
MOON ATTEMPT
Get to the Moon
Keep the ropes readable, stack height and Luck, add fuel later, and wait for Super Rocket Shoes. Fire and extra ropes slow this climb down.
Compare three routes before you take the next card. Then try the choices in a teaching simulator; its scores are not the game's scores.

WHERE THIS RUN CAN GO
The early picks overlap. The late ones do not. Fire helps a score run and wrecks a Moon climb. Extra ropes look great and slow the ending down. Choose first, then play the pause.

MOON ATTEMPT
Keep the ropes readable, stack height and Luck, add fuel later, and wait for Super Rocket Shoes. Fire and extra ropes slow this climb down.

SCORE ATTEMPT
Height and Luck first. Rocket Fuel when a jump can reach the next card. Ropes, speed and fire only after that loop already works.

WILDEST SCREEN
More ropes, fire, speed and tricks. This is the run that looks like the store shots — not the one that reaches the Moon cleanly.

PLAYABLE RUN
10loops to a card
This skip clears 1 loop.
Space also skips
INSIDE THE RUN
If the first rope still feels random, the first-run guide is the slower version of this. If we just need the button, that's how it actually works. The names on the cards live on the card list.
One skip completes loops on every rope in the air. Jump Level, speed, fuel and tricks change how many loops that skip is worth. The number under Skip is that preview.
The bar is the real jump counter. When it fills, the run pauses on three rarity-weighted cards. Reinforce shows up half as often. Late cards wait for their level.
The green chips are the numbers that just changed. A destination marks which card helps the Moon, a score run, or a loud screen — then we skip again until Super Rocket Shoes.

There is no one best order when every pause is a random three. Pick the destination first. If we already know who we're skipping as, that's Scarlet.
WHAT THE RUN IS COUNTING
Three cards, appear-after-level, Reinforce showing up half as often, fire and shields on a rope, Luck flashing LUCKY — that is in the shipping files. Score in the run is loops times the ignite multiplier. Jump Level changing how many loops one skip clears is a working model of hang time, not a dumped centimetre formula. If a jump felt different after a patch, check the notes and re-test on the tips page.