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
- A short tap is often better. Flat jumps land sooner – you are ready for the next obstacle earlier.
- Save the double jump. Use it as a rescue if you took off too early.
- Use the dive. Jumped too high and there is a beam ahead? Ducking in mid-air brings you straight down – and you keep sliding.
- Ignore high drones. Anyone who jumps under a high drone loses. Stay on the ground.
- Coin arcs show a good jump path over the obstacle below.
- 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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