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About Trap Adventure 2

Trap Adventure 2 is a notoriously difficult 2D platform game by Hiroyoshi Oshiba, originally released for iOS in 2016. It became widely known in 2018 because short clips showed its cruel trap design: spikes appear from nowhere, safe-looking floors betray the player, and familiar platforming instincts are repeatedly turned against you. The browser versions preserve that masocore identity in a quick-play format.

The basic actions are simple: move, jump, and react. The level design is not simple. A block may be safe the first time and deadly the next. A coin-like reward may trigger a spike. A platform may vanish after you commit to a jump. The game borrows the language of classic Mario-style platformers, then uses that familiarity to mislead you. Learning means dying and remembering exactly why.

Difficulty comes from limited lives and minimal forgiveness. The original game includes Normal Mode and Last Chance Mode, with the latter built around extremely strict life limits. Without checkpoints, each failure can send you far back. That structure makes the game feel unfair at first, but it also turns every cleared screen into knowledge. The correct path is discovered through experimentation, not reflex alone.

Trap Adventure 2 is worth playing if you enjoy challenge games that are funny and hostile at the same time. It is less about smooth mastery on the first try and more about building a mental map of traps. The best players move slowly, test suspicious tiles, and treat every obvious route as a setup. Beating a section feels good because the game tried very hard to make you fail.

Key Features

  • Infamous masocore platforming with hidden spikes, fake safety, and surprise traps
  • Hiroyoshi Oshiba sequel to the original TrapAdventure from 2013
  • Mario-like movement language deliberately subverted by unpredictable level events
  • Normal and Last Chance style modes in the original release, emphasizing limited lives
  • No-checkpoint pressure where memorizing trap positions is essential
  • Short screens that function like trial-and-error puzzle rooms

Controls

Left Arrow / A — Move left
Right Arrow / D — Move right
Up Arrow / W / Space — Jump
R — Restart current attempt where supported
Esc — Pause or open menu where supported
MobileUse the on-screen left, right, and jump buttons; expect the same trap timing with less precise input than keyboard.

How to Play

  1. 1Move slowly through the first screen and assume obvious pickups, blocks, and gaps may be traps. Observation matters more than speed.
  2. 2Jump with the shortest arc that clears the hazard. Overjumping often lands on the next hidden trigger.
  3. 3After each death, remember the exact trigger: where you stood, what block moved, or which object appeared.
  4. 4Use the edge of platforms to test suspicious tiles before committing your full character to the space.
  5. 5Build a memorized route screen by screen. A successful run is less improvisation and more executing a known trap map.

Tips & Tricks

  • Never trust a straight path after a difficult jump. Trap Adventure 2 often places a second trap exactly where relief makes players stop paying attention.
  • Tap jumps rather than holding them by default. Short arcs give more control and reduce the chance of landing on a hidden hazard beyond the intended platform.
  • If a section seems impossible, try doing nothing or moving backward. Some traps are baited by normal forward movement.
  • Treat each life as scouting information. The goal of a first attempt at a new screen is to reveal the trap, not necessarily survive it.

Game Info

DeveloperHiroyoshi Oshiba
Release Year2016
PlatformOriginal iOS release + browser ports
TechnologyClickteam Fusion 2.5 original / HTML5 browser port

FAQ

Trap Adventure 2 was made and published by Hiroyoshi Oshiba, also credited under hiro!!jaca.

That is the central design style. The game belongs to the masocore tradition, where players learn through surprising deaths and memorize safe routes over repeated attempts.

In the original iOS release, Last Chance Mode is the harsher mode built around very limited lives. It emphasizes near-perfect execution and trap memory.

The game is known for severe reset pressure and little forgiveness. Many versions send players back far after losing all lives, so memorization is critical.

No. It is intentionally cruel and has been called impossible by many players, but documented clears and speedruns exist.