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IN-GAME SCREENSHOTS
Watch the rope, then the landing
These are separate game screenshots, not three frames from one jump. Use them to spot the rope and a missed skip; the text below explains how to practice the timing.



There’s only one button
One button. Press to jump, hold to stay up, release to come down. Use whichever mouse, key or controller binding you can repeat comfortably. First rope still a mystery? Start with the slower guide.
Check Settings for the current binding instead of copying a key list from a guide.
- Press to jump.
- Hold to stay up.
- Release to land.
- Later cards change what that same press does.
Will it run on this PC?
Steam lists a Windows version. Price, reviews and system requirements can change; check the current Steam listing before buying. The one-button controls are explained below.
- Minimum: Windows 10, Intel i7-6700HQ, 8 GB RAM, GTX 1060, DirectX 12, 2 GB.
- Recommended: Ryzen 9 3900X, 16 GB RAM, RTX 2080, DirectX 12, 2 GB.
- Single-player. One achievement. Family Sharing.
- Yerk Games made it.
How that one button actually feels
Treat it as one motion, not three commands. The rope says when to press. The pattern says how long to hold. The next ground hit says when to let go.
A short jump is the default. A long hold is for grouped ropes or Rocket Fuel — not every skip.
- Same short jump until it feels boring.
- Hold longer only after height or fuel changes the run.
- Let go early enough to see the landing.
- Don’t mash once there are extra ropes.
Time the rope, not the character
Watch the rope hit the ground by Scarlet’s feet. Jump just before it. At the top, look for the next pass — not her hair.
With extra ropes, don’t chase each strand. Watch one full turn, find the gap, and clear a group with one skip. Still fuzzy? The first-run guide is slower on purpose.
- Higher is not safer if we land blind.
- Speed makes the window smaller.
- Extra ropes make a pattern, not a panic.
- After a new card, take a few easy skips.
After a card, which part of the jump changed?
Before changing the build, name what you actually saw. Did the rope reach Scarlet before she left the ground, did she clear it but land into the next pass, or did an extra rope make the old gap disappear? Those are different problems. The press–hold–release labels here are practice cues, not the game's published collision rules.
On the next attempt, change one thing: start the press a little sooner if the rope caught the takeoff; try a shorter hold if the landing was late; or watch one full rope pattern before pressing if an extra rope appeared. A single miss cannot prove the cause, so repeat the same adjustment before blaming a card or your device.
- After height or fuel: watch the landing before extending another hold.
- After an extra rope or speed: find the new ground-crossing pattern before pressing faster.
- After fire: keep your eyes on the rope path, not the effect.
- If the whole image stutters, treat that as a separate performance question; compare your PC with the current Steam requirements.
When the game pauses for a card
Keep skipping until the game pauses. Three cards. If the name is new, the card list has the short answer — including later movement cards the store never lists.
The same card can show up again. That’s stacking. Ask which stack saves this run, not which name sounds strongest.
- The game pauses. We pick one.
- Repeats stack.
- Don’t wait for a perfect order.
- Late airtime runs can get more than one card in a jump.
- Safety Bounce is in the files, not in the usual three-card draw.
How to pick between three cards
Pick for the run we have. Height and a shield keep us alive. Luck and fuel grow the run. Extra ropes, speed and fire add pressure. Nobody published the numbers.
Before we click: is this survival, more cards, more air, or more score? If we’re already dying, the plain card that saves the next skip beats a fancy combo.
- Fix what’s about to kill us.
- Change one timing thing at a time.
- Player orders are not guaranteed best.
- Patch 1.0.1 fixed Rocket Shoes and extinguished ropes.
What actually raises the score
Clean skips raise the counter. Extra ropes, speed, long airtime and fire can make it climb faster. Nobody published the formula.
Someone wrote up ~200,000. Someone else reached the Moon. Neither is a leaderboard. Want the counter? This is the order.
- Staying alive is what keeps the number going.
- Fire is a multiplier we can see.
- Score runs take fire last.
- No official global leaderboard.
When we stop landing
At some point it stops feeling like jump rope. Jump Height plus Rocket Fuel can keep her up long enough for another card. One player says that card refills the tank.
Watch the gauge. Land until the refill happens twice. That’s the score loop.
- Height makes the jump long.
- The next card has to arrive before fuel runs out.
- Fuel bridges one card to the next.
- Then we add ropes, speed or fire.
You missed. What now?
One miss ends it. Work backward: late jump, held too long, or the last card changed a pattern we never learned?
Next run, change one thing. The tips page is for that first bad pick. Practice a pause if we just want to see the cards.
- Find the first card that wrecked the rhythm.
- Learn that new beat before adding another.
- Too many ropes? Shield a smaller set.
- Use the run on this site if we just need to see the pause.
Yes, there’s an ending
A long run can leave the park. That route grows early, drops extra ropes, shields what’s left, then takes height, Luck and fuel — and skips fire.
Super Rocket Shoes is the late signal. How we reach the Moon hides the ending until we ask for it.
- Moon and score are different routes.
- Fewer shielded ropes for the climb.
- Nobody published a height number.
- Open the ending guide when this run is actually going there.
What the game confirms
The Steam page describes one-button controls, ten advertised upgrade cards, three choices at level-up and stackable cards. It does not publish the scoring formula or a guaranteed best route. The card list separately explains why the shipping data has more named rows.
A player route may be useful to try, but it is not a developer rule. Check the linked records below when a specific claim matters to your run.
- Steam page: controls and the advertised card count.
- Patch notes: announced changes for that version.
- Player reports: routes to try, not guaranteed results.
- Unpublished values: do not treat guesses as rules.