
One button, one rope, one very long-legged bird who says "wee!" every single time.
SillyBird Jump Rope is a one-button rhythm game set in BIRDWORLDO. SillyBird's friends, a blue bird and a pink bird, turn the rope, and you tap to make him jump it. He shouts "wee!" on every jump, in a little synthesized voice and a speech bubble. Jump right on the beat for a PERFECT: a longer "weeeee!", double points and a combo multiplier that climbs to x5. Every 20 jumps the friends change the rope on you (Speedy, Wobbly, Fake-Out, Double Dutch, Chaos), and after 120 jumps it loops faster. One trip and he's tangled, so tap and you're straight back in. Three difficulties, twelve achievements and six looks for SillyBird in the page's quick shop.
A bright little world of tall, rounded pixel birds on long stick legs. SillyBird is the white one with the flame-shaped tuft. He has never once jumped rope without yelling about it.
The blue bird with the spiky crest turns the left end and is the one who plans the fake-outs (watch for the "!" over its head). The pink bird with the red bow turns the right end and is the loudest cheerleader in BIRDWORLDO. When SillyBird trips, they both look horrified.
SillyBirdThe jumperHEROWhite, tall and rounded, with a flame-like tuft, two dot eyes, a grey beak and very long thin legs. Wing stubs pop out on every jump. He says "wee!" each time; a PERFECT jump gets "weeeee!". When he trips he falls over with the rope round his ankles, X-eyed, with stars circling.
Blue birdLeft turnerALLYSpiky crest, turns the left handle. A flashing yellow "!" over its head means the current turn is a fake-out.
Pink birdRight turnerALLYRed bow, purple legs, turns the right handle. Picks up the second rope for Double Dutch.
One button. Tap anywhere on a phone or tablet, click anywhere with a mouse, or press Space, Up, W or Enter. P or Esc pauses (there is an on-screen pause button too, and the game pauses itself when the tab is hidden). M mutes sound and music together. After a trip, tap or press Space again to restart straight away.
Every rope crossing is scheduled in advance, so the game knows exactly when the rope reaches his feet. A jump lasts 60% of the time since the last crossing (between 0.24 and 0.55 seconds), and he clears the rope if it passes under him during the middle part of the jump (the middle 82% on Silly). Jump too early and he lands before it arrives; too late and it catches his toes. A tap shortly before he lands is buffered and he jumps the instant he touches down. The game-over card tells you which one it was.
A PERFECT is a jump whose highest point lands right on the crossing (within about ±10% of the air time, never less than 28–45 ms depending on difficulty). It scores 2 instead of 1, plays the long "weeeee!" and sparkles. Every four PERFECTs in a row raise the multiplier one step, up to x5. A clean but not-perfect jump drops the multiplier one step instead of resetting it. Points per jump = (1 or 2) × multiplier.
Two little pips slide in under SillyBird's feet and meet at the perfect moment, over a yellow PERFECT zone. A tick shows where you actually pressed (red if you missed the zone). The guide is always on in Chill. In Silly it shows for the first 10 jumps and for the first few jumps of each new phase. Bonkers shows it for the first 3 jumps only. Settings can force it on or off.
Every 20 jumps a banner announces a new phase and the friends shout about it: Normal, Speedy, Wobbly, Fake-Out, Double Dutch, Chaos. After 120 jumps the cycle loops ("LOOP 2!") with the base tempo 7% faster and the clear window a little tighter, and again for every loop after that.
The voice is synthesized live with WebAudio: a buzzy source gliding from about 255 Hz up to about 600 Hz, through three formant filters that slide from an "oo/w" mouth to an "ee" mouth. It varies a few percent every time and rises slightly as your PERFECT chain grows. The chiptune music is locked to the rope: each crossing is a beat, so when the rope dawdles or speeds up, so does the song. A whoosh peaks as the rope passes his feet. Sound, music, the timing guide and screen shake each have their own switch in Settings.
Sold on this game's page and equipped there; the game picks the look up straight away and checks you own it. Cosmetic only: every look jumps the same. Plain SillyBird is free.





Rope period is in seconds on Silly, with the base tempo easing from 1.02 s after the first five slow, forgiving jumps (1.22 s) down to 0.56 s at the end of the first loop.
| Jumps | Phase | What changes |
|---|---|---|
| 0–19 | Normal | Steady rope. The first 5 jumps are extra slow with a bigger clear window. |
| 20–39 | Speedy | Rope turns at 84% of the base period. |
| 40–59 | Wobbly | Every turn's period wanders between 80% and 124% of base (never more than ~30% from the last one), and the rope speeds up or dawdles inside the turn. The rope wiggles. |
| 60–79 | Fake-Out | About two in five turns, never two in a row, are fakes: a purple rope that hangs at the top and then snaps down, taking 1.75× as long. The blue bird shows a "!" during a fake. |
| 80–99 | Double Dutch | A second (yellow) rope joins, turning the other way. Crossings come twice as often, with smaller 11 px hops. |
| 100–119 | Chaos | Random 4–6-turn chunks of Speedy, Wobbly, Fake-Out and Double Dutch. |
| 120+ | Loop 2, 3 … | The whole cycle again, 7% faster per loop, with the clear window 4 points tighter per loop (never below 62%). |
Each has its own leaderboard: Silly is the main board.
| Chill | Silly | Bonkers | |
|---|---|---|---|
| First jumps (period) | 1.34 s | 1.22 s | 1.02 s |
| Fastest base period | 0.72 s (loop 1) | 0.56 s (loop 1) | 0.47 s (loop 1) |
| Clear window | 90% of the jump | 82% of the jump | 74% of the jump |
| PERFECT window | ±14% of air time (min 45 ms) | ±10.5% (min 36 ms) | ±8.5% (min 28 ms) |
| Timing guide | always | first 10 jumps + each new phase | first 3 jumps |
What the game asks the portal for. The server pays the amounts in the manifest, capped at 60 per session; TIX never appear inside the game.
| Reason | TIX | When |
|---|---|---|
| play | 2 | A run of 10 jumps or more ends |
| jumps_25 | 1 | Every 25 jumps in a run |
| double_dutch | 10 | Clear Double Dutch (jump 100) in a run |
| marathon | 25 | Reach 200 jumps in a run |
| high_score | 10 | New personal best on that difficulty, at least 30 points, with an earlier best on record |