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.
- 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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