Frog Cross Tips: Lane Timing, Log Riding and Pad Order

Updated October 2026

Frog Cross looks like a test of nerve, but almost every death in it comes from one of three avoidable mistakes: stepping into a lane at the wrong moment, staying on a log until it carries you into the side of the screen, or jumping toward the top row when you are not lined up with an open pad. This guide explains how the board is built, how the game decides whether you survive each hop, how the score is calculated, and a routine that gets you through five pads with lives to spare.

How the board is laid out

The playfield is a grid nine cells wide and thirteen rows tall. You start on the grass strip at the bottom, in the middle column. Above you are five road lanes, then a second grass strip that works as a rest stop, then five river lanes, and finally the goal row at the very top. The goal row holds five lily pads in columns one, three, five, seven and nine; the four cells between them are solid bank, and landing on one of those costs a life.

Every lane has a fixed direction and speed, and the pattern of traffic repeats endlessly. Reading from the bottom up, the road lanes carry: cars moving right, the quickest cars of all moving left, slow two-cell trucks moving right, fairly fast cars moving left, and moderate cars moving right beside the rest strip. The fastest lane is therefore the second one up from where you start, not the lane next to the rest strip. In the river, again reading upward from the rest strip, you meet a three-cell log drifting right, a pair of turtles swimming left, a long four-cell log moving right at a brisk pace, another turtle pair going left, and a three-cell log moving right just under the pads.

Speeds are set in screen pixels per second. On a typical 390-pixel-wide phone a cell is about 38 pixels across (our measurement), so on level 1 the slowest object, the log next to the rest strip, travels a little under one cell per second, while the quick road lane covers almost three cells per second. Each new level multiplies every lane speed by another 12 percent of the original value: level 2 runs at 1.12 times the starting speed, level 5 at 1.48 times, and level 10 at more than double.

Controls and what a hop actually does

A swipe in any of the four directions moves the frog one cell that way. A quick tap with no real movement counts as a hop forward, which is handy because forward is the move you make most. A hop takes 0.13 seconds and you cannot start a second one until it finishes, so rapid swipes do not queue up; wait for the frog to land before you swipe again.

On the road and on both grass strips the frog always snaps to the centre of a column. In the river it does not: when you hop up or down between river lanes you keep whatever horizontal position the log or turtles had carried you to. That matters at the top, where your final hop only finds a pad if you are within roughly half a cell of its centre. If you are further off than that, the frog lands on the bank and the life is lost. Sideways hops in the river move you exactly one cell from wherever you currently are, which is the tool for lining up.

Crossing the road safely

The game only checks for a collision while the frog is sitting in a lane, not during the short flight between lanes. On the road the check is generous to cars: the frog is hit if a vehicle overlaps its centre or a point about a third of a cell to either side. In practice you need clear tarmac a little wider than the frog itself.

That gives each lane a "safe window" at any given column. On a phone with 38-pixel cells at level 1, our arithmetic from the lane settings gives roughly 1.5 to 1.8 seconds of safety in every cycle of about 2.3 to 2.7 seconds for the ordinary car lanes, about 2.6 seconds between trucks, but only about 0.8 seconds in the fast second lane. The routine that follows from those numbers:

Riding logs and turtles

In the river everything is reversed: water kills and the moving objects are safe. When you land, the game checks whether a log or turtle is under the frog's centre. If it is, you start drifting with it; if it is not, or if the object you are standing on slides away from under you, you sink. Each river lane leaves a two-cell stretch of open water between objects, so gaps are wide and easy to see.

The danger people underestimate is the screen edge. The frog is carried along at the speed of whatever it stands on, and if it is pushed to within about a third of a cell of either edge, it is lost. A frog that lands in the middle of the board on the slow top log has around four seconds before it reaches the right edge at level 1; on the quick four-cell log, closer to three. Turtles drift left, logs drift right, so a sequence of upward hops naturally zig-zags you back toward the middle as long as you do not linger.

Good river habits:

Lining up the final hop

The last log lane sits directly under the pads. Before you jump, check two things: whether you are close to the centre of an empty pad, and whether that pad is still empty. Jumping onto a pad that already holds a frog costs a life just like hitting the bank. Because the top log only moves to the right, the easiest method is to stand on it slightly to the left of the pad you want and let it carry you into place, then tap forward. If you overshoot, a sideways hop moves you exactly one cell, so a frog lined up under the bank between two pads can step across to a pad column in one move.

How scoring works

Points come from three sources. Each row a frog reaches for the first time is worth 10 points, up to 120 for a full crossing; hopping back down and up again earns nothing. Reaching an empty pad is worth 200 points plus 5 points for every whole second left on your timer. Filling the fifth pad adds a 1,000-point level bonus, clears the pads and starts the next, faster level.

The timer gives each life 60 seconds, and it resets whenever a new frog appears at the bottom, whether that is after scoring a pad or after losing a life. That makes speed directly valuable: a pad reached with 50 seconds left is worth 450 points, one reached with 20 seconds left only 300. Equally, the clock runs on real time and does not stop if you switch apps, so finish a crossing before you look away. When the timer runs out, you lose a life.

You have three lives in total and there are no extra lives, so a full level is five successful crossings with at most two mistakes. The run ends when the last life is gone. Your best score is kept on your device, and any score above zero can be sent to the Hall of Fame from the game-over card.

Choosing a pad order

The level clears once all five pads are full, regardless of order. Because the board is nine columns wide and you always start in the middle, the centre pad is the shortest trip, while the two corner pads ask you to ride the river toward an edge, which is where frogs are most often pushed off. A simple plan that works well:

  1. Take the centre pad first while the timer bonus is easy to earn and the route is direct.
  2. Fill the two pads either side of it next, using the right-drifting top log to slide into position.
  3. Leave the corner pads for last and approach them deliberately. For the left corner, get there early on a turtle lane; for the right corner, let a log do the work and hop up the moment you are aligned.
  4. Late in a level, look before your final hop. With three or four pads filled, the remaining targets are few and the filled ones are now as deadly as the bank.

On higher levels the same plan holds, but your waiting moves change: the grass strips matter more, and the fast second lane in particular deserves a full stop on the starting strip until its gap lines up with the lane below it. Patience at the edges of the road and speed on the river is the balance that keeps a run going.

▶ Play Frog Cross Cross the road, ride the river, fill all five pads.