Run Roo Run New elements in first 10 levels

Double Jump - Chapter 2 adds the double jump. To pull off a double jump, all you have to do is tap again while Roo is already in the air. Level 2-1 (as well as most of Chapter 2) requires the use of this double jump. Pull off a double jump to hop over the water with ease.



Flat Tire – The flat tire first appears in Chapter 3, and is another jumping device for Roo to use. You will need to be careful though, as using it requires you to plan for Roo to land on it. Once Roo lands on it, tap on the screen again quickly to send Roo on a long jump. In Level 3-1, you have to have Roo leap over the spiky ground, on to the tire, and long jump off of it to the finish line.



Spinning Fan – Chapter 4 adds the spinning fan, designed to make Roo float over obstacles and onto platforms. Once floating using the fan, you will need to tap on the screen again to make Roo jump out of it. If you don’t make Roo jump out of it, he will likely fly into a death trap.



Spike Traps – Spike Traps start appearing in Chapter 5, and will instantly kill Roo if he runs into them. Spikes will disappear and reappear on a timer, so you will need to visualize in your head (or count) how long it will take for the spike to raise again.



Breakable Platforms – These platforms start showing up with Chapter 6, and will simply crumble when Roo jumps on them. Once you are on one of these platforms, you will only have about one second to react and jump off of them.



Switches – Switches will begin appearing in levels starting in Chapter 7. These switches are used to make spikes go away. In most cases, the switch is required to complete the level it appears in.



Spring Launchers – These gadgets appear starting with Chapter 8, and will launch Roo a good distance across the level when used. Much like the flat tires, you will need to make sure you jump at the proper time in order to hit these springs.



Floating Clouds – Floating Clouds are in Chapter 9 and beyond. These clouds move back and forth constantly, which can make it difficult for Roo to jump on occasionally. Make sure your timing is perfect or you will likely miss the jump.



Tire Swings – Watch out for the Tire Swings starting with Chapter 10. These swings allow Roo to swing over and across obstacles to get to the end of the level. When you jump onto the swing, Roo will start moving back and forth, and you will need to time his jump just right to get past the obstacles.
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