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← StuStudios🪙 Loose Change

UPDATEDArcade

Loose Change

Steer a crowd of coins through gates that add, multiply or divide your money, then jump onto the ×5 strip.

What it is

grow it, land it

A 3D coin runner over the sea. Your money is the crowd of coins you steer, always made up as change for your balance: take a gate and the coins merge into bigger ones or break into smaller ones to match. Rows of blue gates pay and red gates cost, barriers knock single coins into the water, and after the finish line a ramp throws the whole crowd at a row of multiplier strips. Every run prints a deposit receipt, and the bank buys two upgrades and rolls of coins for a 24-coin album of real US coins and mint errors, whose finished pages switch on a perk for every level. Each level's course is generated from its number, so level 9 always has the same layout; only the money on it, the gate amounts and the loose coins, grows with your starting cash. Every banked level is entered in a ledger with three stamps to earn: the richest route, nothing lost, and a jump that paid ×4 or better. Any level in it can be rolled again. From level 4 there is also a daily course, the same for everyone that day: level 6's rules, $1.00 to start, no perks or interest, kept in a passbook apart from your bank.

How to play

Controls, then the numbers that matter

Tap / click to rollDrag to steerA D / ← →Space / EnterP / Esc pauseR replay
  1. The landing strips run ×1, ×2, ×3 and a ×5 near the middle, narrower than any other strip. Each coin is multiplied by the strip it lands on, and one that misses the deck sinks.

  2. Once the coins leave the ramp you cannot steer. The target on the strips includes the crosswind (from level 3) but not the strips' slide (from level 2), so aim where the ×5 will be. Coins also keep 45% of the sideways speed they had at the lip, so a late swerve throws them wide.

  3. Barriers start at level 3 with turnstiles; sliding blocks join at level 4 and toll booms at level 5, and every one leaves a lane open. The biggest coins sit in the middle of the crowd, so a clipped edge costs small change.

  4. From level 2, while your album has gaps, one glinting rare coin hides on each level's course (never on the daily), usually somewhere risky: in a barrier's sweep or a red gate's lane. Grab it and bank the run and it goes into the album; go broke and it is lost.

  5. Pocket money starts at $20 and adds $1 to your starting cash per rank, up to 40 ranks. Interest starts at $50 and adds 5% to every level's deposit per rank, up to 100%.

  6. Album rolls cost $30 for cents, $120 for nickels and dimes, $500 for the error box and $2,000 for an estate lot. Every roll holds a coin that page is missing and one in four holds a second.

  7. A finished page is a perk on every level: Cents doubles loose runway coins, Nickels & dimes bounces off the first barrier hit, Mint errors slows the strips by 30%, and Silver & gold adds a ×10 strip inside the ×5.

  8. Richest route means taking, at every row, the gate that leaves you the most money, counting an open lane as keeping what you have, and that includes rows where both gates cost. Every gate only adds, subtracts, multiplies or divides, so that is also the most the gates can make. Nothing lost means no coin knocked off and none sunk. Top jump wants the landing to pay ×4 or better on what you carried; pocket money and interest do not change that number.

  9. The daily changes at midnight Taipei time. Play it as often as you like: the passbook keeps your best each day, the days you played and your longest run of days, a missed day costs nothing, and Copy slip puts a plain-text slip of your best run on the clipboard.

Trophies

11 trophies

Sign in and the ones you earn light up here and on your account.

  • Cents page complete
  • Nickels & dimes page complete
  • Mint errors page complete
  • Silver & gold page complete
  • Banked level 10
  • Banked level 25
  • All three stamps on one level
  • Thirty stamps in the ledger
  • Banked a daily course
  • Seven days in the passbook
  • Thirty days in the passbook

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    From the changelog

    What changed

    1. new

      StuStudios 2.2

      • Loose Change enters every banked level in a ledger with three stamps, Top jump among them for a landing that pays ×4 or better, and from level 4 a daily course starts everyone on $1.00.
      the whole update →
    2. arrived

      Loose Change went up on the arcade

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