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Jump Jump

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Hold to charge, release to leap

How to play

Press and hold the screen - or hold the space bar - to charge, then let go and the frog hops to the next lily pad. The longer you hold, the further it goes: the power at the instant you release is exactly how far it travels.

Why it lands in the water

Hold too briefly and you come down short of the pad; hold too long and you fly past it. Either way it is the water, and the run is over. So every jump is a guess at the gap in front of you, turned into a press.

Distance and score

One point for every pad you land on. Gaps are random - some near, some far - with no combo bonus and no items, so you score exactly the jumps you make. The best score is kept on this device only.

Tips

For a short gap, a light tap and let go at once; for a long one, build the power slowly. Watching the space between the pad you are on and the pad ahead reads better than watching the frog itself. Miss one and it is just another run - a round is usually a minute or two.

Jump Jump is the classic charge-and-release hopping idea, set here in a pond of lily pads where the frog works forward one pad at a time. No download, no sign-up, no saved progress, no payment, and you can stop at any moment - a good way to unwind between tasks.

Into the water

No harm - one more run

Score card for this run, with a QR code for this page at the bottom
Long-press the image, or use the buttons below
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