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🔨 Hammer Hop

A stack of gears above a furnace and two giant hammers on the walls. Every strike rips out the gear under your feet: jump at the right moment or go into the fire with it.

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Jumping is easy. Jumping on time is the game

Everyone starts on the same stack of gears. From one side or the other a hammer rises, comes down and rips out the top gear — precisely the one under everybody's feet.

Whoever was in the air lands on the gear below and stays in. Whoever was on the ground goes into the furnace with the gear, and comes back out covered in soot. Last one standing wins.

The jump is shorter than the hammer's fall

This is the rule the whole game rests on. Your time in the air is always shorter than the time the hammer takes to come down, and that fall changes from strike to strike. Jump the instant it starts falling and you land before the impact — and go into the fire.

So you cannot play this on a starting reflex: you have to track the hammer head and jump as it arrives. And the hammer accelerates on the way down — the final stretch is always the fastest.

The hover, and its trap

While in the air, pressing again and holding makes your character hover, legs kicking, for as long as the button is down — up to a limit. Release and they drop from there. It is what saves anyone who jumped slightly early. It works once per jump, and after landing there is a moment on the ground before the next jump — without that, holding the button forever would keep anyone airborne forever.

The hammer sometimes feints: it drops almost to the gear, stops, pulls back and only then strikes for real. Whoever jumped at the feint still has time to land and jump again — unless they hovered, because hovering delays the landing and eats the time for the second jump.

Every colour tightens the rhythm

The stack changes colour every three gears: cyan, green, yellow, orange and red. You can see the colours coming up in the gears below.

Fair to players with a bad connection

The strike is animated by your own screen's clock from the moment it arrives, and your jump is sent as the distance to the impact you saw. The server judges by that number — so a high ping does not kill you for jumping at the right time.

The server only checks that the number is consistent with when the packet arrived, and it judges each strike slightly after it happens, to give everyone's jump time to reach it.

Points and tie-breaks

Every strike survived is worth 1 point, and a perfect jump — in the last instants before impact — is worth 1 more. Players who fall on the same strike are ordered by points. If the match hits its ninety-second ceiling with more than one still standing, points decide.

Against the bot

The bot aims for the middle of the jump window with an error that grows as the fall shortens. The easy one falls for the feint half the time; the hard one almost never, and it is usually the one still standing when red comes.

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