Hoppy Road
Nice run! Try another:
Hoppy Road
PuzzleLeaderboard
Today's board starts fresh every day at midnight (UTC), the weekly one every Monday.
- 1. Brave Dolphin 50 200
- This spot could be yours!
- This spot could be yours!
- 1. Brave Dolphin 50 200
- This spot could be yours!
- This spot could be yours!
- 1. Brave Dolphin 50 200
- This spot could be yours!
- This spot could be yours!
You might also like
How to play
- Tap above, below or beside the bunny to hop that way, or swipe. Tap the bunny to hop on the spot and wait.
- Each hop, every car, log and train takes one step. Hop to where they will not be!
- Near the bunny, see-through copies show where cars and logs will be, and dashed boxes show where cars drive next.
- Logs carry you one cell each turn. A blinking red lamp and a bell mean a train comes next turn: wait on the grass.
- Reach the burrow in few hops for three stars. A bonk just bounces you back.
- Kids Mode (tap the turtle) slows the cars, warns before trains and always gives three stars.
Controls
- Phone or tablet: Tap above, below or beside the bunny to hop that way, or swipe. Tap the bunny to hop on the spot. Hold to see the hop first.
- Keyboard: β β β β or W A S D hop, Space hops on the spot, Z undoes, H shows a hint. Esc pauses.
- Mouse: Click above, below or beside the bunny to hop there, or click the bunny to hop on the spot. Point to see the hop first.
- Gamepad: d-pad hops, A hops on the spot, B undoes, Y shows a hint. Start pauses.
Tips
- A car and its dashed box are every cell it is in or drives into this turn. Hop anywhere else and it misses you.
- Waiting is safe on grass. Hop on the spot to let a car pass, then cross the road in one quick run.
- A log carries you one cell each turn. Hop off before it takes you to the edge of the river.
- When the red lamp blinks and the bell rings, a train is coming: wait on the grass until the lamp goes dark.
About this game
Hoppy Road is a calm road-crossing puzzle in a little toy town. Help a bunny hop across busy toy roads, rivers with floating logs and wooden train tracks, all the way home to the burrow where its family is waiting.
Read moreShow less
Here is the twist: the world only moves when you move. Every hop is one turn, forward, sideways, back or on the spot to wait, and after it every car, log and train takes exactly one step. Nothing races while you think, so crossing is about reading the road, not quick fingers. Near the bunny, a see-through copy of each car and log shows where it will be after your hop, and a dashed box marks the cells a car drives into next. Logs carry you, buses are two cells long, fast cars go two, and a blinking red lamp says a train is coming.
A bonk never squashes anyone: the bunny gets a gentle nudge, says "Bonk!" and bounces back, and the road rewinds as if nothing happened. Undo is always there, and a hint shows the next good hop on every trip.
100 trips grow from one quiet road to long party trips, with a new town look every ten trips and stars for crossing in few hops. Every five trips a new Hop Friend joins: a frog, a chick, a panda, a little dragon and more. After the first five trips the Daily Road opens: one long road a day, the same for everyone. How far can you hop before sunset?
Kids Mode (tap the turtle) keeps the cars slow and the logs long, warns two turns before a train, shows a paw or a star on every cell the bunny can hop to and always gives three stars. Free in your browser on a phone, tablet or computer.