Weekly Picks
ADVERTISEMENT

Granny Smith

Star: 1Star: 2Star: 3Star: 4Star: 5
ADVERTISEMENT

Granny Smith’s weapon of choice against a thief roughly a quarter her age is a wooden cane that doubles as a grappling hook, and that one detail explains almost everything about why this arcade game still holds up more than a decade later. She auto-runs forward on roller skates, chasing down the kid who just swiped her prize apples, and the entire game is built around the rhythm of when to jump, when to swing, and when to just let her legs do the work.

Genre Auto-Runner / Arcade Platformer
Developer Mediocre AB
Platform iOS, Android
Release 2012

The Cane Is Doing More Work Than It Looks Like in Granny Smith

Because movement is automatic, the cane grapple is really the only skill expression the player has, and it does double duty. Reach it out to snag a wire or rope overhead and Granny swings across gaps and hazards. Time it wrong and she face-plants, losing precious seconds against a thief who never stops running.

  • Grapple timing: Snagging a line too early costs momentum, too late means missing it entirely.
  • Landing angle: Coming down on her feet keeps speed, an awkward landing costs it.
  • Skate momentum: Speed carries between obstacles, so a clean run early makes late-level gaps far more forgiving.

Nothing about the cane changes visually as the game progresses, but how forgiving it feels absolutely does. Later levels expect grapple decisions made almost on instinct, with far less room to correct a hesitant swing.

Why the Thief Always Has a Head Start

New players tend to treat the chase as symbolic rather than literal, not realizing the thief’s distance ahead is a running clock on how the level ranks at the end. Falling behind doesn’t end the level outright, but it does turn a three-star run into a one-star one, and plenty of first-timers don’t notice the gap widening until the results screen shows it plainly.

The fix is almost always about consistency rather than speed. Granny Smith rewards players who avoid crashes far more than it rewards players who chase risky shortcuts.

Collecting All Three Apples Without Losing Your Momentum

Each level scatters up to three apples along the route, and grabbing all of them is the game’s version of a completionist challenge. The catch is that apple placement often tempts players toward a slightly riskier line than the safe one, a ledge that requires a tighter grapple, a jump that has to be timed a beat later than usual.

Speedrunners chasing clean times tend to skip the riskiest apple on a first pass and come back once they’ve memorized the level’s hazard layout, which is a more reliable path to a full set than trying to grab everything blind.

What Beginners Get Wrong About Landings

The single most common mistake is treating every jump as identical. Granny Smith actually cares about the angle and timing of a landing, not just clearing the gap, and a bad landing bleeds speed even when it doesn’t cause a full crash. Learning to read the terrain a half-second ahead, rather than reacting to what’s directly under her skates, is what separates smooth three-star runs from choppy near-misses.

This is also the mistake that carries over worst from other auto-runners. Games that forgive sloppy landings train the wrong habit for a game that quietly punishes them.

Granny Smith’s Difficulty Curve Across Its Worlds

Early stages ease players into the grapple-and-land loop with generous timing windows, but later worlds tighten those windows considerably and start combining hazards back to back, forcing chained grapples with almost no room for a mistimed swing. It’s a fair curve, if occasionally a punishing one once obstacles start overlapping.

That difficulty spike is genuinely divisive among players. Some love the escalation as proof the game respects their improving reflexes, others feel the later worlds ask for a precision the touch controls weren’t quite built for.

Do you play as the thief at any point in Granny Smith?

No, you always control Granny herself, skating and grappling after the thief across every level. The chase only ever runs in one direction, with the thief perpetually just out of reach ahead of you.

Is there a way to slow down and plan a route in Granny Smith?

Not really. Movement is fully automatic, so the entire skill in Granny Smith comes from grapple timing and landings rather than route planning at your own pace.

Strip away the apples and the thief and Granny Smith is really a game about rhythm, about learning exactly when a cane needs to leave a grandmother’s hand to catch a wire she can’t even see yet. Once that rhythm clicks, chasing down that thief stops feeling like a chore and starts feeling like the whole point.