The Eagle Timer, Lane Speeds and Logs: How to Score 100 in Crossy Road
Published · 3 min read
Most Crossy Road runs end between 20 and 50, and almost never to a fast car. They end to the eagle, to a log, or to a train the player saw coming. All three are timing problems, and timing problems have rules.
The eagle timer
The eagle is not random. It is a countdown that starts every time the chicken stops moving and resets every time it hops — in any direction. In practice you have about three seconds on a tile before the swoop, slightly less once your score is high. The camera also drifts forward on its own, so if you sit at the bottom of the screen you can be pushed off it even before the eagle arrives. The fix is a habit: never wait in place, wait sideways. A left hop and a right hop keep you in the same lane and reset the timer twice.
Lanes have one speed each
Every road lane spawns vehicles at a fixed speed and roughly fixed spacing for its whole length, and the lanes are independent of each other. That means you can judge a lane from a single car. If it crosses the screen in about a second, the gap you see will have closed by the time you land; treat it as a wall until a longer gap appears. Slow lanes are almost always safe to hop into behind a car, because the next one is a full screen-width away. The mistake people make is judging by the size of the gap in front of them rather than by the speed of the lane.
Trains: go on red
A railway has a signal at the side. It turns red and rings about two seconds before the train crosses, and the train itself takes roughly a second to pass. If you are standing on the rails when the light goes red, hop — one hop clears it. If you are one row back, do not step on; wait, and step on the moment the last carriage is gone, because the next train is never immediate. Players die on rails when they try to beat a red light from two rows away.
Rivers and logs
Water is instant death, logs drift sideways, and a log will carry you off the edge of the screen, which is also death. Land on a log near the end that is moving toward the middle of the river, then leave it early rather than late — the next log is easier to hit while you are still central. Lily pads do not move and are the safest square on the map; use them to reset your position, but not for more than a hop or two, because the eagle timer runs there too.
Coins
Coins appear in every kind of row and you need 100 for one pull of the prize machine. For the first 30 or 40 rows take every coin you see. After that, the lanes are fast enough that a two-square detour costs a run more often than it earns one; take only the coins that are already on your line.
A reading order
Before each hop, look at the three rows ahead in this order: the row you are hopping into (is anything in it now?), the row after that (what speed is it?), and the nearest railway signal. That is all there is to it. The people at 300 and above are not faster than you; they just never hop into a row they have not looked at.
More from the blog
- Original, Space or Dinosaurs: What Changes Between Crossy Road's Three Worlds
The browser build opens in Space, not on the classic road. Here is what each world swaps in, which is easiest to score in, and which characters live where.
