Everything the game does, written out. Nothing here is hidden behind a level.
Trampoline Hop is a climbing game. You bounce up a tower of trampolines that never ends, and the only score that counts is how high you got before you ran out of hearts. Height is measured in metres and it is the same number everywhere: on the banner while you play, on the end screen, and on every scoreboard.
Play now, it opens in the browserThere are two. Hold the left or right side of the screen to steer, and tap the middle to use whatever item you are carrying. On a computer the arrow keys steer and the space bar uses the item.
You never press a jump button. The bouncing happens by itself, every time you land on a trampoline. Your whole job is lining up where you come down.
Land in the middle of a trampoline and you go higher. Clip the edge and you barely leave it. A dead centre landing is a Perfect Bounce, and the game says so on screen. Chasing the middle of every pad is worth more than any power-up in the game.
You start a run with three hearts. You lose one if you fall off the bottom of the screen, and one if something hits you. At zero the run ends and your height goes to the boards. Nothing else takes a heart, and there is no timer.
The tower changes as you climb. The trampolines get narrower, the gaps get taller, and more things fall past you. You do not choose a zone, you arrive at one.
| Zone | Starts at | What changes |
|---|---|---|
| Park Zone | Ground level | Wide pads, small gaps, almost nothing falling. This is where you learn the bounce. |
| City Zone | About 110m | Pads narrow, gaps grow, and birds start flying across. Birds do not chase you. They fly a line and you go through them. |
| Night Sky | About 380m | Twice as much falling past you as the Park, and an even split between helpful and harmful. |
| Space Zone | About 510m | Narrow pads and falling boxes. A red arrow warns you before a box arrives. |
| Galaxy Zone | About 840m | The narrowest pads and the widest gaps in the game. It does not end. It stays this hard for as long as you can hold on. |
| Item | What it does |
|---|---|
| Spring Shoes | Tap anywhere for one extra jump in mid air. It comes back every time you land. |
| Magnet | Drags you across to the nearest trampoline instead of letting you drop past it. |
| Turbo | One enormous bounce. |
| Cloud Shield | Your next fall costs you nothing. |
| Grapple | Works on its own. If a fall is going to end your run it ropes the nearest trampoline and drops you on it. If there is nothing in reach, there is no save. You can also tap to fire it early. |
| Coin | Spends in the shop on outfits and accessories. Coins are saved to your account, so they follow you to a new phone. |
The Shockpad doubles your bounce and shoves you sideways at the same time, so it gains you height and costs you your aim. Overcharge also doubles the bounce and shrinks you, which makes hitting the middle of a narrow pad much harder. Both are worth taking low down and worth thinking about in the Galaxy Zone.
| Item | What it does |
|---|---|
| Rust | Slows your steering for a few seconds. It does not stop you, it makes you late. |
| Goo | Your next bounce is a flop. |
| Wind | Pushes you sideways for a while. |
| Fake Pad | Looks like a trampoline and barely lifts you. |
The challenge changes once a day and is the same for everybody, with a rule and a mission attached. The rule might be extra wind, a super run, or hazard mode. The mission is something to do on the way up, such as five Perfect Bounces or twelve coins. You can play it as many times as you like.
The pair of them walks through the pool on a fixed rotation rather than being drawn at random, so you can never get the same mission two days running. Everyone alive that day gets the same draw, which is what makes the daily board worth comparing. Play it again the same day and you get the same challenge, on purpose.
Up to four people climb the same tower at the same time, with the same trampolines in the same places. A tag at the edge of the screen tells you how far above or below you everyone else is. Anything two players both claim, a grapple rescue or an item you both reached for, is settled by the room rather than by whichever phone shouted first. Racing needs an account, because a score without a name is not a race.
Two teams of two. Your Team Grapple catches a falling team-mate on its own, and tapping the middle of the screen hauls one up to your level from above or below. A partner who is about to drop off the bottom is the whole game in pairs.
Play a run, then send the code the game gives you. Whoever opens it plays the same tower with the same rule, so the two scores mean something against each other. Old challenge links still open.
Three outfits unlock by climbing, at 0m, 300m and 800m, and they stay unlocked. The rest are bought with coins in the shop, from silly ones like Toast and Traffic Cone up to Knight and Astronaut. An outfit changes nothing about how you play. It is there so that your character on the scoreboard looks like yours.
The game is stored on your device the first time you open it, so it works in flight mode, on a bus or in a back garden with one bar. Scoreboards and live racing need the internet and say so when they cannot reach it. Add it to your home screen and it opens like an app.