SydeScroller guide: jumping, obstacles, power-ups and longer runs

Updated 1 November 2026

SydeScroller is a one-button endless runner. Your runner sets off on their own and never stops; all you do is jump. The run gets faster and the course gets meaner the further you go, through ten zones from the Neon Plains to the Rainbow Dimension. This guide explains how the jump really works, what is waiting at each distance, and how to get further.

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Running across the Neon Plains at 184 metres, with a line of coins ahead, a bat overhead and a red blob in the way.
SydeScroller on SyphonGames.

Controls

  • Jump with Space, W or ↑, a mouse click, a tap on the screen, or A on a gamepad.
  • Esc or P pauses. From the pause or game over screens, R starts a new run and M goes back to the menu.
  • After a game over, press Space or tap to go again.

The jump

There is more to the one button than it looks:

  • Hold for height. Let go early and the runner starts falling sooner; hold the button and the jump goes as high as it can.
  • Double jump. Press again in the air for a second, slightly smaller jump. You get it back every time you touch the ground, and you still have it if you run off an edge without jumping.
  • A little forgiveness. You can still jump for a tenth of a second after running off a ledge, and a press made just before landing is remembered and used the moment you touch down.

How the run gets harder

The distance counter at the top left is your score. Your speed starts at 150 on the readout at the top right and climbs steadily with distance, reaching its maximum of 380 at about 660 m. The course changes with distance too:

  • Up to 100 m: flat ground, small gaps and runs of coins. A warm-up.
  • 100 to 300 m: wider gaps, low platforms, spikes and slimes.
  • 300 to 600 m: bigger gaps, high platforms, saw blades, bats, steps of small platforms and speed pads.
  • 600 to 1,000 m: huge gaps, moving and falling platforms, lasers, crushers, drones and bounce pads.
  • Past 1,000 m: no more plain stretches of ground. Swinging hazards and crumbling platforms join everything else.

Obstacles

  • Gaps: falling off the bottom of the screen ends the run, whatever power-up you have. The far side of a gap can be a little higher or lower than where you jumped, so hold the jump when you are not sure.
  • Walls: running into the side of a raised block or a platform ends the run, unless it is only a tiny step, which you climb automatically. Bumping your head on the underside of a platform is safe.
  • Spikes sit on the ground in ones, twos and threes.
  • Saw blades either sit on the ground or float in the air, so look at the height before you jump.
  • Lasers hang from the top of the screen, on for about a second, then off for about a second. They stop just above the ground, so you can run underneath one safely; only jumping into it while it is on will hurt you.
  • Crushers rise and slam down to the ground every few seconds. Time your run under them.
  • Swinging hazards sweep low at the bottom of their swing.
  • Falling platforms drop away as soon as you land on one, and crumbling platforms give way just under a second after you land. Jump straight off again.
  • Moving platforms slide back and forth and carry you with them.
  • Speed pads push your speed up, and bounce pads launch you much higher than a normal jump.

Enemies

Slimes patrol the ground, bats flit back and forth above it, and drones hover in the air, bobbing up and down. Touching one from the side or below ends the run, but landing on one from above stomps it, bounces you back up and adds to your combo.

While a drone is ahead of you on screen, it fires a small bolt back along the course every two seconds or so. A bolt is like any other hazard: jump over it, or stay on the ground if it is flying high.

The dark winged creature that follows you along the left of the screen is only there for atmosphere. It never catches you; only the course can end a run.

Coins and rarer finds

  • Coins come in lines, arcs, clusters and trails over gaps, worth one each.
  • Gems turn up now and then from the start.
  • Stars start appearing after 200 m, and are rarer.
  • Relics appear only after 500 m, and are very rare.

Coins are usually placed a little off the safest line, so collecting them all is not always worth it. Everything you collect is added to your lifetime totals on the Stats screen.

Power-ups

Power-ups float over the course now and then, a little more often the further you go. A bar at the bottom left shows how long each has left.

  • Shield (8 seconds): absorbs one hit, then gives you a second of invulnerability.
  • Magnet (8 seconds): pulls nearby coins and other finds towards you.
  • Slow-Mo: the whole game runs at half speed for a few seconds, which is a gift on a hard stretch.
  • 2x Coins (10 seconds): every coin counts double.
  • Invincible (5 seconds): hazards, enemies and walls cannot hurt you.
  • Dash (6 seconds): you run 20% faster, and enemies you run into are knocked aside instead of ending the run.
  • Wing Boots (10 seconds): a third jump in the air, on top of the double jump.

None of them saves you from falling into a gap. Collect all seven kinds in one sitting for the Jack of All Trades achievement.

Combos and near misses

Collecting a coin or gem, stomping an enemy, a near miss (passing very close to a hazard without touching it) and a perfect landing (landing on something well above the point you jumped from) each add one to your combo. The combo ends three seconds after the last of them. The figure shown on screen goes up by one for every five actions; the combo achievements count the actions themselves. Your longest combo is saved.

The ten zones

Every 90 to 160 m the run moves into a new zone, with its name flashed on screen, new colours and new music: Neon Plains, Sunset Desert, Crystal Caverns, Frozen Peaks, the Cyber Grid, Volcanic Core, Sky Kingdom, Dark Forest, Electric Factory and the Rainbow Dimension. After the Rainbow Dimension it starts again from the Neon Plains. The zones change how the run looks and sounds; the difficulty depends only on distance.

Achievements

There are 63 achievements. Distance ones go from 100 m in a single run up to 10,000 m. Others count coins, jumps, runs, near misses, perfect landings, combos, zones visited, power-ups and time played, and a few are for small things like your first double jump or changing a setting.

Tips

  • Keep your double jump in reserve. Use the first jump for the obstacle and save the second to correct a jump that is going wrong.
  • Short taps for small hops, long holds for gaps. A full-height jump over a single spike can land you on the next one.
  • Stay on the ground under lasers. It is the jump that gets you hurt.
  • Stomp when you can. Landing on an enemy is safer than trying to clear it, and it feeds the combo.
  • Do not chase every coin. Past about 650 m you are at full speed, and a greedy jump is the usual way a long run ends.

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