PIXEL JUMP

Guide / Power-ups

Power-ups

Seven powers hide inside the glowing orbs. You don't know which one you'll get until you touch it.

Power-upLastsWhat it does
Double Jump10sA second jump in mid-air. Press jump again before you land.
Super Jump6.5sEvery jump goes far higher than normal.
Safety Net13sA net across the bottom of the screen bounces you back up.
Magnet8.5sPulls nearby gems to you.
Jetpack4sFlies you straight up. It also takes one hit from a drone, laser or bullet, which ends it.
Hard Shield10sTakes one hit from a drone, laser, meteor or bullet for you, then it is gone.
Time Warp8.5sSlows every enemy down.

The bar under the score shows which power is running and how much of it is left. A Pixel with the POWER perk stretches every one of these times.

How to use each one

Double Jump. The best all-round power. It turns a missed platform into a second try.

Super Jump. Fast height, less control. Watch for drones above you; you arrive sooner than you expect.

Safety Net. Falls cost nothing while it lasts. Take the risky jumps and the gem trails now.

Magnet. Worth the most in the upper biomes, where each gem is worth many times more.

Jetpack. Steer left and right to line up a landing before it runs out.

Hard Shield. It doesn't save you from a fall. Don't get careless about the bottom edge.

Time Warp. Makes the boss's dive and a laser's warning much easier to read.

How they appear

A power-up orb sits on a platform like a gem does. Near the start about one platform in seventeen carries one, and that rises steadily to about one in eight by 8,000m, so the hard biomes are also the generous ones.

Picking one up while another is running

You only ever hold one power. Touching a second orb replaces the one you have with a different power on a full timer; it never gives you the same one again. That makes an orb a decision:

Powers and hits

Only two powers stop damage: the Hard Shield and the Jetpack. Each absorbs one hit, destroys what hit you, and ends. You then have a brief moment where nothing can hurt you, enough to get clear of the rest of a volley. Touching the boss from the side spends the power the same way and knocks you back.

When a heart is spent to save your run, you come back with a Hard Shield already on.

Pixels that change the rules

A Pixel with AIR JUMP always has a double jump and never rolls that power, so all of its orbs become something else. The same goes for MAGNET. See Pixels and perks.

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