How to play: controls, rules and tips

Goal of the game

Run as far as you can without touching an obstacle. Touching one ends the run – one click and you start again right away.

Controls

Computer

  • Space bar, arrow up or W: jump
  • Hold the key: jump higher
  • Press again in mid-air: double jump
  • Arrow down or S: duck and slide – in mid-air this triggers a dive
  • P or Esc: pause
  • A mouse click on the game area also jumps

Smartphone and tablet

  • Big buttons at the bottom: Jump (right) and Duck (left)
  • Alternatively: tap the game area to jump, swipe down to duck
  • Keep your finger down longer: jump higher
  • Tip: turn your device sideways – you see the same track, only bigger
  • If you switch apps or tabs, the game pauses automatically

The obstacles

  • Crate: low – a short jump is enough.
  • Post: narrow but tall – hold the key a little longer.
  • Double crate: wide – take off early.
  • Low drone (orange, from about 150 m): duck or clear it with a full jump. There are coins underneath.
  • High drone (grey, from about 250 m): hovers above head height – just run underneath, do not jump.
  • Spike row (from about 300 m): long – jump early and far.
  • Beam (yellow and black, from about 400 m): hangs down from above – only ducking helps (or a very high double jump).
  • Wall (from about 600 m): very tall – full jump or double jump.
  • Crate stack (from about 750 m): two crates on top of each other – hold the key for a long time.
  • Hurdle row (from about 350 m): two hurdles close together – jump twice or once far.
  • Rolling barrel (from about 500 m): rolls towards you – jump a little earlier than usual.
  • Laser gate (from about 650 m): blinks in rhythm. When it is off, just run through; when it is on, you have to jump over it.
  • Container (from about 850 m): long and tall – full jump, double jump if needed.
  • Tunnel (from about 900 m): a long low ceiling – slide through ducked all the way. There are coins on the floor.
  • Patrol drone (red, from about 1,000 m): flies up and down. Watch the light cone and run through when it is up – or jump when it is down.
  • Falling block (from about 1,100 m): hangs on a chain and drops as soon as you get close. The red marker on the ground shows where it lands – jump over it afterwards.
  • Pit (warning sign with "!", yellow and black edges, from about 450 m): take off in time. If you fall in, only a quick double jump can save you.
  • Moving platform (from about 1,300 m): a wide pit with a platform that moves up and down. Land on the platform – coins are waiting on top – and jump on from there. With enough momentum you can also clear the pit with a double jump.

How points are calculated

  • 1 point per metre run
  • 5 points per coin collected

Coins for the shop

With an account, the coins you collect are credited to your account after every counted run, plus a small performance bonus for high scores. Very short runs (under three seconds) are not rewarded, and neither are aborted runs.

Daily bonus, achievements and seasons

  • Daily bonus: once a day you can claim coins in your profile or in the game menu. Every day in a row brings more – if you miss a day, the streak starts again.
  • Achievements: for distance, points, stamina, collecting and more there are badges in bronze, silver, gold and platinum – usually with a few coins as a reward.
  • Seasons: every calendar month is a season. The top 10 receive exclusive items and an entry in the season archive.

Tips for better highscores

  1. A short tap is often better. Flat jumps land sooner – you are ready for the next obstacle earlier.
  2. Save the double jump. Use it as a rescue if you took off too early.
  3. Use the dive. Jumped too high and there is a beam ahead? Ducking in mid-air brings you straight down – and you keep sliding.
  4. Ignore high drones. Anyone who jumps under a high drone loses. Stay on the ground.
  5. Coin arcs show a good jump path over the obstacle below.
  6. Find your rhythm. The speed increases steadily. Finding a rhythm early helps you last longer later on.

Fair scoring

The server checks every run: it replays it exactly from your inputs. Impossible scores, runs "played" too fast or duplicate submissions are not counted.

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