Three power-ups are activated by the player
Slow Motion, Double Score, and Shield are the three power-ups you choose to activate when they have a charge available. Slow Motion reduces the game’s speed while active. Double Score doubles score while active. Shield provides protection while active. Their value depends on the pattern in front of you, so save the decision for a moment where it changes a meaningful outcome rather than using a charge automatically.
For example, Slow Motion can make a dense transition easier to read; Double Score fits a controlled stretch where you expect to keep collecting points; and Shield can provide a safety layer when a difficult route is arriving. These are tactical choices, not a replacement for reading the next opening.
Power-up charges refill your available uses
A power-up charge is a collectible that restores a charge to an eligible activated power-up. It does not itself give direct points. If you collect one, you have gained future flexibility: decide which of the three activated tools is most useful when the next pressure point appears.
That is why it helps to distinguish a charge from a power-up effect. A charge sits in your available toolkit; activating the associated power-up begins its effect. This distinction keeps the game’s terms clear when you are planning a run.
Collectibles can add score, resources, or temporary effects
Other items appear during a run and work as collectibles rather than selected power-ups. Coins and stars add score value. Gems are a gameplay resource. Magnet attracts nearby collectibles for a time, and Extra Life can help when there is room for an additional life. Auto-Navigate is a rare effect that automatically steers around obstacles for a short time.
Speed Up and Speed Down are also collectible effects. They change the pace, so take a moment to reread your route after collecting one. They are not the same as Slow Motion, even though all three can change how quickly a pattern feels.
Make the next choice useful
Do not turn every item into a detour. A collectible is most useful when it lies on, or close to, a route that remains safe. If reaching a coin would force you into a closing ring gap, preserve the run first. A completed level and a clean line are a stronger base for future progress than a risky grab.
- Use charges in response to a real pattern, not just because they are available.
- Read a speed effect as a cue to reset your timing.
- Keep the current obstacle route primary; collect items when they fit it safely.
- Check the cosmetic guide for how coins and gems relate to personalisation.
For a closer look at pace changes, continue with how to handle speed zones. The glossary keeps the key terms one click away.