Short bridges 1 · Long bridges 1 · Jump pads 1 · Stars 0/3
Route check: 0/2 gaps bridged · 0/1 launch zones covered · Best —/3
Larger view: scroll sideways on phones. Use the aiming slider for precise placement.
Choose a bridge length, tap each gap, then place a jump pad on clear ground before the block. Start when your route is ready.
How to play
Choose each piece
Short bridges span narrow gaps; wide gaps need long bridges. Pick a tool and tap its location on the course. On a small screen, scroll the larger board sideways, or turn on Fit entire course to see the whole route at once. Turn it off to return to the larger view. The aiming slider and Place at marker button work in either view; switching views keeps your pieces, course, and run state.
Time the jump
A jump pad launches the runner when it reaches that spot. Place it on firm ground 45–130 course units ahead of a block. The route check counts covered launch zones before you run.
Keep going
Clear 30 courses. Unlocked courses and each course's best star result are stored on this device when storage works. Use Pause run or P to stop safely; switching tabs pauses automatically. Retry keeps your pieces after a failed run. Use Undo piece repeatedly to remove placements in reverse order and get their supplies back, then rebuild without clearing the whole course. Undo is available before starting, including after Retry; not during a run or pause. To revise an earlier piece, move the aiming slider over it and choose Remove at marker. A pad within 18 units is removed first; otherwise the bridge under the marker is removed, along with any pads it supports. Supplies are returned and unrelated pieces stay. Removals cannot be undone; use the returned pieces to rebuild.