Every Sketch Jump run ends at a gap you misjudged. The spread between platforms in this build is a formula you can read, and your jump is a fixed 137 pixel arc. Compare the two and you know which gaps are a choice and which are a death sentence before you leave the platform.
How the platform spread is generated
Vertical spacing starts at a base of 90 pixels and grows by 1.5 pixels for every 100 points of score, capped at 165. Each new platform then rolls its own gap between 60 percent and 100 percent of that value. The starting field, laid down before your first jump, rolls gaps between 60 and 110 pixels regardless of anything else.
Difficulty in this engine is just your score divided by 100. The spread, the hazard odds, and the monster rate all read from that one number.
Your jump is three fixed numbers
With gravity at 1400 and jump force at 620, a normal bounce rises 137 pixels, because 620 squared over 2 times 1400 is 137. A spring launches you 322 pixels. Stomping a monster from above bounces you 198 pixels, since the stomp applies 1.2 times the normal force.
The rise takes 0.44 seconds, and the full arc back to the same height takes 0.89 seconds. At a horizontal speed of 420 pixels per second, one full jump covers 372 pixels of ground, more than two thirds of the 540 pixel screen, before the screen edges wrap you around.
The score where the spread beats your legs
The largest possible roll equals the cap, and the cap crosses your 137 pixel jump when the base formula passes 137. That happens at a difficulty of 31.3, which is a score of 3133.
Below 3133, every generated gap fits inside one normal bounce, so every death is on you. Above 3133, the top of the roll range can exceed your jump, and from a score of 5000 the range tops out at 165 pixels against your 137. Up there, a max roll gap is only passable with a spring, a monster stomp, or an intermediate platform. Treat far platforms as a chain to climb, never a single leap.
Platform odds at three score marks
The generator rolls each new platform against the difficulty number.
- At score 0, brown 0 percent, blue 5 percent, white 0 percent, green 95 percent. Springs sit on 7 percent of green, so 6.6 percent of all platforms.
- At score 1000, brown 2, blue 8, white 1.5, green 88.5 percent. Springs cover 6.2 percent.
- At score 5000, brown 10, blue 20, white 7.5, green 62.5 percent. Springs cover 4.4 percent.
Two planning rules follow. Brown breaks the instant you land on it, so count it as absent when you read the field. White holds exactly one bounce and vanishes on the second touch, so never route a return path across a white platform you already used.
Moving blue platforms need a lead
Blue platforms slide sideways at 120 pixels per second and bounce off the screen edges. During your 0.44 second rise, a blue platform shifts up to 53 pixels. Aim at where it will be, not where you see it, and prefer intercepting it mid-screen where it has room to keep moving under you.
Monsters above score 500
Monsters only spawn past a score of 500. The spawn interval is 8 seconds minus 0.3 per difficulty, floored at 3 seconds, so at score 500 you meet one every 6.5 seconds, and from about score 1670 on, every 3 seconds. Each spawns just above the visible screen, 50 by 50 pixels, drifting at 60 to 140 pixels per second.
The collision rules reward aggression from above. A side or head-on touch kills you only while you are rising or at your apex, when your vertical speed is at or below zero. While falling, a stomp anywhere in the top 22 pixels of the monster kills it and launches you 198 pixels. When a monster guards your next platform, fall onto it deliberately rather than gliding past.
Honest downsides of spread planning
The rolls are random, so two runs at the same score face different fields, and above 3133 a single max roll above a broken brown platform can end a run you played correctly. The wrap trick also fails you at the edges, because a platform 50 pixels from the far wall takes nearly the full 372 pixel arc to reach through the wrap. Planning raises your survival rate. It cannot make the high score field fair.
Jump planning checklist
- [ ] Score noted, gap cap computed at 90 plus 1.5 per 100 points.
- [ ] Gap above 137, route planned through a chain or a spring.
- [ ] Brown counted as air, white counted as single use.
- [ ] Blue platform lead of up to 53 pixels applied.
- [ ] Falling line aimed at the monster top 22 pixels, never its side.
Play the [Sketch Jump game](/en/doodle-jump) and audit one death per run against the gap formula. If a gap you measured as passable at your score still drops you, send the score and the pixel distance between the two platforms. Gap measurements from real runs are the best correction you can send.