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GlobeHoppr

GEOGRAPHY

A start city, a target city and a jump radius. Land only on cities within range and chain the jumps that reach the target in as few moves as possible.

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GlobeHoppr

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At a glance

Platforms
Web
Archive
Free archive
Streaks
Yes
Account required
No

What is GlobeHoppr?

GlobeHoppr doesn't ask you where a city is: it asks how to get there. The game fixes a start city, a target city and a jump radius, and you must connect the two by landing only on cities within that radius. A "Today's Route" card shows the three parameters before you even press Start, so nothing is hidden: the difficulty is knowing which cities exist between two continents. The side panel shows the distance remaining to the target, the number of turns played, the number of cities currently in range and a portals counter, while a history stacks each step since the starting point.

How to play

  1. The home screen shows the day's number and your current streak. Choose Daily Puzzle.
  2. Read the "Today's Route" card: start city, target city and jump radius are given before you begin.
  3. Press Start Daily Puzzle. The map opens on your starting point, with a legend distinguishing current city, target, visited cities, missed cities and oceanic portals.
  4. Use the "JUMP TO A CITY" field to land on a city; the "In-Range moves" counter shows how many destinations are still reachable from your position.
  5. Chain jumps while watching the remaining distance; the goal of the daily mode is to reach the target in as few jumps as possible.

Why play GlobeHoppr?

Because the useful geography there is not that of capitals but of stopovers. GlobeHoppr turns the atlas into a path problem: what saves you is knowing the mid-sized towns that mark an ocean or a desert, and seeing three jumps ahead where the chain will break.

Reading the feedback

The side panel shows the distance remaining to the target, a Turns counter and a Portals counter that both start at 0, an "In-Range moves" counter and a history headed "MOVE HISTORY" that reads "No moves yet" before the first jump.

Modes

Daily Puzzle
The numbered route of the day. Stated objective: reach the target city in a minimum number of jumps.
Weekly Challenge
A weekly route played under a single special rule, which the menu announces without naming.
Route Reveal
A hidden route that you discover one city at a time, according to the menu description.
Practice
An entry in the main menu, with no description on the home page.
Archive
An entry in the main menu titled Archive, alongside the day's modes.

Tips & strategy

  • The jump radius is given before you start: begin by spotting archipelagos and relay towns that make the ocean crossing possible, rather than heading straight for the target.
  • Watch "In-Range moves." When the number of destinations in range drops sharply, you've just entered a geographic dead end and it's better to know before the next jump.
  • Settings remember the distance unit and the flat-map or globe display: a choice that greatly changes how you read transoceanic jumps.

Popular questions

Do I need to create an account?

No. The day's game is played as a guest, the site retaining a local identifier, and the home screen already shows a streak counter.

Can you play anything other than the route of the day?

Yes. The main menu offers, next to the Daily Puzzle, a Weekly Challenge, a Route Reveal mode, a Practice mode and an Archive entry.

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