# Chart Runner, the full rules Chart Runner is GMYLD's official platformer competition. This file states the rules in plain text for people and AI assistants. Numbers here match the site. ## 1. What a try is A try is one run along real Hyperliquid charts. - The charts: Hyperliquid's real prices for BTC, ETH, SOL and HYPE, cut into 5 second candles by the game server. Every board plays the 3 hours before its round started, on every coin. Everyone in a round runs the exact same charts, and they only change when the round settles. - Branches: every run starts on BTC. At candle 50, and every 100 candles after, the chart forks into two coins; which two depends on the coin you are on (from BTC it might be HYPE or BTC, from HYPE it might be ETH or SOL). The last 3 candles before a fork are a wide junction deck: stand on the back half (up arrow) for the back lane or the front half (down arrow) for the front lane when you reach the end. Signs over each lane show its coin, how wild that stretch of its chart is and how far its price moved. Every board gets its own branches at launch, made from its address: the same for every player and never changed. No page shows them: you find out at the fork. Practice runs on new branches every time. Candles count the same on every lane (candle 214 is the same 5 seconds on every coin), so a choice is about the terrain, not the distance. Your path is part of the run's signed record. - Controls: run, jump, and fart for a lift over gaps (a full tank lasts about 3 seconds and refills slowly). Up and down step sideways across the candle, a little in the air too. Shift spends a chili (or Moon Dust) on a boost; a boost also climbs faster. Up next to a candle climbs it. A parachute opens by itself when a fall would end you (if you have one: every run starts with one), can be steered sideways, and Space cuts it. To climb down a big drop, stop at the edge and hold down. In practice, T drops the next enemy, trap, event or station right ahead and Y replays the last one, at full speed. Esc opens the menu: practice can restart or leave; on a board a try can be ended there, and it counts as it stands. - Longest run: a try lasts the time the launcher set (2, 3, 5 or 10 minutes), unless you fall first. Fastest Candles: until the finish, or a time limit of about 0.9 seconds a candle (3 to 15 minutes). - First time: the first practice run opens with a short guided tour, and new players are offered a free practice run before their first paid try. ## 2. Lives, and what ends a run - Every try has 5 lives. A fall or a hard landing costs one and you go on from the last safe candle (frozen 1.2 seconds, then untouchable for 1.5) with the clock running. A hit costs one and you run on from where you are, untouchable for 1.5 seconds. The last life ends the run. In practice the lives refill instead. - Falling off the bottom of the chart, or off its side. - Landing from too high (about six times the runner's height) without a parachute. Farting on the way down slows the fall and makes it safe. - Running out of time. - A hit: a bear, the grizzly, a bear raid, the goblin hopper, a missile, a hunter drone shot, the liquidation hammer, a whale landing on you, an ambush bear's kick, the Bear Market's maul (it also holds you a moment), a Golden Bull reaching you on the ground, a wave crest catching you on the ground, walking into the Rug Puller, a skull's mine. A Diamond Diaper takes one hit instead, and a Moon boost shrugs them off. During Overdrive a hit sends you back to your last candle. - Things that are not hits cost something else: the succubus's hearts swap your keys, the bag holder's bags take gas, a chili or speed, the scammer's hook and the fee goblin take chilis, slippage moves you. ## 3. Chilis, Moon Dust, hazards, portals, events and perks - Every stomp gives back one line of the gas gauge. - Chilis lie on the chart (more of them on calm stretches), sit on the tips of tall wicks and drop from stomped enemies. A runner starts with none, or 3 with the Spicy Start perk. - Chilis are rare; you carry 5 at most. Each one is a boost: 1.2 seconds at 1.7x speed, a burst to clear one thing. Moon Dust (at most 2, found just above the line, over gaps or in airdrop crates; a plain jump takes it) goes first: 2.5 seconds at 2.2x, and anything you touch during it is knocked out, the Bear Market included. - Hazards show what they will do before they do it: a ring on a candle means something lands there, a bordered strip means a charge or slam comes along it, both flashing red and white faster as it comes; gold marks are good. Text explains a hazard the first 2 times you meet it, then only the picture is left (practice always shows it). - Speed does not skip hazards: they wake by arrival time, not distance. Slippage throws harder the faster you cross it, and the Rug Puller yanks early if you come in hot. - Difficulty: every enemy has a tier. Enemies start at candle 15 (tier 1), tier 2 joins at candle 40 and tier 3, the Bear Market included, at candle 90. Never more than 20 candles go by with nothing on them. On the real chart's wildest stretches (more big steps, wicks and gaps than the chart's median) enemies come a tier harder, so tier 3 can show up from candle 40 (the Bear Market never before 90); on calm stretches they come a tier easier. Events also pick the wild stretches for the hard ones. A choppy chart is a harder board than a smooth one. - Bears: the Bear patrols its candle. The Ambush Bear hides inside a candle, bursts out when you step on or past it, chases you for 3 seconds (a boost outruns it) and kicks you: a life, and a stagger across the candle. The Grizzly takes two stomps. A Bear Raid is three bears charging at you in a line. The Bear Market comes up from behind and hunts you for 11 seconds, faster than you run and slower than a boost. - Others: Fee Goblin (jumps on your back, takes a chili at once and one every 1.2 seconds, slows you; tap jump 3 times to shake it off), Goblin Hopper (hops at you and bites), Rug Puller (stands on the candle right after his carpet, mostly 2 or 3 candles; step on it and he yanks it; from candle 40 he yanks as you arrive; land on his head (anywhere on his hood) and the carpet stays; walk into him and he shoves you 1 or 2 candles back the way you came, and that costs a life), Bull Trap (a big chili floating over a candle: jump into it to take it, and 3 of the next 10 candles turn to quicksand that sucks you down; jump them), Golden Bull (on your side: it charges at you; jump as it reaches you and it tosses you high and far, time slows and the camera swings in behind you; steer onto a candle as you come down (left and right steer across, against the push to the side its horns showed; up throws you longer, down shorter), or fall; on the ground it knocks you back and that costs a life; it leaps onto higher candles and over short holes, so it always arrives; about one every 300 candles, the same bulls in the same places for everyone in a round), Bag Holder (gold bags give 2 chilis, green take gas, red take a chili, blue slow you), Spotter Drone (marks where you are and where you are about to be), Hunter Drone (follows you and fires after a short red line), Pump Rocket (hovers over a candle: jump into it and it shoots you up and forward, then cuts out high; fart, a chute or a diaper saves you from the drop; jump to bail early; the same rockets for everyone in a round), Liquidation Hammer (inside Flash Crashes). - Shill Succubus: flies alongside you for 8 seconds and keeps up with a boost. About once a second she blows a volley of 3 hearts at where you will be; they home in. A heart makes you dizzy: left, right, up, down and jump swap round for 1.5 seconds, hearts circle your head. A well-timed jump or a sharp change of pace slips a volley; most runners take one or two, so learn to run dizzy. - Phishing Scammer: stands on a rock off one side of the chart and casts a hook three times, at where you will be. Be in the air when it lands. If it bites, he reels you toward his edge and takes a chili a second: jump to snap the line. - Slippage: 2 to 4 slick candles slide you toward one side. Steer against it with up or down; off the side is off the chart. - Exit Scam: from candle 90, the Rug Puller's big one. A rope runs through 5 to 9 candles, they flash for 2 seconds, then he takes them all, one after the other. Fly the gap: jump and hold to fart, a boost helps. A chili sits a few candles before it. He waits past the gap: land on his hood and he is down, for a line of gas. - The Whale leaps in from beside the chart: its shadow marks where it lands, and the splash bends 13 candles into a hump or a dip up to 7 high for 6.5 seconds, the steps between them still within a jump. Standing in the shadow throws you. - Some attack from beside the chart (the rug puller, the bag holder, the succubus, the scammer, the drones). Every attack that can hit you marks its spot on the track first. - Hazards never share candles, and nothing comes round again until the rest that fit have had their turn (a shuffle bag; the bears count as one family, so do the drones). Chart events work the same way, and the order holds across forks: whichever lanes you take, an enemy type never comes back within about 120 candles and an event within 300. The enemies and traps (and portals, skulls and airdrop crates) are new on every run, from a seed the server makes for that run, so nobody can learn or script them. Stations, chilis, chart events, Golden Bulls and Pump Rockets come from the round and sit in the same places for everyone in it. The amount of trouble follows the chart, so two runs on the same board face the same difficulty in different shapes. - Portals flip between green (10 candles ahead) and red (6 back) every 1.3 seconds, and flicker just before they flip. The moment you jump in decides. - Skull candles: nothing marks them. Step on one and the skull bursts out and hops between 3 to 5 candles ahead, like a shell game, faster deeper into the chart, then vanishes. Every candle it can hide under turns purple; which one, nothing says. The trap is under the last candle it stopped on: a mine, the candle falling away, or (in an earthquake that shakes them all) the candle breaking. Watch where it stops and jump that one, or fly over all the purple ones. - Earthquakes shake the candles hard, and two of them break away 1.2 seconds later. They are marked as they start. - The first event comes around candle 25 to 40, then one every 32 to 42 candles; two big ones (Tornado, Wave, Cascade, Flash Crash, Bull Run, Earthquake) are at least 60 apart and never run at once; no kind comes round again until the others this chart has room for have had their turn: Bull Run (every candle throws you to the next, faster each time, 10 times, then 3 seconds at that speed; a jump ends it), Flash Crash, Short Squeeze, Halving, Earthquake, Tornado (a funnel lifts the candles in front of you and drifts at you; it takes you and spins you round it; jump each time you face the open chart to break out, three times; a jump facing anywhere else pulls you back in, so mashing does not work; after 7 seconds it spits you out past it and that costs a life), Liquidation Cascade (the candles behind you fall like dominoes for 6 seconds: keep running) and Liquidation Wave (walls of red water roll along the candles at you while the screen heaves and rolls like a boat: jump the crest; one that catches you on the ground costs a life), and six that move the candles: Pump (a hill up to 8 high), Dump (a valley up to 8 deep), Volatility (candles bob), Whipsaw (8 candles slam up and down against each other: time it), God Candle (two candles shoot up: fly onto them), and Liquidity Injection (the next 15 candles line up into a straight road, gaps get bridges). A timed event says when it is over. No event spans a fork. - Loadout perks are bought before a run with Copium, never with money: Stop-Loss, Diamond Diaper, Parachute +1, Big Tank, Moon Boots, Spicy Start. Prices are flat Copium, the same on every board. - Copium: the game currency. When a round ends, everyone outside the paid places gets some: 100 to 200 for a clear (more the closer they finished to the paid places), 50 for playing without a clear. Once per board per round, however many tries were bought, so money never buys perks. No cash value, can not be sold or sent. - Candles keep the size Hyperliquid gave them. Events only move them; a candle an event lifts floats where it was moved, with a faint outline where it came from, and the steps between moved candles stay within a jump. - Stations come every 120 candles from candle 100, the same for everyone in a round. A station is three pads across one candle and a gold jackpot hanging over it. Whatever you are on when you cross the middle of the candle is what you get: the ↑ side gives a life back, the middle fills your gas, the ↓ side gives 2 chilis. Jump and fart up into the jackpot instead and lives, gas and chilis all fill up; jump over it without touching the jackpot and you get nothing. No menu, and time never slows. - Airdrop crates hold Moon Dust or a perk: Hopium (double jump for 30 seconds), Magnet (pulls chilis and Moon Dust in), Overdrive (15 seconds of speed with no chilis; a hit in it sends you back to your last candle), Stop-Loss, Diamond Diaper or Parachute +1. ## 4. What a run produces Every run produces a distance, a time and its path (the coin of every lane it took). The board's mode decides which number ranks; the path never does. - Longest run: how many candles the runner got through in the try. - Fastest Candles: the time from the start to the finish candle, shown to the millisecond (m:ss.mmm). The game steps 60 times a second, so two runs can land on the same time; then whoever started their run first ranks higher. A run that does not finish is measured by how far it got. ## 5. Ranking - One board, one mode. A player's place is their single best run in that mode. - Clears rank first: on Longest run a candle for every second of the try, on Fastest Candles the finish. - Every run stands alone: a better one moves the player up, anything less changes nothing and never pulls them down. - Ties go to whoever started that run first. - Share cards lead with the board's number (candles, or the time to the finish candle), with pictures the game took at the run's best moments and the path it took. - A backed player holds one place per deal, each with its own tries and its own best. The player bar counts people, not places. ## 6. Rounds, payouts and graduation - A round is at least 5 times the time per try, from 1 hour to 48 hours. - A round pays out when its clock runs out and both bars are full: enough different players and enough tries. Filling the bars early does not end the round. - The top 30% are paid: Whale (top 5%) shares 30% of the prize, Shark (next 10%) 30%, Dolphin (next 15%) 40%. Shrimp (everyone else) play on into the next round. - A board's first payout is its graduation. Its token then trades on Meteora. - If a graduated board's round ends short, nothing is lost: best runs carry over and the payout share rises 5 points, up to 80%. - If a new board misses its first round, every try is refunded at 97% (the 3% protocol fee is kept) and the board closes. ## 7. Money - A try costs a share of the board's pool, so it rises as a round fills and resets after every payout. Packs of 5 or 10 lock the current price. - The protocol fee is 3% of each try. Launchers take no fee on tries; they earn a 1 to 3% share of what is left in the pool after each payout, paid in the board's token. - Winners claim as GMYLD (minus 3.5% that goes back into the pool) or let the whole prize buy the board's token with no fee. - Whoever brings a player through their link earns 0.75% of every entry that player makes. ## 8. Fair play - No bots, scripts, macros or anything that plays for a player. One person, one identity. - The server runs every run itself. The browser only sends which keys are held, and when. - Runs that look like a script or a macro are held for a person to check the replay before they can win anything. - Every finished run can be watched back. ## 9. Playing responsibly - Paid tries are for people 18 or over. - Most players finish outside the paid places. Practice and The Hourly are always free. - Spend this round is shown on the board and after every try. An optional daily spend limit applies across every board.