Tap Swipe Spin GUIDE
Updated for version 1.0.4 · October 2026 · Publisher: Nerone
Everything in Tap Swipe Spin, explained: how each game works, how to beat the bosses, how the scale works, what coins buy, how you level up, and how to unlock every avatar. Stuck? Jump to the game below. For account, ads and privacy questions see Support.
GETTING STARTED
Tap Swipe Spin is three arcade games in one free app. Each game uses one gesture:
- TAP CHAOS — tap. Read the prompt, do it before the timer runs out.
- SWIPE LANE — swipe. Change lanes to dodge traffic and grab coins.
- SPIN VAULT — swipe to throw. Send each falling money sack onto the left or right pan of a scale and keep it level. (You tap bonus tokens, thieves and dynamite — never the sacks.)
Hearts. Every run starts with three hearts. A mistake costs one; at zero the run is over. Some pickups give a heart back, never above three.
Your first run. The first time you open a game, a short lesson teaches the gesture. The run that follows it is gentler, gives you a bonus heart, and ends with a free skin: CANDY ROCKS (TAP CHAOS), RED MUSCLE (SWIPE LANE) or TREASURE CHESTS (SPIN VAULT). Replay any lesson from the ? button on the home screen (HOW TO PLAY).
The home screen. Your coins and player level sit top left; music, the store and ? top right. Each game card shows your best, and your world rank once you have a score. The 2× COINS ribbon marks this week's Game of the Week. Tap the big play button on a card to start.
Pause. The pause button stops the run; the sound-effects toggle lives there. Quitting from pause still pays the coins you earned so far.
Game over. You see your score with one to three stars (a new best is three), how far you were from your best — or from the next player in the world ranking. Then the buttons: CONTINUE (an optional ad, see Extra lives), SHARE, RESTART, MENU, and TRY SWIPE LANE → while a game is still untried. Any rewards you earned (level up, trophy, sticker, mission) pop up one by one before you leave.
HOW TO PLAY TAP CHAOS
A chain of micro-games in deep space. A prompt appears with a shrinking timer ring: do exactly what it says before the ring runs out. Win the round, the next one comes faster.
Your score is the number of rounds you win. Every 5 points is a level, and every level the rounds get a little shorter and the sky a little busier.
The rounds
| Prompt | What to do |
|---|---|
| TAP! · TAP TWICE! · TAP 3 TIMES! | Tap anywhere that many times. A row of space debris counts your taps. |
| DON'T TAP! | Hands off until the timer is out. Everything fades: there is nothing to hit. |
| TAP THE RED / BLUE / YELLOW / GREEN ALIEN! | Four aliens, four colours. Tap the one the prompt names; any other loses the round. |
SMASH THE ROCKS! | Tap every rock before time's up. More rocks at higher levels. |
CATCH THE SATELLITE! | One satellite zips across the screen. Tap it before it's gone — it carries a prize. |
| TAP THE BIGGEST! (from level 6) | Same crew, different rule: the largest one. |
| TAP THE ODD ONE OUT! (from level 11) | Three share a colour, one doesn't. Tap the odd one. |
| TAP THE SMALLEST! (from level 16) | The smallest one. |
| TAP THE LAST ONE! (from level 21) | They pop in one by one. Tap the one that appeared last. |
On other worlds the prompts rename the crew — fish in the OCEAN, gummies on CANDY, robots in NEON CITY, nomads in the DESERT, ghosts in the BLACK HOLE — but the rule is the same.
Bombs. Round black bombs drift across the sky all run long. Never tap a bomb: it costs a heart. They get more common the deeper you travel. During a boss fight they fade out and are harmless.
Bonuses in the sky
- Golden rock. The first SMASH THE ROCKS of every run has one golden rock, and many later ones do too. Smashing it pays coins — more the further along the journey you are.
- The satellite's prize. The satellite shows what it carries: a heart when you are missing one, otherwise SLOW TIME (round timers run at half speed for a few seconds) or +3 points.
- CLUTCH! Win a round in its last moments and your FEVER meter fills faster.
FEVER. Win 4 rounds in a row and FEVER starts: the next 3 rounds count double. A lost round empties the meter.
Losing a heart: a wrong tap, a tap in DON'T TAP, a timer that runs out, or a bomb.
Coins. Every round you win is a coin, plus golden rocks and boss bounties, minus what the bosses steal (below). Very long runs pay a quarter per coin past the first 120.
The journey
A run is a journey of 9 stages of 5 levels each, a boss at the end of every stage:
SPACE → OCEAN → NEBULA → CANDY → COMET FIELD → NEON CITY → RED GIANT → DESERT → BLACK HOLE
Planets alternate with regions of open space. Two levels before a planet it appears in the sky and grows; once the stage boss falls, the run dives in — new backdrop, new creatures, new music. Leaving a planet, the run lifts off into the next region of space. The line at the top of the screen tells you where you are ("LEVEL 38 · DESERT"), and each arrival shows the stage name over a strip of the whole journey. Reaching OCEAN, CANDY, NEON CITY, the DESERT and the BLACK HOLE each earns a trophy.
Bosses
At levels 5, 10, 15 … the next round is a BOSS: the stage's monster (an angry ringed planet, a kraken, a cake monster, a robot, a sandworm …) hovers over the stage with a health bar.
- Tap anywhere, fast. Every finger-down is a hit — a quick drum roll works better than full presses. A fast, steady rhythm is enough; later bosses have more health but also a longer timer.
- It steals your coins. While it lives, coins fly out of your run's bag into the boss ("STOP THE THIEF!"). It can take at most a share of your bag, so a slow fight never wipes a run.
- Beat it: a heart back (or +3 points if you already have three), half the stolen coins back, and a bounty that grows with every boss.
- Lose to it: you lose a heart, and the boss comes back next round with 75 % of its health. A stage's boss must fall before you can fly on.
- The final boss is the black-hole monster at level 45: the toughest, with the longest timer. Beat it for JOURNEY COMPLETE! (+50 coins, the JOURNEY'S END trophy and the VOID avatar). The run then goes on, endless, inside the black hole at full speed; bosses after that pay a double bounty.
HOW TO PLAY SWIPE LANE
A three-lane highway, endless traffic, one car: yours.
Controls. Swipe left or right to change lane. A flick moves one lane; hold your finger and keep sliding to keep steering. Swipe up to jump when you hold a jump charge.
Your score is the distance you drive plus the coins you grab and the close shaves you pull off. Every 100 points is a level. The road speeds up at first and then settles: the pressure late in a run comes from denser traffic, not from speed. The speedometer bottom-left shows your km/h.
Hearts. Hitting a car costs a heart; you blink for a moment and the traffic eases while you recover.
A heart pickup gives one back (it only appears when you are missing one).
Coins. Coins come in lines, some of which weave from lane to lane. Coins also level up your
power-ups during the run: each time you have grabbed enough, the next power-up in the order
MAGNET → SHIELD → SLOW-MO lasts longer (up to four levels each). Every run starts from zero.
Power-ups
- SHIELD — for a few seconds every car you touch is smashed out of the way (a police chaser too).
- MAGNET — coins nearby are pulled to your car.
- SLOW-MO (the clock) — the world runs at half speed.
- HEART — +1 heart, instantly.
- JUMP — stores a charge (up to two). Swipe up and the car flies for about a second over cars, trucks and even the bridges that cross the road.
Close shaves. Skim past a car without touching it for bonus points — more at speed, more in a chain — a blink of slow motion and FEVER progress.
DRIFT. Two lane changes in quick succession throw the car into a drift: it swings sideways with tyre smoke and leaves skid marks. Drifts count for missions and the DRIFT KING trophy.
D-R-I-V-E. Letters drift down the road in order. Collect all five to spell DRIVE for a big bonus and an instant FEVER. Letters you have found carry over to your next runs; spelling the word resets them.
FEVER. Coins and close shaves fill the meter; a crash empties it. Full meter = several seconds of double points.
Road events (from level 2, every so often; the first is always the gold car):
- GOLD CAR! — a gleaming sports car. Drive into it: +10 coins and big points.
- CONVOY! — four trucks nose to tail in one lane. Pick another lane early.
- BREAKDOWN! — a truck stopped with its hazard lights on and cones behind it, blocking a lane.
- POLICE! — a police car tails you for a few seconds, follows your lane changes a beat late and rams you if you sit in one lane too long. Keep changing lane until ESCAPED! (+50). If a police car takes your last heart, the run ends with BUSTED!
Zones and weather. The drive passes through suburbs, the city, a park, the beach, the countryside, the seaside, a freeway, the desert and the snow — with rain, fog and snowfall now and then. Bridges cross above the traffic; jump them if you like.
Coins. A run pays for the coins you grabbed and the distance you drove.
HOW TO PLAY SPIN VAULT
Money sacks fall out of a chute toward the banker. Swipe right and he throws the lowest sack in reach onto the right pan of the scale; swipe left, the left pan. Keep the scale level.
The scale. Every sack adds its weight to a pan: green 1 · gold 2 · red 3. Each pan shows its
weight on a plaque; the needle shows how far the scale is tipped, against green, amber and red arcs.
Needle in the red = the scale is about to snap. It snaps when one side outweighs the other by more than
the limit (8 at the start) — you get half a second to fix it. Heavier sacks score more: green 1, gold 3,
red 5 points.
Hearts. You lose a heart when a sack falls past the banker's hands, when the scale snaps, or when a dynamite stick reaches the floor. A theft or a missed bonus token costs nothing.
Score and levels. Every 12 points is a level. Sacks fall faster and closer together as you climb, and from the mid game the mix turns heavier (more gold and red). Five catches in a row pay a bonus; a sack caught at the very last moment is a CLUTCH! (+2). The money on the scale that is balanced — the lighter pan's total — shows on the beam; the vault door shows what you have banked.
Bonus tokens. Now and then a token drops beside the chute. Tap it (swipes are for sacks):
- SLOW-MO — sacks and thieves move at half speed for a few seconds.
- GUARD — a guard protects the vault for a while; thieves bounce off.
- HELPER — for a few seconds every sack that reaches the banker goes to the lighter pan by itself.
- BANK — only offered once both pans hold some weight: the balanced amount leaves both pans for the vault. It scores again, it is safe from thieves and snaps, and the scale is lighter and easier to keep level. Banked money counts for the BANK missions and the BIG BANKER trophy.
Thieves (from level 2). A burglar sneaks in from one side and grabs sacks off that pan — one for a green thief, two for gold, three for red (and he is quicker). Tap him before he grabs, or have GUARD running. Nothing else is lost — but a theft can tip the balance, so check the needle.
Special sacks
- MYSTERY "?" (from level 2) — its weight is hidden until it lands. +1 point. Throw it onto the pan that can take a heavy one.
- CHAIN! (from level 2) — three sacks in a column. Plan both pans before the first one arrives.
- DIAMOND (from level 4, and one is guaranteed early in every run) — as heavy as red, 15 points.
- DYNAMITE (from level 9) — it cannot be thrown. Tap it before it lands for SAFE! +2. If it reaches the floor it blows up and costs a heart.
HEIST! From level 4, about once a minute, the alarm goes off: for 15 seconds sacks fall faster and every sack is worth double. Survive five heists for the HEIST SURVIVOR trophy.
Upgrades. At levels 5, 10, 15 … the game freezes and you pick one of two:
- STURDY SCALE — the scale takes more weight before it snaps (+2 to the limit).
- SLOW CHUTE — sacks fall slower.
- AUTO-GUARD — the guard comes for every thief.
- BIG HANDS — the banker catches sacks from higher up.
- LUCKY SACKS — more gold sacks (the only one you can take twice).
- +1 LIFE — one more heart (only offered below three).
FEVER. Catches in a row fill the meter; a dropped sack or a snapped scale empties it. Full meter = several seconds of double points — which also pushes you up the levels sooner: risk for reward.
Coins. A run pays for your score and for everything you banked into the vault.
LEVELS: EASY TO NIGHTMARE
Each game has four levels: EASY, NORMAL, HARD and NIGHTMARE. Pick one before a run: tap the level chip on the game's home card, or a level on the game-over screen (RESTART starts there). NORMAL is the default; the Daily Run is always NORMAL.
Each step up is busier — quicker rounds, denser traffic, faster sacks — and NIGHTMARE starts with two hearts instead of three. The gold coin tag on each level shows what it pays against NORMAL:
| Level | Coins |
|---|---|
| EASY | ×0.5 |
| NORMAL | ×1 |
| HARD | ×1.25 |
| NIGHTMARE | ×1.5 |
Coins buy looks only, never an advantage. NIGHTMARE unlocks in each game on its own: finish the journey on HARD in TAP CHAOS (beat the black-hole monster at level 45), or reach level 10 on HARD in SWIPE LANE or SPIN VAULT; clearing NIGHTMARE the same way opens NIGHTMARE 2, then 3, and so on.
COINS AND THE STORE
Every game pays coins into one wallet, shown top left on the home screen. The payout appears on the game-over screen (with ×2 during the Game of the Week). Coins also come from the daily reward, missions, level-ups, medals, trophies and duplicate stickers.
The store (the store button on the home screen) has a tab per game plus VOICES. Each tab has categories:
- TAP CHAOS — ROCKS, SATELLITES, TAP RINGS, SPACE (the backdrop).
- SWIPE LANE — CAR, UNDERGLOW, POWER-UPS, ROAD (time of day).
- SPIN VAULT — BANKER, BAGS, BONUSES (the token art), VAULT (the room).
- VOICES — the announcer who calls GO!, LEVEL UP!, FEVER!, NEW RECORD! and the rest. Tap one to LISTEN.
Tap an item to see it big, then BUY or EQUIP. Prices run from 50 coins for a tap ring or an underglow to 2,500 for the GOLD SUPERCAR. Everything is cosmetic: no item changes how a game plays or scores, so the world ranking stays fair.






Free: every category's CLASSIC look, the first-run gift in each game, and two announcers — SUNNY (the default) and HYPE HOST. Five more voices are for sale: ROBO-9000, AURA, THE BUTLER, TOONY and SUPERSTAR. Owning a voice also unlocks its avatar.
Skin sets. Own every piece of a set and it pays a bonus once:
| Set | Pieces | Bonus |
|---|---|---|
| GOLD RUSH | GOLD tap ring · GOLD SUPERCAR · GOLD underglow · GOLDEN TUX | 600 |
| SWEET LIFE | CANDY ROCKS · BUBBLE MINI · PIGGY BANKS | 400 |
| NIGHT SHIFT | VIOLET NEBULA · MIDNIGHT DRIVE · ROYAL PURPLE | 400 |
| TREASURE HUNT | GEM ROCKS · ARCADE PACK · TREASURE CHESTS · GEM TOKENS | 600 |
Exclusives never go on sale: AURORA SKY, MINI PLANETS, SUNNY TAXI and ICE VAULT come from the sticker albums; the PUMPKIN GLOW, HOLLY GREEN and MIDNIGHT GLOW tap rings are event gifts. Limited items show an "UNTIL …" tag and are sold only during their event — once bought, they are yours for good. A NEW badge marks new items.
EVERY DAY
Daily reward. Open the app once a day (after your first run) and a DAILY REWARD card is waiting:
| Day | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
|---|---|---|---|---|---|---|---|
| Coins | 20 | 30 | 40 | 50 | 60 | 75 | 100 |
The streak keeps paying 100 a day for as long as it holds; miss a day and it restarts at day 1. (App only — not in the browser edition.)
Daily missions. Three a day, one per game, the same for every player. Finish one for 50–110 coins; finish all three for the DAILY BONUS: +150 coins and +100 XP. Progress and the time to the next reset are in PROFILE → DAILY. Examples: WIN 15 TAP CHAOS ROUNDS · 5 CLOSE SHAVES · DRIFT 3 TIMES · SPELL DRIVE · JUMP 3 TIMES · BANK $300. During an event, the event's own mission takes one slot.
Game of the Week. One game pays double coins all week — the 2× COINS ribbon on its home card. It changes every Monday: TAP CHAOS → SWIPE LANE → SPIN VAULT. It stacks with the +50 % coins ad.
Daily Run. In PROFILE → DAILY: one game a day (the three take turns), the same challenge for everyone — same sacks, same traffic, same rounds. One try, no CONTINUE, no beginner bonus, and its own leaderboard that resets at midnight UTC. Today's top three are on the card; a streak counts your days in a row. Quitting from pause uses up the try.
This week. Every run's score also goes to a weekly board (THIS WEEK in the leaderboard), which keeps each player's best score of the last 7 days — a newcomer can place there on day one.
Daily reminder. Optional: one notification a day when your daily reward is ready. The app asks once, in its own words, after you come back on a second day; the system permission only follows a YES.
PROFILE: LEVELS, MEDALS, TROPHIES, STICKERS, AVATARS
Tap the LEVEL pill on the home screen to open your PROFILE: tabs DAILY, MASTERY, TROPHIES and STICKERS, your avatar at the top.
Player level. Every finished run that earned coins gives XP: 20 plus 5 per coin earned (a run that earned nothing gives nothing). Missions add XP too. Going from level n to n+1 takes 250 + 100 × n XP. Each level-up pays 40 + 10 × level coins; every fifth level gives a random skin you don't own yet (or 300 coins if you own them all).
Mastery medals. Your best score in each game earns BRONZE, SILVER, GOLD and DIAMOND, each paid once:
| Game | BRONZE | SILVER | GOLD | DIAMOND |
|---|---|---|---|---|
| TAP CHAOS (rounds) | 25 | 75 | 150 | 220 |
| SWIPE LANE (points) | 300 | 800 | 1,500 | 2,500 |
| SPIN VAULT (points) | 50 | 150 | 300 | 500 |
| Coins | 100 | 200 | 400 | 800 |
Trophies. 23 lifetime goals, each paying coins once:
| Trophy | Goal | Coins |
|---|---|---|
| FIRST STEPS | Play 10 runs | 100 |
| MARATHON | Play 100 runs | 500 |
| MICRO MASTER | Win 200 TAP CHAOS rounds | 300 |
| BOSS SLAYER | Beat 10 bosses | 400 |
| DEEP DIVER · SWEET TOOTH · NEON NIGHTS | Reach the OCEAN · CANDY · NEON CITY | 200 · 300 · 500 |
| SAND RIDER · EVENT HORIZON | Reach the DESERT · the BLACK HOLE | 700 · 900 |
| JOURNEY'S END | Beat the black-hole monster | 1,500 |
| CLOSE CALL | 100 close shaves | 300 |
| WORD UP | Spell DRIVE 5 times | 300 |
| GETAWAY | Escape the police 5 times | 300 |
| DRIFT KING | Drift 50 times | 200 |
| HIGH FLYER | Jump 20 times | 200 |
| BIG BANKER | Bank $1,000 in the vault | 400 |
| CLUTCH HANDS | 50 clutch moments | 300 |
| HEIST SURVIVOR | Survive 5 heists | 300 |
| BOMB SQUAD | Toss 25 dynamite | 300 |
| FEVER PITCH | Reach FEVER 25 times | 300 |
| COLLECTOR | Own 10 skins | 400 |
| RISING STAR | Reach player level 10 | 500 |
| STICKER FAN | Collect 12 stickers | 400 |
Sticker albums. Four albums of six stickers:
- SPACE CREW — astronaut, UFO, rocket, planet, comet, alien → completes to AURORA SKY (TAP CHAOS backdrop).
- ROAD TRIP — race car, cone, police, fuel, trophy, tyre → SUNNY TAXI (SWIPE LANE car).
- BANK JOB — money bag, diamond, gold bars, vault door, piggy, coins → ICE VAULT (SPIN VAULT room).
- WORLD TOUR — clownfish, octopus, cupcake, gummy bear, robot, drone → MINI PLANETS (TAP CHAOS rocks).
After a run that earned at least 10 coins there is a chance a sticker drops — the better the run, the better the odds — mostly from that game's own album (WORLD TOUR drops from any game). A duplicate turns into coins. Completing an album unlocks its exclusive skin (never sold) and an avatar.
Avatars. 21 round pictures baked from the game's own art. Your default comes from your name; change it in PROFILE by tapping the avatar. How each unlocks:
- Free — ALIEN, RACER, PIGGY, ASTRONAUT, SUNNY, HYPE.
- Voices — TOONY, AURA, ROBO, BUTLER, STAR: own that announcer in the store.
- Medals — PUFFER (BRONZE), JELLY (SILVER), BOT (GOLD), GHOST (DIAMOND): your best medal in any game.
- Albums — SUN (SPACE CREW), ROBOT (ROAD TRIP), CAKE (BANK JOB), OCTO (WORLD TOUR): complete the album.
- VOID — the JOURNEY'S END trophy (beat the black-hole monster).
- SANTA — the Christmas event's gift ring (play during the event, Dec 19–27).
Frames. A gold ring around an avatar means that player is in this week's top 10 in any game; a silver ring, the all-time top 10. Frames show only while held.
What others see. Your public profile is your name, avatar, frame, level, medals, trophies, sticker counts and your best scores with their ranks — nothing else. It appears on the leaderboard, in the app's player sheet and on your page at tapswipespin.com/p/YOURNAME.
WORLD LEADERBOARD, NAMES AND SHARING
The boards. LEADERBOARD on the home screen shows each game's top players, ALL TIME or THIS WEEK, with your own row marked YOU. Your rank on the home cards is the all-time one. Only your best score per game counts, one row per device. TAP CHAOS runs season 2 since version 1.0.4: the journey changed the scores, so the board started fresh; season-1 rows fill the empty seats marked S1. The same boards are live on tapswipespin.com.
Your name. Up to 12 characters, unique across all players (NAME TAKEN means someone has it). You start as PLYR followed by four digits; change it under "Your handle" in LEADERBOARD. Offensive names are renamed or removed — tap REPORT on a player's page to flag one.
Player pages. Tap any row to see that player's avatar, level, bests and ranks, trophies and albums, and VIEW ON WEB. Your own page lives at tapswipespin.com/p/YOURNAME.
SHARE. On the game-over screen, SHARE sends a score card — your score, stars and best, the game's name and CAN YOU BEAT ME? — with the link to your player page, to any app on your phone.
Leaving the boards. LEADERBOARD › REMOVE ME FROM THE BOARDS (tap twice) deletes your rows and stops sending scores; SHOW ME AGAIN puts you back. See Support for data questions.
EXTRA LIVES AND +50 % COINS
The game shows no ads until it asks. On the game-over screen of your third run you see WANT EXTRA LIVES? — NO THANKS keeps the game as it is (it may ask again later). If you say yes:
- CONTINUE — watch a short ad and the same run goes on with one more heart, score kept. Once per run. Not offered in the Daily Run, and hidden when no ad is ready.
- +50 % COINS — watch an ad and this run's coin payout grows by half. Once per run, only when the run earned coins. It stacks with the Game of the Week's ×2.
Ads are never forced and never interrupt a run. Consent and tracking choices are explained in Support and the privacy policy.
SEASONAL EVENTS
Four events a year, the same dates every year (the app follows the server's date, so it must have been online once). Each brings limited skins with an UNTIL tag (yours to keep once bought), one mission in place of a daily one (+150 coins, +100 XP), a welcome card on the home screen, and a gift on your first paying run of the event (100 coins if you already own the gift).
| Event | Dates | Limited skins | Mission | Gift |
|---|---|---|---|---|
| HALLOWEEN | Oct 24 – Nov 2 | PUMPKIN ROCKS · HAUNTED SKY · GHOST CAR · PUMPKIN BAGS | Win 20 TAP CHAOS rounds | PUMPKIN GLOW tap ring |
| BLACK FRIDAY | Nov 26 – 30 | every permanent skin at half price | — | 100 coins |
| CHRISTMAS | Dec 19 – 27 | WINTER SKY · SLEIGH · CANDY RED · SNOW NIGHT · SANTA RED · GIFT BOXES | Drive 1 km | HOLLY GREEN tap ring (+ SANTA avatar) |
| NEW YEAR | Dec 30 – Jan 2 | MIDNIGHT TUX; Halloween and Christmas skins back at half price | Bank $100 | MIDNIGHT GLOW tap ring |
Christmas also turns the home screen's stars into snow; New Year adds fireworks. Current event: Haunted Halloween.
PLAY IN THE BROWSER
The real game runs at tapswipespin.com/play — all three games, unlimited runs, no download, no ads. What differs from the app: one free store item, no daily reward, no notifications, and your scores stay in the browser — they don't enter the world ranking. Progress is saved in that browser only and can be lost (cleared data, private mode, or a week without playing on Safari). The app keeps it.
Keyboard (desktop browsers):
| Action | Keys |
|---|---|
| SWIPE LANE: change lane | ← → or A D |
| SWIPE LANE: jump | ↑ W or Space |
| SPIN VAULT: throw left / right | ← → or A D |
| SPIN VAULT: tokens, thieves, dynamite | click |
| TAP CHAOS: tap | click |
| Pause / back | P or Esc |
GUIDE FAQ
- Why did the boss come back after I lost to it?
- A stage's boss has to fall before the run flies on. It returns next round with three quarters of its health — and you lost a heart, so win it quickly.
- Why did my coins go down during a TAP CHAOS run?
- The boss steals them while it lives. Beat it and half comes back plus a bounty; lose and what it took is gone. It can never take more than a share of your bag.
- Why can't I throw the dynamite onto a pan?
- Dynamite can't be swiped. Tap it before it lands (+2); on the floor it blows up and costs a heart.
- The scale snapped although the pans looked close. What happened?
- Weight, not count: a red sack is three greens. Check the plaques, and watch the needle — you have half a second in the red to fix it, for example with a BANK token or a sack on the light side.
- I collected D, R and I. Where did they go?
- They are still yours. D-R-I-V-E letters carry over from run to run; spelling the word pays the bonus and starts again.
- I had a great run and got no sticker.
- Stickers are a chance, never a promise: a run needs 10 coins or more to roll, and a longer run rolls better. Duplicates become coins.
- How do I unlock the VOID and SANTA avatars?
- VOID: beat the black-hole monster at level 45 (the JOURNEY'S END trophy). SANTA: play during the Christmas event (Dec 19–27) and claim the HOLLY GREEN tap ring.
- Why is TAP CHAOS called season 2, and what is S1?
- Version 1.0.4 turned TAP CHAOS into the 9-stage journey, so its board started over. S1 marks season-1 scores that fill the board until season-2 players replace them.
- Does anything in the store make me stronger?
- No. Skins, voices and rings change how the game looks and sounds, never how it scores. The upgrades inside a SPIN VAULT run and the power-up levels inside a SWIPE LANE run reset every run.
- Why didn't the event show up for me?
- Events follow the server's date, not the phone's: open the app online once during the event window.
ONE FINGER IS ALL IT TAKES
Three games, one world ranking. Free on iPhone and Android.
Questions this guide didn't answer: Support · parker.knightsoul@gmail.com
SMASH THE ROCKS!
CATCH THE SATELLITE!