Perfect Jump
Press once as a sweeping marker crosses the next pillar, and chain center landings for up to 100 points each.
Jump Rush keeps your character planted in the middle of the screen while blocks slide in from the left and the right. Clearing hazards builds a combo and a score multiplier, but a jump that clears nothing throws the combo away.
Keyboard: Space / ↑ / W to jump · P pause · R restart
| Action | Keyboard | Touch / mouse |
|---|---|---|
| Jump | Space, ↑ or W | Tap the game or the JUMP button (mouse click works too) |
| Start / play again | Space or Enter | Start Game button |
| Pause / resume | P or Esc | Pause button above the game |
| Restart | R (after a run or while paused) | Restart button above the game |
The game pauses automatically if you switch tabs. Sound effects are generated in your browser and can be muted with the speaker button.
You never move sideways. The whole game is when, and whether, to jump.
Score as many points as possible before you get hit. Each hazard that passes you is worth 10 points times your multiplier. The multiplier starts at x1 and rises by one for every 5 hazards in your current combo, topping out at x5 after 20. Coins are worth 5 points times the multiplier.
If you land from a jump that cleared no hazard and collected no coin, the combo resets to zero and the multiplier drops back to x1. A single hit from any hazard ends the run.
Difficulty: Difficulty: Hard
Jump Rush is rated Hard because it leaves no margin for error: one hit ends the run, hazards come from both directions, and the combo system punishes nervous jumping. Everything ramps with time over the first two minutes. Hazard speed doubles, the time between arrivals shrinks from about 0.95–1.6 seconds to 0.72–1.05 seconds, and hazards arriving from both sides at once go from about one in twelve to one in four.
Press once as a sweeping marker crosses the next pillar, and chain center landings for up to 100 points each.
Flip gravity to run on the floor or ceiling, dodging gaps and blocks and drifting through low-gravity zones.
Circle a tiny planet and hop the spikes that sprout ahead, double jumping over pairs as each lap gets faster.
It starts at x1 and gains one step for every 5 hazards in your current combo, up to x5 at 20. Every hazard you clear scores 10 points times the multiplier.
A jump where no hazard passes under you and you don't grab a coin. When you land from it, the combo resets to zero and the multiplier returns to x1.
No. Your character stays in the center of the screen, and the only control is jump.
Yes. Tap anywhere on the game area or use the jump button under it.
A breakdown of how arcade jumping games calculate your score, why multipliers matter so much, and how your best results are stored in your browser.
An explanation of the different kinds of timing jumping games test, why rising speed makes them harder, and how scoring systems reward getting them right.
Why a single button is enough for a deep jumping game, how different one-button designs work, and what each asks of the player.