Swing Monkey

How Swing Monkey Levels Grow: Course Length by Level and What It Changes

Published · 2 min read

The length schedule

The game builds each level from a bank of course sections, and the number of sections depends on the level counter. Levels 1 and 2 are the shortest. Levels 3 to 6 are half as long again, levels 7 to 10 twice the starting length, 11 to 15 two and a half times, 16 to 20 three times, and it keeps stepping up in blocks of ten levels after that. The finish line is always at the end; it just keeps moving further away.

What stays the same

The pieces do not change. Every course is built from hangers, flat platforms, the occasional vertical wall and orange trampolines, and the monkey's rope and gravity are the same at level 40 as at level 1. There are no new enemies or traps to learn, so the whole difficulty curve is consistency: a long course punishes one bad release just as hard as a short one, but gives you many more chances to make it.

Play for the chain, not the distance

On a short course you can afford a heroic release that either clears three hangers or drops you. On a long one that gamble will eventually lose. Aim for the next hanger, not the furthest, and let the level bar at the top of the screen tell you how much is left. The bar fills from the level number on the left to the next number on the right.

Trampolines are the safety net

The orange jump platforms appear more often on longer courses. A bounce off one gives back most of the height a bad release lost, so when a flight goes wrong, look below for orange before you look ahead for a hanger.

Skipping a level

The pause menu offers a level skip. On this site there is no advert attached to it, so it simply moves the counter on; use it if a course is wearing you down, but the next one will be at least as long.

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