Endless Jumper
Bounce automatically, steer through wrap-around screen edges and climb past springs and crumbling ledges.
Tower Jumper is a momentum climber: the faster you run before you jump, the higher you fly, and skipping several floors in quick succession builds a combo. Once you reach floor 5 the tower starts scrolling on its own, so standing still is never safe for long.
Keyboard: ← → or A D to move · Space / ↑ / W to jump · P pause · R restart
| Action | Keyboard | Touch / mouse |
|---|---|---|
| Move left / right | ← → or A D | Hold the ◀ ▶ buttons |
| Jump | Space, ↑ or W | JUMP button or tap the game |
| 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.
Speed is your main resource, because your jump height depends directly on how fast you're moving sideways.
Reach the highest floor you can. Your score is 10 points per floor, counted from the highest floor you have landed on, plus combo bonuses. A combo builds when you land at least two floors above the floor you last landed on; those floors are added to the combo counter. It ends when a landing gains fewer than two floors, or when 3 seconds pass without another multi-floor landing. If the combo reached 4 or more, it pays its square in bonus points: a 6-floor combo is worth 36, a 10-floor combo 100.
The run ends when you drop below the bottom of the screen.
Difficulty: Difficulty: Hard
Tower Jumper is rated Hard because it combines momentum control, a combo system and a forced pace. Jump height isn't fixed, so every jump depends on the speed you built first, and floors narrow as you climb, from about 130–200 units wide at the bottom to 70–110 by floor 250, leaving less room to accelerate. Once you reach floor 5, the tower scrolls upward at about a third of a floor per second and keeps accelerating, reaching roughly two floors per second a little over two minutes later. From then on, only fast multi-floor jumps keep you ahead.
Bounce automatically, steer through wrap-around screen edges and climb past springs and crumbling ledges.
One vertical course per day, identical for every player: double jump as high as you can in 60 seconds.
Jump strength grows with your sideways speed. A jump from a standstill clears about one floor, while a jump at full running speed can clear about three.
Landings that gain at least two floors add to a combo counter, and a smaller gain or 3 seconds without another such landing ends it. Combos of 4 or more floors pay the combo squared in bonus points.
As soon as you reach floor 5. A HURRY UP! message appears briefly, and the scroll speed then keeps rising for a little over two minutes.
Yes. Your best score is stored locally in your browser on this device. Nothing is uploaded, and clearing site data resets it.
The core systems that make a platform jumping game tick, explained for players who want to understand why their jumps behave the way they do.
Follow a single jump from button press to landing and see the simple math behind gravity, jump height, momentum and one-way platforms.
How vertical climbing games differ from side-scrollers, the kinds of pressure they use, and how to read and plan an upward climb.