Score
0
Best
-
Ride an ostrich with a lance. Tap left or right to flap that direction. Collide with enemies while higher than them to win the clash; lower and you fall.
Your mount falls under gravity. Tap the left half of the canvas to flap upward with a leftward thrust; tap the right half to flap upward with a rightward thrust. Hold to repeat the flap. The world wraps horizontally — fly off the left edge and you come back from the right. Nothing moves until your first tap.
The screen has four platforms you can land on from above (your mount stops when it lands but keeps its horizontal momentum). The ceiling knocks you back down if you fly into it. The bottom of the screen is lava — touching it is instant death regardless of invulnerability.
Enemy riders fly around with the same physics. When you collide, height alone decides the clash: if your rider is higher than the enemy, you win and the enemy falls — plus 100 points. If you're lower, you lose a life. Within a small margin of equal height (about a third of a rider's height), you bounce off without anyone dying.
Clear every rider in the wave to advance (+500); riders that fall into the lava count too, though they give no points. Each wave adds one more rider, up to seven, and the riders keep getting faster, flap more often and fight harder for the high ground every wave, with no limit. You have three lives. When the last one is gone the run ends.
Altitude is everything. Every clash is decided by who is higher at the instant of contact — nothing else counts, not speed, not direction, not whether you are rising or falling. The margin is small: if you're not clearly above the enemy (about a third of a rider's height), the collision becomes a bounce rather than a kill. A flap a moment before contact usually buys the height that decides it.
Falling onto an enemy is fine. Because only height counts, dropping onto a rider from above wins just as surely as rising into one from below loses. A dive from a platform is one of the safest ways to score — just make sure you really are above at the moment you touch, and that you still have room to flap before the lava.
Use the wrap. The screen is a torus on the X axis: flying off the left edge teleports you to the right, instantly. When an enemy is closing from one side and you can't get over them in time, hitting the wrap escapes the clash and resets the geometry. Enemies use the wrap too, so don't assume the edges are safe.
Use the high platform for a short reset. The top platform puts you above anything below it, and landing there lets you choose the moment to drop onto a rider. There is no flap queue — every tap flaps at once, and holding repeats a flap about four times a second — so you can leave the instant an enemy passes underneath. Don't camp, and don't try to hide against the ceiling: it knocks you back down, and from the middle waves on, riders deliberately climb above you and dive.
Lava deaths bypass invulnerability frames. If you respawn into a tight situation, your invulnerability keeps you safe from enemy lances for 1.5 seconds — but not from lava. Spend that window getting away from the bottom of the screen. Enemies that fall into the lava count toward clearing the wave (without the 100 points), so on a crowded wave, drawing riders low near the lava is a legitimate way to finish it.