC and PlayStation 4/5, with Xbox and Nintendo Switch versions in development. Fall Guys: Ultimate Knockout and all associated properties mentioned above are the copyright of Mediatonic and/or Epic Games. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Back in August, when Fall Guys was the party hit of the summer, I put all of the rounds (i.e. levels) into a ranked list. Since then, a number of new rounds have been added to the game as part of the Season 2 and Season 3 updates. In addition, most rounds now have at least one variant, with alterations to obstacles to keep players on their toes.
I’m hopeful that Fall Guys will have a strong future. With releases planned for Xbox and Switch this summer, and a fourth season coming between now and then, developers Mediatonic are still working hard. But as we noted last time, player numbers have dropped significantly – by as much as 95% on PC – in a little over half a year, so new owners Epic Games have their work cut out to revitalise Fall Guys in 2021.
Fall Guys is coming to Nintendo Switch this summer.
There are presently 38 rounds in the game, and we’ll look at each of them in turn from worst to best. Some rounds have been greatly improved since I last ranked them, whereas others are now overshadowed by newer rounds that are better! So there will certainly be some changes when compared to my previous list.
Before we go any further, a note about team rounds. In order to avoid being too repetitive, let’s get this out of the way first: success or failure in team rounds is inherently dependent on who you’re teamed up with. Lopsided or unbalanced teams (i.e. 5 against 7) have largely been eliminated from the game via updates – which is great news – but if you’re teamed up with people who aren’t great at the round, who aren’t paying attention, who drop out, etc. it’s going to be much harder to qualify. That’s just the nature of team rounds in a game like Fall Guys, and while it can be incredibly frustrating, it’s also something that can’t be avoided. The reverse can also be true – you can play atrociously only to end up qualifying thanks to being on a strong team. So rather than repeat myself with every single team round, I thought I’d just make this clear at the beginning!
Without any further caveats, let’s jump and dive headfirst into the list.
Number 38: Snowy Scrap (Team)
I appreciate what Snowy Scrap was trying to do, and how the developers clearly hoped to create a round that bypassed some of the issues with Rock N Roll – another round which tasks teams of players to push a large ball. The problem with Snowy Scrap is that the physics engine in use in Fall Guys, as well as the deliberately clumsy characters, are not well-suited to a game which requires precision. In Rock N Roll, the large goal at the end doesn’t require this, but in Snowy Scrap the snowballs need to be aimed at small patches of snow on the ground. The clunky balls are difficult to control so delicately, and it’s just a very difficult round as a result.
Number 37: Door Dash (Race)
Last time I ranked Door Dash as the worst round in the game… and nothing has been done to address any of its issues in the patches and updates since. Its combination of being fast-paced yet random means that a single unavoidable mistake – because which doors are real and which are fake is completely random and unknowable – can often mean failure to qualify. It’s a round where, if luck is on your side, you’ll breeze through. If not, however, you’re in trouble. A lot of the rounds in Fall Guys require at least a modicum of skill; Door Dash doesn’t. If you can run and jump, you can play this round just as well as the best players in the world.
Number 36: Fruit Chute (Race)
There’s nothing wrong with the premise of Fruit Chute, which sees players run on a treadmill while obstacles are being fired at them. But it’s an incredibly unforgiving round, and in most cases a single collision can be enough to knock you right out of contention. It’s also a round where not much has been changed, and the variant which added mallets (to sling players forward up the track) doesn’t really seem to help, as landing awkwardly can still mean qualification is out of reach. A fun round, for sure, but horribly unforgiving.
Number 35: Royal Fumble (Finale)
Royal Fumble has slipped way down my list compared to last time for one simple reason: it hardly ever shows up any more. It’s hard to say anything about a round that seems to have dropped off the face of the earth, and I almost took it entirely out of contention. The premise is fine – whoever is in possession of the one single tail when the timer runs out wins the crown – but if, for whatever reason, it’s no longer being used very often, then it can’t be ranked any higher on the list.
Number 34: Tip Toe (Race)
Another round that hasn’t seen any improvement since last time, Tip Toe is another that can be very unforgiving and random. It’s impossible to tell which tiles are fake and which are real without jumping on them, and if you’re unlucky enough to fall near the end, by the time you’ve respawned the round can be over. Because Tip Toe shows up later (usually it’s at least the third round) players are cautious, wanting to qualify for the finale, so it can drag out if no one is willing to try stepping on the next tile. The addition of a mallet in one variant does basically nothing, because even if you jumped perfectly and got hit by it, chances are you’d still land on a tile that will fall away.
Number 33: See Saw (Race)
See Saw sees perhaps the biggest fall from grace since I wrote my first list. Back then I said that it was “a ton of fun, and deceptively tricky.” And that’s true – See Saw can be fun, but one thing I’ve come to realise is just how unfair it is. Players who spawn in at the front of the pack have a far bigger advantage than I realised, and it’s often the case in See Saw that two or three players manage to qualify way before everyone else simply because they had a straight shot to the finish line. However, See Saw is usually a forgiving round, meaning a fall or two doesn’t usually knock you right out of contention. I still like it and have fun with it, but the unfairness is definitely noteworthy!
Number 32: Jump Showdown (Finale)
Jump Showdown is – I think – the finale where I’ve won the most crowns! But it’s quite random when compared to all of the other finales, and it’s possible to lose simply because of where you spawned in at the beginning. When a couple of platforms have fallen away, you can end up in the wrong place simply by chance, and thus I stand by what I said last time: that’s poor for a finale.
Number 31: Rock N Roll (Team)
Rock N Roll usually sees all three teams make identical progress pushing their giant ball through a short obstacle course, and that’s the part of the round that could really use some attention and improvement. Once the balls drop it’s a short run to the goal at the bottom, and this round invariably descends into which team can hold up the others better. I also feel that there’s a disadvantage to being in the middle lane, simply because you have players from both sides who could jump in the way and hold you up. It’s preferable to Snowy Scrap, though!
Number 30: Jinxed (Team)
I hadn’t played many rounds of Jinxed when I ranked it last time, but it seems to come up more often now. It’s okay, and the level is well-designed. It’s a very fast-paced round, better suited to larger teams, but because of the way it starts – with one “jinxed” player per team – it can get lopsided fast if one of the jinxed players isn’t paying attention (or just isn’t very good!) It’s okay, though, and we’re getting into the part of the list where none of the rounds are all that bad, just overshadowed by some that are better!
Number 29: Perfect Match (Logic)
I ranked Perfect Match much higher up the list last time. I enjoy it a lot, and in a game that can be very hectic it’s a refreshingly different offering. However, it’s also a round that invariably ends up eliminating practically nobody. I don’t want to attach the label “too easy,” but it’s hard to know what else to say about a round where 30 out of 31 players qualify. A variant has been added that randomly shoots obstacles at the course, and that helps a little, but right now Perfect Match is an outlier. If it remains the case that it doesn’t eliminate many players, including it is going to end up feeling like a waste of time when it appears. That’s a shame, because in theory I like Perfect Match – it just doesn’t work so well at the moment.
Number 28:Pegwin Pursuit (Team)
The robo-penguins that you have to catch in this game are cute, and the concept is fun. You’ve probably figured out by now that I’m not wild about a lot of the team rounds, and in a way I’d like to see a solo variant of this round as I think that could be fun. If there were, for example, five fewer penguins than players (10 penguins in a 15-player round, and so on) maybe that would work. It’s fine, though, and worked well during the winter-themed Season 3.
Number 27: Team Tail Tag (Team)
Team Tail Tag has one of the best-designed levels, and it’s one that could work well for a whole range of different games. It has ramps, conveyors, slippery slime ramps, mallets… lots of different “terrains” and obstacles. It’s also the only round where I’ve seen four teams instead of two or three! The tail tag concept is fun, and pretty easy to get to grips with. A fun middle-of-the-road round that I don’t really have anything else to say about.
Number 26: Tail Tag (Hunt)
As I said in my previous list, the non-team version of Tail Tag works ever-so-slightly better, in my opinion, because victory or defeat is in your own hands. The map is perhaps slightly less fun, though it has spawned at least one variant with large fans that does mix things up a little. Tail Tag is the one round where what you do at the beginning does not matter in the slightest; it’s won or lost in the last few seconds. That keeps it exciting all the way along, and I appreciate that about it. It’s also on a fixed timer so there’s no waiting around!
Number 25: Hex-A-Gone (Finale)
Hex-A-Gone is fine. It’s a solid finale that does what it says it’s going to do! I’ve seen some players who seem to have very elaborate Hex-A-Gone tactics, including dropping way down to the final layer to make holes in the hopes that other players will fall straight through! I like that it’s a round that inspires some degree of tactical thinking; you can’t just run around and hope for the best.
Number 24: Fall Ball (Team)
I mentioned above that the physics of Fall Guys makes controlling large balls difficult, and while that was frustrating in Snowy Scrap it’s a big part of the fun of Fall Ball. Even after playing many times, I’m still crap at it. But it’s fun, and it’s a change of pace when compared to a lot of the other team rounds. It actually requires a degree of teamwork to qualify – just running around only considering yourself can leave your goal exposed or leave teammates without support, so it’s another round that can be played tactically.
Number 23: Hoarders (Team)
Hoarders is a pretty hectic round, and another that requires players to control large balls. Luckily in this case the objective is just to keep as many as possible in an entire third of the map, which is much easier than scoring a goal or rolling in a specific area! As with Tail Tag, who’s winning at the start doesn’t matter; there are only a few balls so it’s possible to pull off a recovery even at the last second. In that sense it’s a round that never lets up.
Number 21 (tie): Egg Scramble & Egg Siege (Team)
I’m putting these two together because for all intents and purposes they’re the same round. The level design is slightly different – with Egg Siege adding a medieval theme and drawbridges, as well as deeper “nests,” but the changes aren’t substantial enough to make the rounds play any differently from one another. I like both, and the addition of golden eggs alongside regular eggs adds an extra dimension to the rounds. They’re fun and often fast-paced – the only time either are less fun would be when there are only a few players per team. One round I played only had four players on each team, and I think that’s too few!
Number 20: Hoopsie Daisy (Team)
I think we’ve come to my favourite team round! I just love the jumping and diving, and the hoops are just large enough to make a good target without being too big or making it too easy. The addition of golden hoops, and mixing up some of the obstacles on the map, gives Hoopsie Daisy an additional dimension, and I always smile when it crops up. Unless your team falls way behind and stays there, it’s usually competitive right up to the last second, too.
Number 19: Jump Club (Survival)
I prefer Jump Club to its finale cousin for the simple reason that it’s less random. It’s still possible to screw up and fail to qualify, but usually that’s because of a self-inflicted mistake, and not because of the way the round was designed. Otherwise it’s a pretty simple concept – jump over the spinning beam without getting caught by the larger one above it. Hang on long enough while other players get knocked into the slime and you qualify! It’s a round that usually doesn’t drag on too long, either because a lot of players get caught out, or because the beams speed up!
Number 18: Roll Out (Survival)
If there were only the original version of Roll Out it would surely rank lower down the list. That’s because, as I noted last time, that version of Roll Out can take a long time to play out because most people have got the hang of it! But there are two new variants that completely mix it up. In one, two of the five rotating cylinders are gone, meaning there are more players packed into a smaller space. In the other, fruit obstacles are fired at random, knocking players down. These new variants massively improve the round.
Number 17: Wall Guys (Race)
Among the racing rounds, there really isn’t anything quite like Wall Guys. In a way it’s partly a game of logic, trying to piece together the best route across the platforms to scale the walls. But it’s also a round that requires good jumping, diving, and aiming reflexes. A second variant adds in giant fans, which certainly mixes things up. It’s not an easy round by any means, and sometimes positioning a platform in just the right place can mean someone else jumps on it first – but that’s part of the game!
Number 16: Freezy Peak (Race)
Freezy Peak is a fun obstacle course with several sections offering a variety of challenges. The hardest part (at least for me) is getting the timing right to jump across the fans, using the updraft to cross a gap. It’s not easy, but it’s a cleverly-designed round and I appreciate that it offers a lot of variety. It could easily be repurposed to become a finale, with the first person reaching the summit winning a crown!
Number 15: Hoopsie Legends (Hunt)
Hoopsie Legends is the solo variant of Hoopsie Daisy, and it’s great fun. The challenge doesn’t only lie in jumping through the hoops, but also in getting to them ahead of other players, and in moving platforms to just the right place. The map itself is perhaps a little bland, with only the central drawbridge area offering any variety. My only real point of criticism, though, is that in a round where the objective is to score six points, having a few golden hoops that are worth five points each can make it quick and easy for some players to reach the target. It might be better if these were only worth two points.
Number 14: Thin Ice (Finale)
Thin Ice is a slightly better variant of Hex-A-Gone, and that’s really all there is to say. After standing on the hexagon-shaped ice tiles for a couple of seconds, they crack and disappear, dropping players down to the next layer of ice. It’s possible to do well at Thin Ice by taking it slow and focusing on one section of the level. When it gets down to the final layer and a lot of holes, well that’s when it gets hectic! It’s also the finale where I’ve seen the most players – 18 on one occasion, and 15-16 several times.
Number 13: Snowball Survival (Survival)
This is a fun round, and a well-designed level. Two giant snowballs roll across the bowl-shaped map at random, sometimes bouncing off one another. There are patches of ice that crack and fall away, and patches of solid ground. Getting hit by a snowball sends players flying in all directions, and the challenge is in jumping out of the way in time! It’s also a round that can, on occasion, eliminate a large number of players.
Number 12: Fall Mountain (Finale)
Fall Mountain makes for a great finale because it’s fast-paced. It’s a race to the top – while giant balls are being shot down the mountain at you – and whoever makes it and grabs the crown wins. Victory or defeat is entirely in your own hands – quick reflexes are needed to avoid the balls and swinging mallets, and to jump at the right moment to grab the crown. Though it’s kind of basic as far as obstacle courses go, it’s great fun.
Number 11: Slime Climb (Race)
I’m still awful at Slime Climb! More often than not I wind up eliminated through a mistimed jump or by getting knocked over by one of the many different types of obstacle! But as a pure obstacle course it has everything: rolling balls, swinging mallets, slippery slopes, pushing platforms… the lot. And a few different variants have been added, changing up some of the obstacles to keep players on their toes. In terms of the way the level is designed it has to be one of the best in the game – even though I absolutely suck at it.
Number 10: The Whirlygig (Race)
I like what The Whirlygig has to offer, and the fact that a couple of different variants have sprung up keeps it fresh and interesting. I’ve pretty much nailed my tactics for this round, and even on my worst days I can still expect to make it to the finish line! The rotating fans offer a different kind of obstacle, and getting the timing right to avoid getting hit is the key.
Number 9: Gate Crash (Race)
I’m not doing individual awards, but if I were, Gate Crash would win “most improved!” Last time I said that it was too unforgiving, but maybe I’ve just got better at it since then. Regardless, the addition of moving obstacles seems to have helped, and Gate Crash has one of the best final stretches of any round – with a slippery slope leading to a jump. Getting that right requires a bit of skill and the right timing, something that can be tricky!
Number 8: Dizzy Heights
Dizzy Heights now has several different variants to spice things up, including one where its signature spinning platforms have been removed in the middle section! These variants keep it fresh and interesting, as you’re never sure which version will be selected. It’s a fun round, and one which can be difficult, especially toward the end. Those three rotating discs spinning in opposite directions – with balls being shot at you – are difficult to navigate!
Number 7: Big Fans (Race)
I utterly detested Big Fans the first few times I played it! That was because I couldn’t get the timing right to successfully jump between the spinning platforms! But the more I’ve continued to play it I’ve come to appreciate what it has to offer, and while there really isn’t much variety – except on the variant that introduces spinning beams – it’s nevertheless a fantastic, cleverly-designed round that’s incredibly tricky to get to grips with.
Number 6: Roll Off (Finale)
Roll Off is what Roll Out should have been! Where the original version of Roll Out can take a long time to eliminate players, Roll Off speeds up, and the rising slime leaves less and less solid ground available. It’s a truly fun take on Roll Out, massively improving on that round’s gameplay. I just wish, in a way, that it wasn’t a finale so that it would crop up more often!
Number 5: Ski Fall (Race)
The concept of Ski Fall is just fantastic. Jumping and diving through small target rings while slipping down an icy slope makes for a deceptively challenging round, and it’s easy to mistime a jump or bounce off an obstacle and completely mess up! However, it’s also forgiving enough that a mistake or two won’t knock you out of contention altogether most of the time, which is great. Tricky but great fun is how I’d describe Ski Fall.
Number 4: Hit Parade (Race)
Last time, Hit Parade was my winner. It’s slipped down a few places this time, and if I’m being really honest the reason why is that I’ve played it so many times. There are some great variations that have been introduced that have kept Hit Parade fresh, and I still feel that, when considering pure obstacle courses, it beats out many other rounds – especially those which only consist of one type of obstacle! And it’s still great fun, don’t get me wrong… but a couple of newcomers have arrived to topple its crown.
Number 3: Block Party (Survival)
I still absolutely adore Block Party. This timed round sees players standing on a short platform having to run out of the way of walls that come racing toward them. There are some beams to jump over, too. It’s a tricky round that keeps you engaged until the very last second, and it gets progressively difficult as the timer ticks toward zero. My only criticism would be to say that, of all the rounds in the game, Block Party is perhaps the easiest in theory to mix up with new variants, as changing which beams and blocks come and at what time shouldn’t be too difficult. Yet there aren’t many variants that I’ve seen – perhaps two or three.
Number 2: Knight Fever (Race)
So now we come to the top two, and just missing out on the top spot is Knight Fever. This amazing obstacle course has so much going on that I hardly know where to start. There are platforms with holes in, cylindrical platforms with fast-moving spikes that knock you off, crushing cylinders and blocks, and drawbridges. There are several variants, too, which introduce see-saws, fans, and change the timings of the drawbridges. There’s just so much going on that Knight Fever is a wild ride from start to finish, and always keeps me on my toes!
Number 1: Tundra Run (Race)
My number one pick this time is Tundra Run. It was a close call between this and Knight Fever, because both are excellent, varied obstacle courses. But as I thought about it some more, Tundra Run has to take the top spot. As above, it offers a range of different obstacles and terrains, with the icy sections being slippery and difficult to navigate. But it’s so much fun, and incredibly hectic. There’s so much variety that each section feels almost like a new level, and it’s not easy to make it to the finish line!
So that’s it! We’ve put all of the rounds into a list again… one that will be out-of-date as soon as Season 4 rolls around!
I took a break from Fall Guys over the holidays, but after picking it up again last month I’ve been having a whale of a time. I often say that, when it comes to video games, I prefer something with a good story that I can play alone. Fall Guys has reminded me that enjoyable gameplay matters too, and that there’s still value in something unique, silly, and fun. There aren’t that many games like Fall Guys where I sit down to play simply for the enjoyment of playing – not because I’m chasing achievements or following a story.
I’m keeping my fingers crossed for Season 4 being fun with its futuristic theme, as well as for successful launches on Xbox and in particular on the Switch later in the year. Fall Guys deserves to have a great future with many more updates and more content to come – and I’m still hopeful that it can, despite the significant drop in player numbers since launch.
If you haven’t tried Fall Guys yet… well I guess this list won’t have made a lot of sense! But the game is available on Steam and on PlayStation 4, and as mentioned, Xbox and Switch releases are coming. It was suggested – or at least hinted at – that it may go free-to-play in future, so watch this space. But if you ask me, it’s a steal at £15.
I won’t immediately re-rank the rounds when Season 4 arrives, but stay tuned for more Fall Guys-related articles and posts, especially if we get any significant news regarding the game’s future. Perhaps I’ll see you out there, pushing you out of the way to grab a crown!
Fall Guys is out now on PC and PlayStation 4. Fall Guys is the copyright of Mediatonic, Devolver Digital, and Epic Games. This list contains the thoughts and opinions of one person only and is not intended to cause any offence.
About a week ago, I gave you my first impressions of Fall Guys, which has been a game that completely took me by surprise. I’d even go so far as to call it the sleeper hit of the summer; it’s been very popular and has received widespread praise. When I wrote down my first impressions I’d spent a couple of hours with the game, which was enough time to know I liked it but not enough time for a really detailed breakdown. This time, I’m going to put all 25 of Fall Guys’ rounds in a ranked list from worst to best. Now that I’ve played all of them multiple times I’m in a good position to know which work well and which need some tweaking!
It’s worth pointing out that Fall Guys has a roadmap for more content, and that will include new rounds at some point. So eventually this list will be out-of-date! I’m also assuming, for the purposes of the list, that you have some degree of familiarity with the game. With those caveats out of the way, let’s rank these rounds!
Number 25: Door Dash
The basic problem with Door Dash is that it’s purely a game of luck. You have no control over which doors are fake and which are real, nor over whether you start near the front or back of the pack. Because the course is so short, hitting a wrong door even once can be enough to relegate you to last place, and if you’re at or near the back of the pack when jumping through the final door you may as well not bother because there’s only a very short distance at the bottom to the finish line. This round universally ends up with every player (and there can be up to 60 if it’s the first round) jumping through the final door within seconds of each other. It’s just not a lot of fun.
Number 24: Tip Toe
Because Tip Toe usually appears as a later round when there are fewer players – and thus, fewer qualification spots – it’s one that most people seem to take very cautiously. If you step on a wrong tile there’s no chance to jump back before it disappears and you fall, meaning it’s possible to do very well and make it almost to the end only to fail, and if you fall one or two tiles from the finish line, there’s usually not enough time to get back in with even a chance at qualification.
Number 23: Jump Showdown
The worst of the final rounds. Because the platforms fall away at random, it’s all too easy to simply be in the wrong place because that’s where the game placed you when the round began. Take away the falling platforms and you have Jump Club, which is one of the better minigames. Unfortunately the addition of the falling platforms means it doesn’t work nearly as well, and there’s often no skill involved whatsoever; it’s pure luck. For a finale, I think that’s poor.
Number 22: Fruit Chute
The entire race takes place on a treadmill moving away from you, with obstacles shaped like fruit being constantly fired down the track. There’s nothing wrong with the setup, but it’s another round where a single – often unavoidable – collision can mean failure to qualify. It’s more random chance than skill-based, and spawning at or near the front of the pack can give players an advantage.
Number 21: Roll Out
Several large rotating platforms with obstacles to jump between make for a tricky setup. However, at least in the rounds I’ve played, most people seem to have mastered it very quickly, and these rounds can drag on and on if not enough people get eliminated. If it would speed up or change direction or do something to make it harder as time went on, it would be more fun.
Number 20: Rock N Roll
I like the premise of this game, which involves three teams pushing a large ball to the finish line. It requires teamwork, which some of the other “team” games really don’t, and it can be just as much fun to stop another team making it to the end as it is to help your team! I think the obstacle course part of the track needs tweaking a little to make it harder or longer, as what often happens is all three teams basically make the same progress, at which point the ones who qualify are the ones who do best at holding up their opponents.
Number 19: Fall Ball
This is basically a Rocket League clone, but with two balls instead of one. Oftentimes it’s fine – though I’m undeniably bad at it – but what can be an issue is lopsided teams. I’ve seen games where it was six against eight and seven against nine, and when considering such a small number of players per team, a two-person advantage is huge! This isn’t something that can always be avoided, but it can be very frustrating to lose 10-0 through no fault of your own.
Number 18: Hex-a-Gone
Another of the finales, and perhaps the one I’ve done best at, Hex-a-Gone features hexagon-shaped platforms that behave like the donuts in Super Mario games – step on them for a second or so and they fall. This game is fun, but on a couple of occasions I’ve fallen from near the top to near the bottom, missing the platforms in between. Not sure if this is a bug or just the way the level is designed. For a finale, a “last one standing” is good, and the fact that you’re in control of where you walk and jump makes it far better than Jump Showdown.
Number 17: Gate Crash
A less-extreme version of the problem with Door Dash afflicts Gate Crash, and it’s another round where a solitary mistake – especially one near the end – can mean failure to qualify. I like its premise and design, and I especially like the slippery ramp leading to the finish line, but the fact that it’s very unforgiving stops it being ranked higher on this list.
Number 16: Hoarders
These next two games are very similar. Basically Hoarders is a team game where the team who has the fewest balls in their segment of the map is eliminated. It’s fun, raucous, and fast-paced, but as with every team game if you’re teamed up with someone crap, or a couple of players on your team disconnect, you can lose through no fault of your own.
Number 15: Egg Scramble
Egg Scramble is basically Hoarders but with several dozen eggs instead of a handful of balls. Once the pile of eggs in the middle of the map have all been claimed, players begin raiding other team’s “nests” to get theirs! It’s pretty good fun – but with the usual team caveat of sometimes losing because of other players being useless.
Number 14: Royal Fumble
Another of the final rounds, and a pretty solid one. There’s only one tail, and whoever is in possession of it when the timer runs out wins. It’s less important who has the tail earlier in the round, but keeping track of it so you can grab it at the last moment is challenging! It’s a competitive round in a game where sometimes it’s possible to win just by concentrating on yourself, and that makes it somewhat unique among the finales.
Number 13: Jinxed
By running away and avoiding anyone on the opposing team, it’s possible to do well at Jinxed. Rounds can be equal or very lopsided depending on who you’re teamed up with, but compared to something like Fall Ball your success or failure is at least partially in your own hands. It’s also a round that doesn’t seem to appear as often; I think I’ve only played it three times.
Number 12: Hoopsie Daisy
A rather unique offering, Hoopsie Daisy has a fun level design with spinning discs, conveyor belts, ramps, and open areas. The hoops appear randomly but in set locations, and they’re easy enough to jump through while at the same time not being too easy – it’s possible to mess up and miss the hoop if you mistime your jump.
Number 11: The Whirlygig
Spinning fans that resemble aircraft propellers and spinning bars to jump over are the two obstacles here, and the course is fun and can be challenging. It’s quite a forgiving round, and it’s possible to recover from even three or four falls to still qualify. The final jump, with the very slow rotating blades opposite, seems to cause a lot of problems for newbies!
Number 10: Team Tail Tag
Team Tail Tag has one of my favourite levels in terms of layout. It looks like a battle course from the Mario Kart series, and its upper and lower levels, with a few obstacles and a ring of conveyor belts near the centre, is a ton of fun. I’d even suggest it could be re-used for other mini-games if the developers wanted to! Team Tail Tag gives each team a set number of tails to start with, and whichever team ends with the fewest is eliminated.
Number 9: Tail Tag
The version of Tail Tag without teams is every so slightly nicer, in my opinion, than its team variant for the simple reason that victory or defeat is in your own hands instead of being tied to a bunch of random players.
Number 8: Jump Club
Jump Showdown, mentioned above, is the worst of the finales. But the game it’s based on, Jump Club, is actually very fun. The spinning bar is easy enough to jump over on its own, but the beams above it provide an extra challenge. It’s so frustrating to survive to almost the end only to be the final player eliminated… speaking from experience here!
Number 7: Dizzy Heights
A series of spinning discs are the main obstacles here, and the round is plenty of fun. There’s no “best” path from the start line to the finish, which shows how well-designed the level truly is, and the final section, with three platforms moving in opposite directions and occasional balls rolling down is deceptively tricky! I’m getting pretty good at Dizzy Heights, and it’s a round I can expect to qualify from more often than not.
Number 6: Perfect Match
Perfect Match is utterly unique and thus hard to place on this list, but I like it so I’m ranking it in the top six. It’s not particularly difficult, and doesn’t always result in a lot of players being eliminated, but in a game that can be very fast-paced, it’s a slower game that’s about more than just who’s faster at pressing buttons. A good memory is very important – but you can sometimes get away with following other players if you’re quick!
Number 5: See Saw
I love See Saw. It’s a ton of fun, and deceptively tricky. It looks like it should be simple to get across the platforms, but a mistimed jump or an awkward landing can lead to a fall. However, it’s a very forgiving round and falling several times isn’t enough to put you out of contention. The only criticism I’d have is that players who spawn at the front of the pack have an advantage, and it’s possible to see the first four or five players qualify long before everyone else simply because they had a clear path to the finish line.
Number 4: Slime Climb
I’m atrocious at Slime Climb. In fact, I’ve qualified from this round precisely once – and that was by sheer luck! But in terms of what Fall Guys aims to be – a game about running fun obstacle courses – Slime Climb has it all. There are moving platforms, slippery sections, balance beams, a conveyor belt, moving obstacles, and bouncing balls to avoid on the way to the finish line at the top. And all the while, the slime is slowly rising! I love it, even though I suck at it.
Number 3: Fall Mountain
Fall Mountain is my favourite finale – even though I’ve never won at it! It’s a proper obstacle course, with different things in your path as you race to get to the summit and claim the crown. As balls roll down the mountain providing randomised obstacles, there are things to dodge and push and jump over, and it feels like a proper finale where your fate is in your hands!
Number 2: Block Party
Although it doesn’t always succeed at eliminating a lot of players, I like what Block Party is about. A fairly narrow platform is all the space you have, and there’s not a lot of time to get out of the way of the obstacles that come flying at you! The final seconds of the round are incredibly tense as players rush from side to side to side to get out of the way of speeding blocks! It can be tricky and tense, but it’s fantastic.
Number 1: Hit Parade
For me, Hit Parade epitomises the “obstacle course” concept better than any other round in the game. The round begins with beams to balance on and a slippery slope underneath. Then the next section has spinning gates to push and a moving barrier with a small gap. Up next are the swinging balls to avoid, and finally a slippery slimy slope to climb to reach the finish line. Of all the rounds, Hit Parade offers the most diversity in terms of obstacles, it’s perfectly designed to be just the right length, it’s forgiving enough if you make a mistake without being too forgiving, and above all, it’s just good fun.
So that’s it. All the rounds in Fall Guys ranked… according to me, anyway. I’m having lots of fun with this game, even though there can be a couple of frustrating rounds! Even the “worst” ones can still provide a good time, though. For pure pick-up-and-play fun, there isn’t anything quite like Fall Guys on the market, and I’d encourage anyone with a PC or PlayStation 4 to give it a go.
If your favourite round wasn’t one of my favourites, please don’t get upset. This list is the subjective opinion of one person, and even within a single game there will be a range of opinions on which course or level is “best”. If you like a round that I don’t, or vice versa, that’s okay. It’s great that we don’t all like the same things!
I’d love to see Fall Guys ported to the Switch – I think it could be a phenomenal game on that platform. And of course bringing it to Xbox would complete the lineup and make it a true multiplatform experience. I’m curious to see what the roadmap brings – will the new rounds be just as good as those already in the game? What else could they bring to the table? I’d like to see another logic or thinking-based round to go along with Perfect Match, which feels like an outlier at the moment. And more obstacle courses with diverse challenges instead of rounds where all the obstacles are the same type. Those would be my requests!
I mentioned in my first impressions that the game has microtransactions. I wanted to clarify that point before I go, because having played the game for longer, I can now say that there’s plenty of content available without spending a penny on the microtransactions. Each round provides players a certain amount of “kudos” – the in-game currency – and this can be exchanged for cosmetic items. In short, unless you desperately want a limited-time item and there’s no way to play enough rounds to afford it, you can play the whole game without touching the microtransactions and still rack up a huge variety of cosmetic items. The best cosmetics – or rather, the rarest – are only available with “crowns”, the second in-game currency. Crowns are awarded for winning – i.e. being the last player standing after the finale. While microtransactions can be an issue in games, they aren’t in Fall Guys in my opinion.
Maybe I’ll see you out there in the wild, pushing you out of the way to make it to the finish line!
Fall Guys is out now on PC and PlayStation 4. Fall Guys is the copyright of Mediatonic and Devolver Digitial. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.