Trampolines and the Pocket Watch, Done Right
Two special gadgets are tucked away throughout the burrow: a deep-pink mushroom trampoline, and Mocha's stopped pocket watch.

The trampoline — height is opportunity
Step on the trampoline and you launch far higher than a normal jump.
Where a regular jump tops out around 1.7m, the trampoline sends you nearly 3m up.
That gap matters because the airborne carrots float between 1.5 and 2.5m.
A normal jump barely scrapes the bottom of that row, while a trampoline sends your whole arc through it.
One bounce can string several carrots together.
So the trampoline isn't just a way to dodge — it's a launchpad for sweeping up carrots in one go and driving your combo up.
That's also why a short magnet switches on as you launch: it's there specifically so you don't spill the arc of carrots hanging in the air.
That short magnet's duration can be extended in the shop as well.
Left-right movement still works while you're airborne.
So a trampoline's hang time is both carrot-collecting time and repositioning time for whatever comes next.
All you need to do is glance ahead and make sure the landing spot is clear of obstacles.
The pocket watch — buying three seconds
The pocket watch slows time to nearly half speed for 3 seconds the moment you grab it (it feels like about 0.45x).
The rabbit stays the same while the world goes into slow motion, which gives you the breathing room to clearly read the gaps between obstacles and slip through in fast sections.
On top of that, each one nets you a 30-point bonus.
Those 3 seconds are measured in real time.
Because the world slowed down, you actually descend a shorter distance during them, and in exchange you get longer to read what's coming.
It's a trade: give up a little depth score, buy safety.
The best use is in the deep sections where your speed has built up enough to feel frantic.
During those 3 slowed-down seconds, read the layout of the rocks and roots, and line up a safe path in advance.
Conversely, it does almost nothing in the slow opening stretch — you're looking more slowly at a section you could already read, so you're really just collecting the 30 points.
The watch can be upgraded to 5 seconds in the shop too.
If deep-run survival is the goal, that upgrade is one you feel.
What they have in common
Both are tools whose value rises exactly when the terrain gets dangerous.
The trampoline lets you leap over a section entirely; the watch buys time to read one.
And since both are also point sources, there's no reason to skip either.
If you had to rank them: trampoline when you want to build the combo, watch when you want to survive.
Earning points with trampolines while hearts are plentiful early, then leaning on watches once hearts run low, is a solid way to play them.
Two kinds of jump, in numbers
The only difference between the two jumps is the launch speed.
A normal jump leaves at 9 m/s; a trampoline throws you at 12 m/s.
Gravity pulls at 24 m/s² either way.
Apex and hang time fall straight out of that.
| Launch | Apex | Hang time | |
|---|---|---|---|
| Normal jump | 9 m/s | about 1.69m | 0.75s |
| Trampoline | 12 m/s | about 3.0m | 1.0s |
Airborne carrots float between 1.5m and 2.5m.
Lay that over the table and the need for trampolines becomes obvious.
A normal jump's 1.69m apex barely reaches the bottom of the band — you clip it briefly near the top of the arc, and taking even one carrot is lucky.
The trampoline is a different story.
Going to 3.0m means passing through the whole band on the way up and again on the way down — crossing the same carrot line twice.
Hang time stretches from 0.75s to 1.0s too, which is enough to drift sideways and follow the line while you're up there.
The math changes in the Moonlit Burrow
Gravity in the Moonlit Burrow is about 0.72×, so the same jump goes higher and stays up longer.
A normal jump's apex rises from 1.69m to 2.34m, and hang time goes from 0.75s to 1.04s.
That matters in play: the airborne carrot band that needs a trampoline in the Dirt Burrow is reachable with an ordinary jump here.
Half the reason combos flow well in this burrow is right there.
Trampolines, though, run into something else.
Jump height is hard-capped at 3.2m.
Bouncing under weak gravity should carry you past 4m on paper — instead you stop at 3.2m as if hitting a ceiling.
Which produces a neat reversal: the Moonlit Burrow's low gravity helps normal jumps and does nothing for trampolines. Hitting the cap early even leaves you around the apex for about as long as in the Dirt Burrow, or slightly less.
If a trampoline there has ever felt like it didn't launch you as far as it should, that wasn't your imagination.
So: don't go out of your way for trampolines in the Moonlit Burrow — a normal jump already reaches the band.
Trampolines earn their keep in the Dirt Burrow and the Crystal Cave, where gravity is unmodified.
What slow-mo actually buys
The pocket watch slows time to 0.45× for 3 seconds.
The confusing part is what "3 seconds" measures: it's 3 seconds on a real clock.
With the world running at 0.45×, Mocha covers less than half the usual distance in that window.
At the 30 m/s speed cap you travel roughly 40m where you'd normally cover 90m — about 50 points of depth given up.
In exchange, you get to read those 40m with more than twice the usual time.
So the watch's value scales directly with speed.
In the opening at 12 m/s you can already see everything, and slowing it down gains you nothing but the 30-point bonus.
At the cap, your reaction time effectively doubles, which turns an unclearable stretch into a clearable one.
You can't choose when it fires — touching it triggers it immediately — but you can choose which watches to go get.
There's no reason to bend your route for one early.
Late in a run, stretch a little to pick it up.
The one combination worth setting up
There's a play that chains both.
Take a watch just before an ugly stretch, then land the trampoline while everything is slowed.
Slow-mo gives you time to aim the bounce, and doubles the effective time you have to steer sideways in the air afterward.
You sweep an entire airborne carrot line you'd normally spill, and clear the obstacle stretch underneath in the same motion.
It's one of the few moments that pays in score and survival at once.
Up next: The deeper you go, the faster it gets — survival strategy by section →