A little explorer stands on the edge of a stone pillar with a gap in front of them. Press and hold anywhere on the stage, or hold down the space bar or Enter, to grow a plank straight up out of the ledge. Let go and it falls flat across the gap. If the far end lands on the pillar opposite, the explorer walks across and a new pillar arrives. If the plank is too short or too long, they go over with it and the run is over, because there is only one life. Landing the far end on the glowing mark in the middle of the pillar is a perfect, which doubles your points and starts a streak. Some caches use the zone mode: two lines mark a band across the middle of every pillar, any landing on the pillar still carries you across, and only a far end that comes down between the lines adds one to the count. About one pillar in nine is a thin one, marked with a red top and a bracket on each corner, and announced before you press. Nothing on the screen moves while you are deciding.
Hold to grow, release to drop Too short or too long both fall Hit the center mark for a perfect
Keyword
How to play
There is one control and it is a hold. Press and hold anywhere on the stage, or hold the space bar or Enter, and a plank grows straight up out of the ledge you are standing on. Let go and it falls flat across the gap.
The far end is the whole game. If it lands on the pillar opposite you walk across; too short and you drop into the gap, too long and you go over the far side. Both of them end the run, because there is only one life here.
Nothing moves while you are thinking. The plank only grows while you are holding, so you can take as long as you like over every single one, and the clock is the only thing that ever runs out on its own.
The pillar in front of you glows in the middle. Land the far end of the plank on that mark and it is a perfect, which doubles your points and starts a streak. The points and the streak are for the celebration only: what unlocks the cache is crossings, and nothing else.
Each new pillar is a little narrower than the last, so the same wobble in your thumb costs more the further you get. The gap changes too, but that only decides how long you hold for, not how precise you have to be.
Once the run is properly under way, roughly one pillar in nine is a thin one. You will always see it coming: a thin pillar has a red top and a bracket on each corner, and it is standing there while you decide, so take your time over that one.
After a plank lands you have to wait for the walk across and for the next pillar to settle, and the ledge stays quiet until then. The moment you reach the goal your reveal is locked in and safe, even if the very next plank drops you.
Sound and vibration are both off until you turn them on, with the two small buttons above the stage. Vibration needs its own switch on, and it only buzzes on a phone or tablet that supports it. An iPhone is not one of them for this game: the only buzz iOS gives a web page is one under a finger on a control, and this game is played with a hold rather than a tap, so the button does not appear there.
Want one of these for your own cache?
Build it in a few minutes, no account needed, and you get a link to put on your cache page.
Build your own Plank cache