Scoring
Free, no sign-up, works offline.
The score is mostly distance, which means it cannot be farmed and there is nothing to grind. Two bonuses sit on top of it, and only one of them involves any decision.
What to know
- Distance is the base: the further you get, the more you score, and the speed rising means later seconds are worth more than early ones.
- Each obstacle cleared adds 10 points.
- Passing close to an obstacle adds a small near-miss bonus — the only thing in the game that pays for cutting it fine.
- The score never decreases and there is no penalty for a wasted jump, beyond the time it costs you.
- A dashed line on the track marks your personal best distance. Passing it means you have already beaten yourself.
In more detail
Because the speed climbs, the score accelerates: the same ten seconds of play is worth far more at level 8 than at level 1. That is deliberate, and it is why a run that survives the early levels cleanly is worth so much more than two runs that die at level 3. It also means your best score is mostly a measure of how long you lasted rather than how perfectly you played the opening.
Questions
Is there a maximum score?
No. The speed approaches a ceiling but never stops rising, and the run never ends on its own — so the score is limited only by how long you can keep going.
What counts as a near miss?
Passing an obstacle with very little clearance. It is worth a few points and it is the only reason to cut anything fine — ignore it entirely and you will still score well.
Does ducking unnecessarily cost me anything?
Nothing directly, but a duck leaves you lower and slower to start a jump, so ducking when you did not need to is how a lot of runs end one obstacle later.
Every figure on this page is read from the game's own tuning and recomputed on each build, so it describes the game you are actually playing rather than a version of it that once existed.