Skip to main content
Classic arcade · Endless climber

Sky Jumper,
bounce your way up.

The hero bounces on its own; you only steer. Land on platform after platform, ride the springs, get one bounce out of each cracked one, and see how high you can climb before you miss.

Height
0 m
Best
0 m
Ready

Steer left and right,
never look down.

← → or A / D steer · hold a side of the board on touch

Hold the left or right side of the board to steer · or use the pad · the hero wraps around the edges

About the game

How Sky Jumper works,
in short.

  1. Step 01

    The hero bounces on its own; you only steer.

    Every time the hero lands on a platform it bounces straight back up — there is no jump button. Hold the left or right arrow (or A / D) to slide it sideways in the air, or on a phone hold the left or right half of the board. Slide off one edge of the screen and you appear on the other side.

  2. Step 02

    Read the platforms before you land.

    Green platforms are solid. Blue ones slide side to side, so time your landing. Brown cracked ones hold for one bounce, then snap in two and fall away — handy to catch yourself, but each one only works once. A red spring on a platform fires you far higher than a normal bounce when you land on the spring itself. You pass straight up through every platform while rising; they only catch you on the way down.

  3. Step 03

    Climb for height; don't fall off the bottom.

    The screen scrolls up as you climb and never scrolls back down. Your score is the highest point you reach, in metres, shown faintly behind the action. Miss a platform and drop below the bottom edge and the run is over — the goal is simply to beat your best height. Platforms get narrower, further apart and trickier the higher you go.

Questions

Sky Jumper questions, answered.

Strategy guide

Getting better at Sky Jumper, step by step.

A climber with no jump button

Sky Jumper is an endless bouncing climber. The bird bounces on its own every time it lands, so your whole job is horizontal: where it is when it comes down. That sounds simple. In practice, a run ends because of one rushed correction, not because a gap was too wide.

The game lays out a single chain of solid platforms, green or blue, and places each one within reach of the one below it, using your current settings. Cracked brown platforms are extras added beside that chain. You never need one to keep climbing. So there is always a real route, and the next step is always a green or blue platform above you.

Plan on the way up, land on the way down

You pass straight up through platforms while rising, and they only catch you on the way down. That splits every bounce into two halves:

  • Rising. This is planning time. Spot the next green or blue platform and start sliding toward it at once. Nothing can block you yet.
  • Falling. This is fine-tuning. By the top of the bounce you should already be above the target. On the way down, make only small taps to centre yourself.

Steering responds almost instantly, and the bird stops sliding the moment you let go. So hold a direction only as long as you need it. If you keep holding "just to be safe", you slide past narrow platforms, especially on Hard, where they are the narrowest.

With the default settings, steering at full speed moves you most of the screen's width in one full bounce. That is plenty for almost any gap, as long as you start early.

Using the edges

The screen wraps. Slide off the left edge and you come back on the right. Always ask which way is shorter.

Here is a worked example. The bird is near the left edge and the next platform sits near the right edge. Steering right means crossing nearly the whole screen, which takes most of a bounce. Steering left takes you off the edge and onto the platform in a fraction of the time. That leaves the rest of the bounce to line up the landing. Make this check every time a target is on the far side.

Platforms that need extra care

  • Blue movers slide back and forth, and their sweep always passes through a reachable spot. Don't chase one sideways. Hold your position under its path and let it come to you, then make a small correction as you fall.
  • Cracked brown platforms hold once and then fall away. Think of them as a rescue when you have misjudged a bounce. They are placed so that a bounce from one can still reach the next solid platform.
  • Red springs sit in the middle of green platforms and only fire if you land on the spring itself. Aim for the centre of the platform. With default settings, a spring sends you about three times as high as a normal bounce, and you pass up through every platform on the way, so use the long rise to find your next landing early.

Mistakes that end climbs

  • Correcting while falling onto a mover. Sideways input plus a moving platform makes two motions to judge at once. Settle first and let the platform arrive.
  • Planning a route through cracked platforms. One bounce and they are gone. If you misjudge, there is nothing to come back to.

Training your feel

Difficulty sets the platform layout. On Easy the platforms are wide and close, and the gaps reach their full size at around 2,400 metres. On Hard they are the narrowest, and the ramp is complete by 1,600 metres. Above that height a difficulty stops getting harder, so a long run there is a test of consistency.

The Settings sliders change how the bird moves, not the layout's fairness. Floaty gives you longer hang time to practise reading the route. Frantic speeds everything up for when the default feels slow. Each difficulty keeps its own best height. A good habit is to beat your Easy best, then move up a level. If you enjoy aiming each launch yourself, Sling Monkey at /games/sling-monkey is a climber built around pulling a slingshot instead.

More arcade gamesSee all 17