Hold to grow a stick, release to drop it as a bridge to the next platform.
Your character stands at the right edge of a platform with a gap to the next one. Press and hold anywhere on the playfield — a stick grows upward from the platform edge at a steady 320 pixels per second, so every tenth of a second of holding adds 32 pixels.
Release to drop the stick. It swings 90° clockwise in about a third of a second and lays across the gap. Its length is locked at the exact moment your finger lifts, not at the next screen refresh. If the touch is interrupted — for example by a system gesture from the edge of the screen — the stick drops at its current length as if you had let go.
• If the far tip of the stick lands ON the next platform — anywhere from its near edge to its far edge — you walk across to the far edge and score +1. There is no extra reward for hitting the centre.
• Too short → you walk off the end of the stick and fall.
• Too long → you walk past the next platform and fall off the far side.
Gaps get wider and platforms narrower as your score climbs. The first gap is 50–110 pixels and the next platform 60–100 pixels wide. Each point adds 2 pixels to the shortest possible gap and 4 to the longest, while the narrowest and widest possible platforms shrink by 0.6 and 0.8 pixels. By 55 points every gap is at least 160 pixels; by 64 the narrowest platforms are 22 pixels, and by 80 even the widest are only 36. From there the ramp stops: gaps run from 160 pixels to about 70% of the playfield width and platforms are 22–36 pixels. On a 22-pixel platform the margin between too short and too long is under a tenth of a second (about 70 ms).
There is no timer: nothing moves until you press, so you can take as long as you like to size up each gap. Presses made while the stick is falling or your character is walking are ignored. One miss ends the run; the result card then shows your score and personal best, plus a Hall of Fame button if you crossed at least one platform. Tapping New mid-run ends it the same way.
Goal: cross as many platforms as you can.
Length is everything, and the only reliable way to judge it is to watch the next platform, not the growing stick. Pick out the far platform's near edge and its centre as you hold, because the safe landing zone is that whole width — aiming for the middle gives you a margin on both the too-short and too-long sides rather than gambling on the exact edge.
Release is instant but your eyes need a beat to confirm, so commit to the length you read rather than second-guessing as the stick falls. As the score climbs the gaps widen and the platforms narrow, turning a generous target into a sliver, so accuracy matters more than speed every time. Build a feel for how long a "hold" maps to a given gap, and trust that calibrated sense over a panicked early release.
Turn distances into holding time. To land dead centre the stick has to cover the gap plus half the next platform, which on the opening jumps means holding for roughly a quarter to half a second; even the widest late-game gaps need only about a second. A faint mark just below the top of the next platform shows exactly where its centre is — use it as your target rather than the near edge. Press low on the left side of the playfield so your thumb never hides the gap or the far platform you are measuring.
Do not wait for the tip to "reach" the platform. The stick grows straight up while the gap runs sideways, so there is no moment when the two visibly meet; you are comparing a vertical length with a horizontal distance. Judge the gap first, pick a point at the same height above your character, and lift a fraction early, because the stick keeps growing while your eye and finger react. A tenth of a second of hesitation adds 32 pixels, more than the whole width of the narrowest late platforms. And do not settle into a rhythm: every gap and width is drawn at random afresh, so the last jump's timing tells you nothing about the next.