Game Introduction – Run Roo Run
Run Roo Run is a game for the iPhone, iPad and iPod Touch by developer 5TH Cell. Roo is off on his quest to other side of Australia to rescue his little blue friend, and you’ll need help to get him there. Gamezebo’s quick start guide you’ll get all the walkthroughs, solutions, tips, tricks and cheats you’ll need to find your way to Syndey in no time.
Quick Start Guide
- To get started and playing Run Roo Run you’ll first need to download it by clicking the “Play Now” button at the top of this screen.
- Once the game has finished downloading, you can find it on your home screen. Tap on the icon labeled Run Roo Run to start playing.
- Once at the main menu, tap on the Play button to start playing. You will be given a short introduction to Roo and his adventure, before starting to play.
- Starting out in Perth, tap on Chapter 1 and select the first level to begin playing.
How to Play
- As described in the game introduction above, Run Roo Run is a side-scrolling game, in which you control Roo to get to the end of each level. Obstacles will appear in your way, so we’ll go over how to get around them.
- The controls are very simple in this game, only requiring you to tap when you wish for Roo to jump. Roo will move on his own once the level begins.
- In the first level, you only have one obstacle to jump over. Once Roo is about to run into the obstacle, tap on the screen to make him jump over it.
- After you’ve completed a level, you will be given a rank (either gold, silver, or bronze) based on how long it took you to complete each level. Your time will also be shown on top of the colored star.
- The buttons shown on this results screen are as follows from left to right: Replay – If you’d like to try playing the level again for a better time, Level list – To go back to the list of levels in the chapter, and Play Next – This button will automatically take you to the next level in the chapter.
- Level 1-5 is the first level where you may encounter any sort of trouble. This is the first level that requires not only precise jumping, but a higher jump as well. If you hold the screen when you want Roo to jump, the jump will be higher allowing you to pass tall obstacles.
New Chapter Maneuvers
- Each new chapter starting with Chapter 2 adds a new element to the gameplay in Run Roo Run. We should go over these new elements and how to use them in completing levels.
- Double Jump – Chapter 2 adds the double jump. To pull off a double jump, all you have to do is tap again while Roo is already in the air. Level 2-1 (as well as most of Chapter 2) requires the use of this double jump. Pull off a double jump to hop over the water with ease.
- Flat Tire – The flat tire first appears in Chapter 3, and is another jumping device for Roo to use. You will need to be careful though, as using it requires you to plan for Roo to land on it. Once Roo lands on it, tap on the screen again quickly to send Roo on a long jump. In Level 3-1, you have to have Roo leap over the spiky ground, on to the tire, and long jump off of it to the finish line.
- Spinning Fan – Chapter 4 adds the spinning fan, designed to make Roo float over obstacles and onto platforms. Once floating using the fan, you will need to tap on the screen again to make Roo jump out of it. If you don’t make Roo jump out of it, he will likely fly into a death trap.
- Spike Traps – Spike Traps start appearing in Chapter 5, and will instantly kill Roo if he runs into them. Spikes will disappear and reappear on a timer, so you will need to visualize in your head (or count) how long it will take for the spike to raise again.
- Breakable Platforms – These platforms start showing up with Chapter 6, and will simply crumble when Roo jumps on them. Once you are on one of these platforms, you will only have about one second to react and jump off of them.
- Switches – Switches will begin appearing in levels starting in Chapter 7. These switches are used to make spikes go away. In most cases, the switch is required to complete the level it appears in.
- Spring Launchers – These gadgets appear starting with Chapter 8, and will launch Roo a good distance across the level when used. Much like the flat tires, you will need to make sure you jump at the proper time in order to hit these springs.
- Floating Clouds – Floating Clouds are in Chapter 9 and beyond. These clouds move back and forth constantly, which can make it difficult for Roo to jump on occasionally. Make sure your timing is perfect or you will likely miss the jump.
- Tire Swings – Watch out for the Tire Swings starting with Chapter 10. These swings allow Roo to swing over and across obstacles to get to the end of the level. When you jump onto the swing, Roo will start moving back and forth, and you will need to time his jump just right to get past the obstacles.
- Wall Hooks – These hooks appear in levels starting with Chapter 11, and allow Roo to cling to walls. These are usually found in pairs, and just require Roo to jump to move on to the next hook.
- Flying Birds – Birds will come flying at Roo beginning with Chapter 12. Timing has never been more important than with the birds. Jump on their heads to send Roo flying towards the end of the level. If you fail to jump on them, they will knock out Roo requiring a restart of the level.
- Turn Around Posts – These posts will first appear in Chapter 13. When Roo touches one of these posts, he will immediately turn around and start walking towards the other direction. You will then have to maneuver Roo to get him to the end of the level.
- Oil Slick – These will make Roo move very fast when on top of them, starting with Chapter 14. Be careful, most levels that use these will have you hurling towards a nasty obstacle, so you’ll have to be on your toes when using this one.
- Floating Umbrellas – In Chapter 15 and beyond, these umbrellas will float you from one side of the level to the next. To use one of these, jump below the strand of them, and then have Roo jump when you’re ready to jump off.
- Gravity Magnets – Starting in Chapter 16, these magnets will make the gravity in the level switch, making Roo cling to the top of the level. You can have Roo jump into another magnet to make the gravity turn back to normal.
- Roo Cannons – These cannons that first appear in Chapter 17 make Roo fling across the level, much like the spring launchers, except that you can control which direction Roo flies by tapping on the screen when you’re ready to launch him.
- Floating Barrels – Jump into these barrels beginning with Chapter 18 to allow Roo to float and roll faster through the level. Keep in mind, Roo will need to jump out of the barrel if it ends up in water, which can complicate things.
- Teleporters – These teleporters appear starting with Chapter 19, and will cause Roo to automatically appear on another side of the level when used. All Roo has to do to use them is jump into them.
- Invisible Roo – The last (only appearing in Chapter 20) of these elements involves making Roo invisible, meaning you can’t see what Roo is doing when controlling him. You will have to plan out when to tap the screen very carefully, or the levels will be near impossible to finish.
Extreme and Weekly Levels
- After you have completed all of the levels in a chapter, the extreme levels will unlock for that chapter. These new levels are much more difficult than the normal set of levels, so you will have to be on you’re A-game to take them on.
- New levels will also open up to play weekly, so keep an eye on the ”Free” button on the main map screen to try out these new levels as they unlock.
- You have completed the quick start guide for Run Roo Run on iPad, iPhone, and iPod Touch. Finding Roo’s friend will be a piece of cake now that you know how to use all of the different abilities in the game! For more guides, plus reviews, previews and more, keep checking back with Gamezebo!