Windup Hop, the Jump Jump Hop Game

Windup Hop is a one-button hop game in the style of Jump Jump, the WeChat mini game that swept phones in China in 2017. Hold, let go, and a little wind-up pawn springs toward the next platform. You never steer: at takeoff the pawn turns itself toward the middle of the target. All you decide is how long to hold, and every jump comes down to that one call.

The platforms are a parcel, books, tins and wooden blocks, plus four you can rest on for extra points: a drain cover, a puzzle cube, a little shop and a vinyl record.

How to play the Jump Jump hop game

Every run opens the same way. The pawn stands on a parcel, and the first target is a book of exactly the same size. Hold the left mouse button on the playfield, hold the Space bar, or keep a finger on the screen. The longer you hold, the lower the pawn squats, and with sound on the charging tone keeps rising. Let go and it jumps.

A jump can end in three ways:

  • The feet come down on top of the target. That is a landing: it scores, and a new platform appears ahead.
  • You come up short but are still standing on the platform you left. Nothing is scored or lost, a center streak stays alive, and you jump again from the new spot.
  • The feet drop into the gap or sail past the far side of the target, and the run is over.

Only the feet count. The pawn can lean out over an edge and wobble without falling, and if the feet miss, its body brushing the rim will not save it. Each new platform appears either up and to the right or up and to the left, picked at random, so check which way it went before you charge. Targets shrink and the gaps widen as the run goes on, though close neighbours still turn up late in a run. The background changes colour every 15 landings.

Scoring: center hits, streaks and quick hops

How you landedPoints
On the platform, off center1
Dead center, after a jump that missed the center2
Dead center again2 more than the last jump: 4, 6, 8 and so on
Most for a single jump32

The center is a small spot in the middle of the top, and a landing anywhere else on the surface scores 1. Sixteen center hits in a row reach the 32-point cap, and each center hit after that keeps paying 32. An off-center landing ends the streak, so the next center hit is back to 2. A hop that falls back onto your own platform does not count either way.

Speed earns a bonus too. Release less than 0.8 seconds after the previous landing, and a jump that would earn 1 or 2 points earns double instead. Those 0.8 seconds include the time spent charging, so it only works when the next platform is very close and a short tap is enough. Points from a quick hop feed the streak: a quick off-center landing worth 2 means your next center hit scores 4.

Bonus platforms: drain cover, cube, shop and record

Land on one of these four and stand still for two seconds to collect extra points.

PlatformBonus for a two-second rest
Drain cover5
Cube10
Shop15
Record30

Start charging before the two seconds are up and the bonus is lost, and it does not come back if that hop drops you onto the same platform again. Special platforms show up every few jumps and never twice in a row.

The catch is that a bonus resets your streak, so the next center hit is worth 2 again. Early in a streak, take every bonus you are offered. Once a streak is past 10, stopping for the drain cover's 5 or the cube's 10 costs more than it pays as long as your next jump finds the center again, because that hit alone would have scored more than the bonus. The record's 30 is worth taking whenever you doubt you can keep hitting centers.

How to get a higher score

  • Measure from where the feet are standing to the middle of the next target, not across the empty space between two edges. After a landing near a rim your starting point has moved, and so has the distance.
  • Tins are round, and only the flat top holds you. Past 100 points a very thin tin joins the mix; aim for its small top.
  • Do not settle into one rhythm. When near and far platforms alternate, a hold from muscle memory is how most runs end.
  • On a phone, press low on the screen so your finger does not hide the platform you are aiming for.

Why does my first jump keep missing?

Because you have not learned the distance yet, and the first jump is the best place to learn it. It is identical in every run: the same parcel, the same book, the same gap. Treat it as your ruler. Practise that one hold until it lands dead center, then judge every later jump against it, holding longer for a farther target and tapping shorter for a nearer one.

Playing Windup Hop in your browser

Is this the WeChat Jump Jump game?

No. Windup Hop follows the rules that made WeChat's Jump Jump famous in 2017, with holding to charge, center streaks and bonus platforms, but it is a separate game with its own pawn and platforms. You do not need WeChat or an account, there is no friends leaderboard, and your best score is kept in your own browser.

Can I play Jump Jump on a computer?

Yes. Hold the left mouse button on the playfield or hold the Space bar, and release to hop. You can switch between the two from one jump to the next; within a single jump, whichever you pressed first is the one that counts.

Do I need to download anything or sign up?

No. Open the page and start hopping, on a phone, a tablet or a computer.

Does my run save if I close the tab?

Yes. The game saves after every jump, so opening the page again in the same browser puts the pawn back on the platform where you stopped, with your score and streak intact. Switching tabs or opening the menu or help pauses the game, and the two-second bonus timer waits with it.

Does landing on the edge count?

Yes, as long as the feet are on the top. The next jump starts from that spot near the edge, so the distance to the next center is not what it looks like from the middle.

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