The ball crosses the arena in a straight line to the edge. You tap the instant it is arriving and it is launched back on a drawn heading. Tapping early costs a life. Letting the ball through ends the run.
One finger, one rule, and a ball that gets faster with every bounce.
GOOD AND PERFECT ARE NOT WORTH THE SAME
Near the edge there is a bounce band: while it is blue, a tap counts as a good bounce, +1 point; when it turns green, it is perfect, +2. Only perfects keep the combo, and the combo becomes a multiplier, up to eight times more on every bounce that follows.
THREE LIVES AND ONE SECOND CHANCE
Tapping outside the band costs a life. Once per run you can revive for 100 gems, and your points, combo and level carry on from where they were.
GEMS, POWERS AND THEMES
Gems show up after a perfect bounce, and only another perfect collects them. Achievements pay in gems too. In the shop they buy three powers (shield, slow and double), dots that drag a comet tail and themes that change the colour of the whole arena. Nothing in there changes the physics of the run.
A GLOBAL LEADERBOARD, IN TWO LISTS
One without powers and one with: whoever plays bare-handed is not up against whoever brought a shield. Next to each nickname sits the country flag, and you can look someone up in the list.
Time the bounce! One tap, one bounce, and the ball comes back faster.