Reference guide

Swipe Slip glossary

A quick reference for the terms you see while navigating the tunnel. Each definition points to a practical guide when you want more context.

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A rare in-run collectible effect that steers around obstacles for a short time. It is not one of the player-selected power-ups. See power-ups and collectibles.
Coins
A gameplay resource collected and earned while playing. Coins are used in the game’s cosmetic progression. See coins, gems, and cosmetics.
Daily challenge
A shared set of three levels available for one attempt per day. The selection uses a common daily seed, while participation and results are tracked in the game. Read the daily challenge guide.
Difficulty progression
The gradual increase in timing and pattern-reading demands across Swipe Slip's 200 levels. The level number and current in-game presentation are the reliable guide to where you are in the campaign. See level progression explained.
Double Score
A player-activated power-up that doubles score while it is active and has a charge available. See the power-up guide.
Gems
A collectible gameplay resource. Gems and coins support cosmetic progression; the exact item and resource requirements are shown in the game. See the cosmetics guide.
Global leaderboard
A score comparison feature for players who choose to sign in. It is separate from playing the core game as a guest. Read how the leaderboard works.
Moving wall
An obstacle with an opening that changes position. The useful skill is reading the opening before changing direction. See how to dodge moving walls.
Power-up charge
A collectible that restores a charge for an eligible activated power-up. It does not add direct points by itself. See power-ups and collectibles.
Rotating ring
A circular obstacle with a rotating gap. Watch the gap’s path, then cross in a calm, deliberate line. See the rotating rings guide.
Shield
A player-activated power-up that can protect a run when it is active. It consumes a charge when activated. See the power-up guide.
Slow Motion
A player-activated power-up that reduces the game’s speed while active, helping create a more readable moment. See the power-up guide.
Speed Down
An in-run collectible effect that lowers the game speed. It is distinct from Slow Motion, which is an activated power-up. See the speed zones guide.
Speed Up
An in-run collectible effect that raises game speed. Treat the next few openings as a fresh timing problem. See the speed zones guide.
Speed zone
An obstacle mechanic that changes the pace of the run. It can make familiar wall and ring patterns need a new timing line. See how to handle speed zones.
Tunnel skin
A cosmetic visual customisation for the tunnel. It changes presentation rather than obstacle rules. See the cosmetics guide.
Trail
A cosmetic effect that follows the ball as it moves. It is one of several personalisation options alongside balls, tunnel skins, and themes. See the cosmetics guide.

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