Sword Runner Games Medium Up jumps, Down slides, Space cuts

Samurai Dash

Sword Runner asks only whether you can answer each obstacle. Samurai Dash adds coins, and places them deliberately: above a beam you should be sliding under, in a clean arc over a block you were jumping anyway, in a line that draws you straight into a barricade. Every coin arc is a small argument for making a worse decision.

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About Samurai Dash

Pale coins are bait

Coins come in two shades. A normal gold coin is safely reachable on the route you should already be taking. A pale coin is placed somewhere that requires a worse decision to reach - most often on top of a beam you are meant to slide under.

The pale colour is a genuine tell rather than a punishment: the game is telling you, before you commit, that this particular coin costs more than it is worth. A pale coin is worth 40 points. A heart is worth the rest of the run.

Refusing bait is not scored directly, because the reward for good judgement is simply still being alive. The end-of-run summary counts how many you left behind, which is the closest thing to a measure of discipline the game offers.

The three coin patterns

Beams get three pale coins along the top and one safe coin low down past them. The lesson is that the safe alternative always exists.

Blocks get a clean five-coin arc that follows exactly the path a correctly timed jump already takes. These are free, and taking them confirms the jump was right.

Barricades get a four-coin run leading into them. Those are fine to take as long as you actually cut the barricade at the end - which is the one pattern where the temptation and the correct play point the same way.

The wandering swordsman

The character running through this course is an original design created for this site: a wandering swordsman in dark red, on a road at sunset. Nothing about the character, the weapon or the setting references any existing game, film or franchise.

That is a constraint applied across the whole project rather than a detail of this game, and it is the reason every silhouette on the site is built from primitives rather than borrowed from anywhere.

How to play

  1. Press Start. Up jumps, Down slides, Space cuts - the same three answers as Sword Runner.
  2. Collect coins by running or jumping through them; they do not need to be cut.
  3. Gold coins are on the route you should already be taking. Pale coins are not.
  4. A coin is worth 40 to 60 points. A heart is worth the rest of the run.
  5. Three hearts. The run ends when they do.

Controls

Controls for Samurai Dash on desktop and mobile
WhereWhat to do
JumpUp arrow or W
SlideDown arrow or S
CutSpace, J or K
Mouse / touchTap the top third to jump, bottom third to slide, middle to cut
Touch buttonsJump, Slide and Slash under the canvas
PauseEscape or P

Scoring

These are the point values this game awards, before the combo multiplier is applied where it uses one. Hit quality changes the figure: a strike at the centre of the correct moment is worth substantially more than one at the edge of it.

Well-timed cut on a barricadePlus the perfect bonus300 pts
Ordinary cutThe main scoring action180 pts
Gold coinOn the route you were taking anyway60 pts
Pale coinWorth less, and usually costs more40 pts
Obstacle clearedMultiplied by your combo35 pts
CollisionCosts a heart0 pts

Tips

  • Pale coins on top of a beam are the single most expensive mistake in the game.
  • Never change a jump you had already planned in order to reach a coin.
  • Coin arcs over blocks are free - they follow the jump you were making anyway.
  • The coin run into a barricade is fine as long as you finish it with a cut.
  • Cuts are worth three to five times a coin. Prioritise them without hesitation.
  • The end screen counts the bait you refused. It is the honest measure of a good run.

Common mistakes

  • Jumping for pale coins above a beam, which puts you exactly where the beam is.
  • Chasing a coin line that leads into a barricade and then forgetting to cut it.
  • Treating every coin as worth taking. Most of them are worth less than the risk.
  • Sliding late because you were watching a coin rather than the beam behind it.

Features

  • Three hand-designed coin patterns, each making a different argument for a bad decision
  • A pale colour tell that warns you before you commit, not after
  • Bait refused counted and reported in the run summary
  • The full three-answer obstacle vocabulary from Sword Runner
  • An original wandering-swordsman character and sunset road setting
  • One-thumb touch controls with screen-third tap zones

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Samurai Dash - questions

What are the pale coins in Samurai Dash?

Bait. They are placed somewhere that requires a worse decision to reach - usually on top of a beam you should be sliding under - and they are worth less than ordinary coins.

Is it worth chasing coins?

Only ones on the route you were already taking. A coin is 40 to 60 points; a barricade cut is 140 to 300, and a heart is the rest of the run.

What does the run summary count?

Distance, coins collected, and how many bait coins you left behind. The last of those is the closest thing the game has to a discipline score.

Is the character based on anything?

No. The wandering swordsman, the weapon and the setting were all designed for this site. Nothing on Sword Arcade references any existing franchise.

How is this different from Sword Runner?

The obstacles and controls are identical. The coins are the whole difference, and they make it a game about judgement rather than only reading.

Guides for this game