How to play
- It is hatching night on a moonlit beach, and you are the ranger on hatch watch. Baby sea turtles are scrambling for the surf, and everything on the sand wants them. Run, flash your light, and get as many of them to safety as you can.
- Run with W, A, S, and D. Flash your light with the arrow keys, and hold two together to aim on a diagonal. Flash bolts fly in eight directions, eight a second, with no more than eight in the air at once. On a phone, use the two sticks under the picture: the left one runs, and the right one aims and flashes for as long as you hold it.
- Touch a hatchling to scoop it up. The first is worth 1,000, then 2,000, 3,000, and 4,000, and every one after that is worth 5,000. Losing a life starts the row over, and the Next rescue chip shows what the next scoop is worth. You earn an extra ranger every 25,000 points.
- Crabs march at you from the edges of the beach, a little faster the longer a wave runs. One flash sends a crab scuttling off for 100. From wave 3, gulls swoop down to snatch hatchlings; a flash knocks one out of the sky for 500 and drops whatever it was carrying. From wave 4, pale ghost crabs zigzag in and flick sand at you; one flash is worth 150.
- From wave 2, raccoons wander in after the hatchlings. Your light can't stop a raccoon, only push it back, and one that reaches a hatchling carries it off into the dunes. Stranded jellyfish sit on the sand and sting anyone who touches them, hatchlings too. A flash pops one for 25.
- Touching a crab, gull, raccoon, jellyfish, or sand pellet costs a life. After a lost life you come back in the middle of the beach, glowing for two seconds while nothing can hurt you. A wave ends when every crab, gull, and ghost crab is gone.
- Press P or Esc to pause, M to mute, and Enter to start. The Daily button plays a run on today's seed, and the Seed button plays the run for a code you type, so friends can race the same beach.
Your best score is kept on this device.