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Scribble Sprint

A biro dog sprints across a page of ruled notebook paper while the desk fights back. Tap once to jump and twice to doodle a cloud and hop off it in mid air, then clear sharpeners, mugs, inkblots and pencils as the page scrolls faster and faster. Survive a minute and a whole second set of doodles joins in. You score for the ground you cover plus every hazard cleared, star, bone and donut you bank, and five hats unlock along the way.

▶ Play Scribble SprintTap, space or up to jump (twice to double jump)

How to play

A very important dog is running across a page of ruled notebook paper, and the desk it lives on has decided to get in the way. The dog runs on its own and the page scrolls faster the longer you last. You have exactly one job: get it over things.

Tap, or press space or the up arrow, to jump. Do it a second time while still in the air and the dog scribbles a little cloud under itself and hops off that, which is your double jump. You get two jumps per landing, and the counter resets the moment paws touch paper.

Mid run: the dog is at the top of a second jump, the cloud it pushed off is still hanging behind, a sharpener slides past underneath, and a line of stars waits at the top of the arc.
The cloud is the second jump
The first hop is the big one and the second is a little shorter, so the cloud is for correcting a jump you started too early rather than for going higher. Once you have spent both, gravity has you until you land.

What is on the desk

Five hazards to begin with. Most sit on the paper and have to be jumped, but one of them flies well over the dog, more than twice its height up, and that one punishes jumping instead. Learn which is which and the run is mostly about deciding when not to press.

Sharpener: a squat red block, tall enough that you have to commit to a jump.
Eraser: low and wide, and the gentlest thing on the page until the coffee spill turns up.
Mug: the tallest thing on the ground, steam and all. Needs a proper jump, not a hop.
Inkblot: a purple splat with a face, and the one that flies. It sails in well above the dog, so run straight under it. Jump and you will meet it.
Pencil: long and low, sharpened at the nose. Wide enough that a late jump clips the end of it.

A minute in, the desk doubles down

Survive about a minute and a NEW DOODLES! banner flashes across the page. From then on a second set of hazards is mixed in with the first, roughly half and half, and the treats start turning up too.

Stapler: its jaw yawns open and snaps shut as it comes, which makes it read taller than it is.
Paper plane: the second flyer. It bobs up and down as it comes, but it rides the same high lane as the inkblot, so the answer is the same: stay down and let it pass.
Coffee spill: barely off the paper and very wide. It is easy to look past and it still ends the run.

How scoring works

Distance is the floor of your score. It ticks up on its own, one point for every ten units of page you cover, for as long as you stay alive. Everything else you earn sits on top of it and stays there.

Every hazard you get past banks +5, so surviving pays and not just outrunning. On top of that a star is +10, a bone +30, and a donut +50. A star tally in the top left corner counts the stars you have swept up, and the splat card totals them at the end of the run. A donut is worth about five hundred units of running, which makes a short detour to take one the right call. A long one that gets you splatted never is.

Stars: arrive in lines of three to five, and the whole line is either low or high. A low line you sweep up just by running through it. A high one arcs overhead and wants a jump timed to peak underneath it.
Bone: the common treat, and it only shows up once the second set of doodles has arrived.
Donut: sprinkled, and the best single pickup in the game. It hangs at the same height as a bone and turns up about a quarter as often.

Five hats

The hats are score milestones, spread far enough apart that the last of them is a properly long run rather than a warm-up. A greedy run that sweeps up stars and donuts reaches each one sooner than a cautious one that only covers ground. Each pops a NEW HAT! banner the moment you pass it, mid run, and stays unlocked for the rest of the session. You put one on from the menu, with the left and right arrows or by tapping the strip along the bottom. They change nothing about how the dog runs.

No hat
Party cone · 800
Crown · 2000
Propeller · 4500
Wizard · 9000
Pick it before you run
A hat you have not unlocked yet can still be selected on the menu, but starting a run quietly puts the dog back in no hat at all. Cycle to one you have actually earned before you set off.

Tips

  • Hold the second jump in reserve. Its whole value is fixing a first jump you mistimed, and you cannot get it back until you land.
  • When something is flying at you, do nothing. The inkblot and the paper plane both pass harmlessly over a dog that stays on the ground.
  • The mug is the tallest thing on the paper, so jump for it a beat earlier than feels right.
  • Watch for the spill once the second set arrives. It is the flattest hazard in the game and the one that catches people out.
  • The page never stops speeding up, so the gap you cleared comfortably a minute ago is a tighter one now.

Odds and ends: M mutes the chiptune loop, and Escape takes you from the splat screen back to the menu.

No account and nothing to save: your best score and your unlocked hats last for the session and reset when you reload the page.

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