How do you play Jump Rope?
Jump Rope is a timing game: every time the rope swings around and reaches your feet, tap or press Space to hop over it. If you are in the air when the rope passes, it counts as one jump. If you are standing on the ground, the rope catches your feet and the round ends. There is only one control, so anyone can start right away, but the rope speeds up a little with every jump and reaching 100 is harder than it sounds.
The scene is a school playground seen from the side. A small doll with a headband stands in the middle, and the rope runs from the hands up behind the back, over the head and down in front. Around the yellow circle under the feet, a white ring shrinks and flashes on the circle at the instant the rope passes, so when the rope is too fast to follow with your eyes, watch the ring instead. Knees bend on each hop, dust puffs up on landing and the rope whooshes every time it sweeps under.
What is the difference between Perfect and Good?
If the rope passes while you are near the top of your jump it is a Perfect; if you are still rising or already falling it is a Good. Both add one to the count, but a Perfect scores 10 and extends the combo while a Good scores 5 and breaks it.
| Result | When | Count | Score | Combo |
|---|---|---|---|---|
| Perfect | Rope passes near the top of the jump | +1 | 10 × multiplier | Continues |
| Good | In the air but still rising or already falling | +1 | 5 | Breaks |
| Tripped | Feet on the ground as the rope passes | None | None | Breaks |
The combo is the number of Perfects in a row, and every ten of them raise the multiplier by one up to x5. The combo and multiplier appear beside the big count, and every 100 jumps bring confetti and a cheer. At the end you see the count with the number of Perfects and Goods, the score and a rank.
What modes are there?
On the title screen you choose one of five: Solo streak, Double unders, Long rope, Two players and 60 seconds. Each mode keeps its own best record.
| Mode | Rules | Ends when |
|---|---|---|
| Solo streak | Jump once per turn of the rope. The rope gets faster as you go, with a cheer every 100 | You trip once |
| Double unders | The rope turns twice per jump. Hold to jump high enough to clear both turns; clearing only one breaks the combo | You trip |
| Long rope | Two turners swing a long rope, three friends run in first, and when Jump in! appears you enter as the rope passes overhead. On a chant, press the matching button on the beat | All three lives are gone |
| Two players | P1 and P2 take turns, three each. A trip or 100 jumps passes the turn, and the higher total wins | Six turns are done |
| 60 seconds | A trip only pauses you for a moment. The rope speeds up as Perfects pile up | The minute is over |
How do you land a double under?
Keep the jump button held for a moment to jump high, and the rope must pass under your feet twice during that airtime. A short tap gives a normal jump that clears the first turn but lands before the second, so you trip.
- Jump late. Press when the rope is right in front of your feet so both turns fall inside the airtime. Jump early and the second turn arrives after you land.
- Press again the moment you land. As the rope speeds up, the gap between landing and the next jump shrinks.
- Clearing only one turn does not trip you, but it adds nothing to the count and breaks the combo.
What are the chants in Long rope?
While you are jumping in the long rope, chants like "Turn around!" and "Touch the ground!" appear, and two beats later, on that pass of the rope, you must press the matching button. Miss it and you lose a life.
| Chant | Button | When to press |
|---|---|---|
| Turn around! | Turn (Z) | During the jump that clears the second rope pass after the chant |
| Touch the ground! | Ground (X) | Right after landing from that pass, before the next one arrives |
To enter the rope, tap as it passes overhead. The rope glows yellow at that moment, so watch for it. Entering while the rope is low catches you and costs a life. The three friends never miss a beat, so you can simply jump when they do.
How are the ranks decided?
In Solo streak, Long rope and Two players the ranks are Warm up under 20, Trainee under 50, Varsity under 100, National team under 200 and Rope legend from 200.
Double unders uses 5, 15, 30 and 60, and 60 seconds uses 40, 80, 120 and 160 for the same five steps. In Solo streak the rope starts at one turn per second and reaches one turn every half second at around 200 jumps, so Rope legend really does take quick hands.
Tips for a longer streak
- Watch the ring, not the rope. A fast rope is hard to follow. Press just before the white ring reaches the yellow circle for a Perfect.
- Learn the beat by ear. The rope whooshes every time it passes under your feet. Once the gap between whooshes is in your body, you keep up even when it is fast.
- Do not jump early. Most trips come from jumping too soon and landing before the rope arrives, not from jumping late.
- Practice in 60 seconds. A trip does not end the round there, which makes it the best place to get used to a fast rope.
Controls
- Phone and tablet: tap anywhere on the screen or the Jump button at the bottom right. Hold to jump high. In Long rope, use the Turn and Ground buttons at the bottom left.
- Keyboard: Space, Up arrow, W or Enter to jump, and keep it held for a high jump. Z or Left arrow is Turn, X or Down arrow is Ground, Esc returns to the menu.
- Mouse: click the screen or the Jump button.
Best records per mode and the sound setting stay in this browser and are never sent to a server. Share result turns your count and rank into a picture card.