WHAT IT DOES
What changes when you pick it?
The same ropes come around sooner. If you keep the old tap, you will be late.
- Shortens the time between rope passes.
- Raises loop volume if you stay airborne.
- Punishes late taps faster.
THREE CARDS ON SCREEN
Take it or skip it?
Three cards come up. We keep one. If the pause still feels new, how it actually works is the button, then the pick — and the tips page has the four questions we ask before clicking.
Take it if…
- You barely need to land and the current cycle feels slow.
- Height and Fuel can actually use the extra turns.
- You are not also adding a new rope or fire this stretch.
Skip it if…
- You are still practicing the basic skip.
- New ropes are still unfamiliar.
- The Moon route needs a calmer pattern.
EACH STACK
How much does one pick add?
| What we can check | What one pick does |
|---|---|
| Game information | Not a Steam store example. No published speed per pick or cap. |
| Player observations | High-score routes add it late, after height and Fuel, to raise loop volume. One author thinks it caps. |
| Unknown | The amount per stack, the score effect, and whether a hard cap exists. |
Add it one stack at a time. No published speed number or cap — stop when you cannot read the cycle.
PAIRS WITH
Which cards work with it?
Do not pair it to fix this
- Do not take Speed as a first-learn card.
- Do not stack Speed in the same stretch as a new rope and fire.
AFTER YOU STACK IT
What each extra copy feels like.
The window shrinks. Watch one full cycle before you add anything else.
Useful once you barely need to land. Throughput, not survival.
Players suspect a cap. Stop when the pattern is no longer readable.
USED IN THESE ROUTES

