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Collectibles

All 22 Stars: The Complete Collector's Route

7 MIN READ · COMPLETIONIST
Star collecting route map illustration

Twenty-two stars line the Roller Baller course. Around fifteen practically collect themselves — they sit on the natural racing line. The remaining handful ask for a detour, a nerve, or both. Here's the full route, section by section.

Opening stretch (stars 1–8): the freebies

From the starting island to the first checkpoint, every star floats directly over the platforms you'd cross anyway. Just play normally and hold a slightly high line on your jumps. The only one players miss is the very first star, hanging over the starting island itself — grab it before you build speed, because coming back for it feels terrible.

Midsection (stars 9–14): the rhythm test

Between the two checkpoints, stars start appearing above gaps rather than platforms — you collect them at the top of your jump arc. The star over the first moving platform (star 13 on most counts) is the trickiest of the group: wait for the platform's rising phase and jump straight up rather than across.

The high road (stars 15–19): commit or skip

After checkpoint two, the course climbs. Stars 15 through 19 track the ascending staircase of islands, each slightly further off-line than the last. Star 18 sits at the peak of the course — the highest point in the whole game — and demands a full-speed single jump followed by a peak-timed double jump. Practice it from the checkpoint; expect five to ten attempts before it feels natural.

The descent (stars 20–22): don't relax

Three stars remain on the run-in to the finish, and the last one hovers near a thorn patch on the finish island itself — the game's final little joke. Approach it slow. You've already made your time; there is nothing to gain by sprinting into thorns fifty pixels from the flag.

Route summary

A full 22-star run with a respectable time is the closest thing Roller Baller has to a victory lap. Good luck out there.

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