Cheery Chimp

Fig Climb

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Fig Climb

Fig Climb is a gentle take on the classic word-guessing game, with no "hangman" imagery — just a cheerful chimp climbing a tree. It's a playful way for children to practice spelling, letter recognition, and vocabulary. The words are hand-picked to be familiar and age-appropriate, and the three difficulty levels let the game grow with the player.

This is a Cheery Chimp original.

Objective

A word is hidden at the bottom of the screen, shown as empty spaces — one for each letter. Spell it out to send the chimp all the way up to the juicy figs at the top of the tree.

Rules

  • Tap a letter on the keyboard.

  • If the letter is in the word, it pops into place and the chimp climbs up.

  • If the letter is not in the word, the chimp slips down a little.

  • Keep guessing until the word is filled in.

Strategy

  • Start with vowels (A, E, I, O, U) — almost every word has a few.

  • Common letters like R, S, T, N, and L are good early guesses too.

  • Look at the spaces and the letters you've already found, and think about what word might fit.

  • The figs at the top are the goal — every correct letter brings the chimp a step closer.

Contact

Feel free to contact us with any bugs, complaints, or requests.

Release Date
June 21, 2026

History

Hangman's exact origins are lost — historians of word games generally place its emergence in Victorian England, with the lexicographer Tony Augarde noting the game's beginnings are obscure but seem to trace to that era. The earliest documented version appears in a collection of children's games assembled by Alice Gomme in 1894, called "Birds, Beasts, and Fishes." Tellingly, that early form had no image of a hanged man at all — it was scored simply by how many attempts each player needed to fill in the blanks. In it, a player wrote down the first and last letters of an animal's name and the other guessed the letters in between.

The grim gallows imagery came later. A version using hanging imagery was described in a 1902 article in The Philadelphia Inquirer, which noted it was popular at "White Cap" parties. Over the following decades the stick-figure-on-a-gallows became the dominant form, though the game has gone by other names too — "Gallows," "The Game of Hangin'," and "Hanger" among them.

In the modern era the game spread well beyond paper. It appeared on the Speak & Spell electronic toy in 1978 under the name "Mystery Word," and it directly inspired the television show Wheel of Fortune — Merv Griffin conceived it after remembering playing hangman with his sister on long childhood car trips. More recently, the execution theme has fallen out of favor for younger players, and it's now often played with alternative, kid-friendly graphics — which is exactly the lineage Fig Climb's climbing chimp steps into: the same century-old guessing game, minus the gallows.

Behind the Scenes

Hangman is a good game wrapped around a picture of an execution. Replacing the picture turned out to be the easy part.

The guessing game underneath hangman is close to perfect. One rule, no equipment, works from age six to ninety, and the tension builds by itself. What it has instead of a scoreboard is a drawing of a person being hanged, assembled one body part at a time as you fail. On a site full of games for children that is not something you keep and it is not something you can quietly restyle. It has to be replaced by something that does the same job.

Which meant working out what job the gallows was actually doing.

One axis for everything

In hangman the information is split in two. Your progress lives in the row of blanks at the bottom; your danger lives in the drawing above it. They are in different places, in different visual languages, and you learn to read both.

Fig Climb puts both on the same line. A chimp is on the trunk of a tall tree. Correct letters move him up toward a cluster of figs at the top. Wrong guesses slip him back down toward the ground. Reach the figs and you have won; reach the ground and the round is over.

Everything a player needs to know is now the chimp's height. How well am I doing, how much trouble am I in, how close is this to over — one glance, one number, no reading. On a phone that matters more than it would anywhere else, because the vertical space you have is the scarcest thing on the screen and you cannot afford to spend it twice on the same information.

The losing state is the chimp sitting at the base of the tree, looking up at the figs he did not reach. Disappointed, not dead. That is the whole point of the exercise.

Why a fig tree

The tree had to be tall enough to make six rungs of climbing look like a real journey, and the thing at the top had to read as a prize at thumbnail size. Several candidates fit. Mangoes get to thirty or forty metres and the fruit is instantly recognisable. Jackfruit has a certain appeal purely because the payoff at the summit would be absurdly large. Breadfruit and durian are tall enough but few children would know what they were looking at.

Figs won because they are the true answer rather than a convenient one. Wild figs are among the most important foods there are for real chimpanzees — troops will cross their range to reach a tree that is fruiting, and researchers have studied how chimps judge from a distance whether a particular fig is worth the trip. Many fig species are enormous forest trees, twenty to thirty metres, and the stranglers grow tall dramatic trunks that look like something built for climbing.

So the answer to "why is this chimp climbing" is not "because the game needs a ladder". It is the same reason an actual chimpanzee would. The clusters of small round fruit also happen to make a clearer goal at the top of a phone screen than a single large one would, which is the sort of coincidence you take gratefully.

Two budgets, one line

Here is the part that is less obvious than it looks. If the chimp's height carries both progress and danger, then two different counters have to drive the same position, and they do not agree about how many steps there are.

Wrong guesses are a fixed budget — six by default. Correct guesses are not: a word with four unique letters takes four right answers to finish, and one with nine takes nine. If both used the same step size, then either short words would send the chimp shooting past the figs on the third letter, or long words would have him finishing the word somewhere in the middle of the trunk with the fruit still out of reach.

So the two are decoupled. The upward step is derived from the number of unique letters in this word, so that a clean solve arrives exactly at the figs — not near them, at them. The downward step is derived from the wrong-guess budget, so that the sixth mistake puts him exactly on the ground. One axis, two independent scales, and both of them land on the nose whatever word came up.

That is the kind of thing that is invisible when it works and looks like a bug when it does not, which is why it was the first thing proved in a headless test — that the climb only ever goes up on a correct letter, that a repeated letter gets no extra credit, and that both ends of the range terminate where they are supposed to.

The bug with actual stakes

Everything above is craft. This one was a genuine failure.

The game pulls its words from a shared manifest that the site maintains, and it was pulling from the wrong one — the manifest of dictionaries, which carries definitions, instead of the manifest of lexicons, which carries plain word lists. When the entry it wanted was not where it was looking, the loader did the polite thing and fell back to the manifest's default.

The default was a Scrabble tournament word list.

Nothing crashed. The game worked perfectly. A children's hangman game was quietly serving words from an unscreened competitive dictionary, which contains a great deal that has no business in front of a six-year-old, and it would have gone on doing so indefinitely because every visible symptom was "the game works".

The fix was two parts, and the second is the one worth keeping. First, read from the correct manifest. Second, and more importantly: if the children's list is missing for any reason, do not fall back to the general list. Fall back to sixteen screened words compiled into the game itself.

Sixteen words is a bad game. It is a much better outcome than a good game with the wrong words in it. The instinct that a fallback should preserve as much functionality as possible is right almost everywhere and exactly backwards here — when the thing you cannot load is the safety property, the graceful degradation is to get smaller, not to get looser.

The words themselves are hand-picked: six hundred and ninety-nine of them, screened one at a time, grouped into themes, with the letter-frequency table used for difficulty computed from that corpus rather than from English in general. A word list for seven-year-olds does not have the same letter distribution as a newspaper, and guessing difficulty derived from the wrong corpus would be subtly miscalibrated in a way nobody could point at.

Two more, for the collection

The artwork did not appear. Every asset was in place, every path was right, the loader was fine. The skin was defined and then commented out of the list of skins. I lost an afternoon to that.

Better: the game looked correct on my machine and broke on every other device. The skin selection was being read from local storage, my development machine had one saved from earlier testing, and nothing else in the world did. The bug was not in the code; it was in the fact that I was the only person who had ever run it before. Anything that persists a preference is a place where you stop being able to see your own software the way a new player sees it, and the only defense I know is to test in a fresh browser profile more often than feels necessary.

Small screen, few compromises

The layout question in a game like this is who gets the vertical space. The answer is the keyboard: it claims its natural height first, and the scene takes whatever is left, capped so it stops growing on tall screens instead of stretching into a cathedral.

The word being guessed and the status line sit on a translucent plaque overlaid on the base of the scene rather than in a row of their own beneath it, which bought back about ninety pixels — roughly the difference between a tree that reads as tall and one that reads as a shrub.

The chimp's position on the trunk is one CSS custom property. The core computes a number, sets it on the scene element, and the stylesheet decides everything about what that means visually. The game logic never learns what a pixel is.

And the sound follows the same axis as everything else: correct guesses play a note from a pentatonic scale whose pitch rises as the chimp climbs, so the closer you are to the figs, the higher the game sounds. It is a cheap trick and it works on people who have not consciously noticed it is happening.

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