Jump Rope Game
Controls
- Space, Up / W, tap the game or the Jump button: jump (hold for a high jump)
- Down / S / X or the Cross button: criss-cross
- Left / A and Right / D or the step buttons: running steps
- E / Enter or the Out button: run out of the Double Dutch ropes
- P or Esc: pause
Jump Rope Game is a side-view playground skipping game where everything comes down to timing. Jump just as the rope reaches your feet, keep the count going while the rope speeds up, learn tricks, run into two turning ropes in Double Dutch and jump along to counting rhymes. Play this jump rope game free in your browser with no download, on a keyboard, mouse or touch screen.
How to play
The rope swings over your head and down to the ground once per turn, and a white flash shows where it lands. Press Jump just before it gets there.
- Jump: press Space, the Up arrow or W, click or tap the game, or use the green Jump button.
- Perfect or Good: if the rope passes while you are near the top of your jump, it is a Perfect. Clearing it lower down is a Good.
- Tripping: jump too late, or so early that you land before the rope arrives, and the rope catches your feet. Your kid stumbles and the count starts over.
Solo skipping
You get three lives. The rope starts at one turn per second and speeds up with every jump, up to two turns per second at a count of 50. A trip drops you back to the starting speed. Your longest count is saved as your best.
Three tricks unlock for good as your count grows:
- Running steps (10 in a row): hop on alternate feet with Left and Right (A and D, or the step buttons). Each hop is lower than a full jump, so time it a little closer to the rope.
- Criss-cross (20 in a row): press Down, S, X or the Cross button just after you jump to cross your arms. Crossed arms make the loop smaller, so you need a higher jump.
- Double under (30 in a row): hold Jump for a high jump, and the rope spins twice while you are in the air. Jump right after the rope passes.
Double Dutch
Two kids turn a red rope and a blue rope in opposite directions, so a rope hits the ground twice per turn. You start beside the ropes.
- Run in: tap or press Jump just after a rope hits the ground (a green GO flashes). If a rope comes down while you are still running in, you are caught.
- Hop: once you are in the middle, hop every rope pass. Your feet swap on each hop, and the ropes speed up a little as your hops build.
- Run out: after at least four hops, press E, Enter or the Out button just after a pass to run clear.
You get three turns. Only a clean exit banks that turn’s hops, and each clean entry and exit adds 5 points.
Jump rope rhymes
Six original counting rhymes, from Sunny Day to Hot Pepper. Each rope pass is one word of the verse, shown at the top, and then you count up to the rhyme’s goal. Chalk Line calls a criss-cross on certain counts and Puddle Dash calls a run of steps, so watch for CROSS and STEP. A plain jump on a called count is a miss. Hot Pepper gets faster on every word, and all three tricks work in this mode. Trip or miss a call and the rhyme starts again. You get three tries per rhyme: finish with no trips for three stars, one trip for two, or two trips for one.
Challenges and stars
There are 12 challenges, such as 50 in a row, 3 double unders in one solo round, 10 Double Dutch hops then a clean exit, and finishing every rhyme. Each is worth one star and the rhymes are worth up to 18, for 30 in all.
Tips
- Watch the ground, not the kid. The flash where the rope lands is the clearest cue. Press slightly before it.
- Double unders get harder at speed. At top speed the rope can come round a third time before you land, so try them in the 30s.
FAQ
Is Jump Rope Game free?
Yes. It is free to play with no account and nothing to install.
Does it work on phones and Chromebooks?
Yes. On a phone or tablet, tap the game to jump and use the buttons below it for tricks; the game area won’t scroll the page. On a Chromebook or laptop, use Space and the arrow keys.
Can I pause?
Press P or Esc, or use the Pause button. It also pauses if you switch tabs.
What happens when I trip?
Your kid takes a cartoon stumble and the count starts over. You lose a life in Solo, that turn’s hops in Double Dutch, or a try in Rhymes.
Like timing games? Try Trampoline Game for flips timed to each bounce, or Rhythm Tap for hitting notes on the beat.





