Advanced Tips
You can chain hops and gain speed. Now the real game starts: keeping that speed through every section of a track, and finding the lines that only fast players can take. These tips are written for Daily Bhop specifically, from how its physics and track sections work.
1. Speed is a resource, spend it wisely
Every map in Daily Bhop is built so that a strong player never has to slow down. Sections are tuned so that a fast hopper can clear them in one flow, while a slower player can still get through by taking more hops. That means your goal is not raw top speed, it is carrying speed: every time you touch a wall, stop on a ledge or turn too sharply, you pay for it on the clock.
- Plan your turns early. A wide, smooth curve over three hops keeps far more speed than one sharp turn at the last moment.
- Land in the middle. Landing near the edge of a platform leaves you no room to correct the next hop.
- Do not overshoot. At high speed you travel a long way per hop. Sometimes a smaller strafe on the last hop before a gap is what puts you on the platform instead of past it.
2. Perfect hop streaks
A perfect hop is a jump on the very tick you land. Holding Space does this for you automatically, so streak breaks usually come from something else: clipping an edge, landing on a slope of steps, or touching a wall. Watch the combo counter under your speedometer. When it resets often in the same spot, that spot is where your line needs work. Long streaks also pay extra coins at the finish and count toward daily missions.
3. Jump pads
Jump pads glow in the accent colour of the map. Landing on one throws you high into the air and gives you a 15 percent boost to your current speed, with a minimum push of 560 units per second in the pad's direction for players who arrive slowly. Pads do not cap your speed: if you hit one at 2400, you leave faster than the strafing limit, and you keep that extra speed as long as you keep hopping cleanly. Chained pads are one of the few places where you can break past 2400 at all.
The edges of pads and boost strips never act as walls. If you clip the side of one while running, you are lifted onto it instead of being stopped, so you can take them at full speed without worrying about the exact height.
4. Boost strips
Boost strips are bright cyan lanes on the floor. Arriving on one multiplies your speed by 1.12, and while you stand on it you are pushed up to at least 380 units per second along its direction. A boost run is usually followed by a gap that needs that speed, so do not jump early: let the strip finish its work, then hop.
5. Air control islands
In an air control section you fly from pad island to pad island, each one off to the side of the last at an angle of 25 to 35 degrees, alternating left and right. These pads are special: they keep your speed and direction and only choose how high you fly, so the flight lasts about the right time whatever your speed. Getting to the next island is up to your strafing.
- Start turning toward the next island as soon as you leave the pad, not halfway through the flight.
- Use small, smooth strafes. You are steering, not gaining speed.
- If you miss, a wide floor underneath catches you and leads to the exit. You lose time, not the run.
6. Stairs and the side skip pad
Climbing stairs one step at a time is slow for a fast player. That is why stair sections have a lone pad platform floating well off to one side of the stairs. Only a fast bunny hop clears the gap to it. Its pad throws you up and over, and you can steer onto the landing at the top without losing your momentum. Slower players simply take the steps.
7. Skip gaps, slalom lanes and forks
Skip gaps
Some sections step out to a side platform and back. The platform after the detour sits straight ahead of the one before it, about 330 to 450 units away. If you are moving at roughly 470 units per second or more, jump it directly and skip the detour. A ring floating over the direct line hints that the shortcut exists.
Slalom
Slalom sections weave between poles. Slow players hop through the gaps; fast players take the low lane to the side and save the whole weave.
Forks
At a fork the route splits into a safe detour and a risky straight line of small, far apart platforms. The straight line is shorter but needs speed and precise landings. If you fall, you go back to your last checkpoint, so weigh the risk against your lead.
8. Moving gates
Gate sections put a wall in each gap that rises and sinks on a fixed rhythm. A careful player waits for the wall to drop and hops over. A fast player does not wait at all: swing out wide in the air around the end of the wall and land on the next step without stopping.
9. Rings
Rings float over the route, often marking a fast line. Flying through one adds 50 units per second to your speed and pays coins at the end of the run. On a good line you can collect most rings without changing your path.
10. Hidden routes
Every map hides at least one secret line: a row of small platforms cutting straight across between two parts of the route that are close in space but far apart along the track. A ring over the first gap hints at the entrance. The gaps between the platforms need a fast hop, and falling off just puts you back on the normal route. Hidden routes never skip a checkpoint, so they are fair game for every racer. Jungle Temple maps hide one extra route.
11. Checkpoints and falling
Every track has ten checkpoints, shown as blue platforms. If you fall, you respawn at the last one you reached, or you can press R to return to it yourself. Press T to restart the whole run. Your split time at each checkpoint is compared with your best run, so you can see exactly where you are gaining or losing time.
12. Race your ghost
With PB ghost turned on, a translucent runner replays your best run on the current map. Following it is the fastest way to learn a better line: when it pulls ahead, look at where it jumps and how it takes the turn.
13. Settings that help
- Field of view: a wider view (up to 110) makes it easier to see the next platform while strafing.
- Sensitivity: set it so one comfortable swipe turns you about half way round.
- Speed lines, camera tilt and wind sound can be switched off if you find them distracting.
- Performance mode lowers the resolution and removes floating particles if your frame rate drops.