The Big AED Giveaway

Play. Learn CPR. Win a real AED for your school.

Keep the Beat Going is a 12-month national campaign to get more AEDs into schools and community groups.

Greg holding a Mindray AED, drawn in 8-bit pixel style
Life
Beat Meter 100%
AEDs 0 / 0
Monsters 0 / 0
Score 0
Objective —
Hero —
Condition Full Power

Keep The Beat Going

The CPR arcade game — grab AEDs, zap junk food monsters and keep your beat meter alive all the way to the exit door. Loading the artwork now: the start button lights up when everything is ready.

Choose Your Hero —

1

School signs up

A teacher registers and shares the school code.

2

Students join

Enter the code, pick a nickname — no real names.

3

Play & win

Best school run each month wins a real AED.

Join the competition

The song

Watch the Keep The Beat Going music video

The song behind the campaign. Turn it up, sing along — then keep the beat in the game.

Music video

Plays from YouTube. Open it in a new tab.

Game guide — how to play, hazards, pickups and how to win

How to play

Move: A / D or Arrow Keys Jump: W, Up or Space Duck: S or Down Arrow Shock Bolt: F or Enter Stomp: land on a burger or a drink — never on the spiky chips Pause: P or Esc Goal: Reach the door and pass the CPR checks — AEDs and monsters are score. Bosses must fall before their door opens.

On phones and tablets, touch controls appear on screen automatically.

Collect AEDs

Each AED boosts your beat and score. You only need to reach the door to finish a level — but every AED you grab is extra points, so grab them all for a perfect run!

Grab Hearts

Healthy hearts refill life and help you survive the harder stages.

Live Wires

Ground cables, arc fences and hanging shocks cost two hearts, shrink your hero and cut jump height.

Pulse Orbs

Moving electric hazards sweep platforms and punish rushed jumps.

Pitfalls

Floor gaps drop you back to the last checkpoint at a heavy cost.

Black Hearts

Sick hearts patrol ledges and platforms. Touch one and it costs two hearts — zap it with a bolt instead.

Burgers

Burgers take 4 hits. Get too close — or zap one — and it gets angry: it steams, flashes red, then charges at you. Bounce on its head — that never hurts — or keep zapping.

Chips

Chips take 3 hits and are too spiky to stomp! They throw chips at you from a long way off. Zap them with bolts — a bolt knocks a flying chip out of the air too.

Drinks

Drinks take 3 hits, and they're safe to bounce on. Squash or zap one and it spills sticky soda everywhere — step in it and you'll slow right down for a few seconds.

Bigger Is Angrier

Big junk food is angrier: it moves faster, charges from further away, fires chips faster and takes more hits. You can run past monsters to the door, but clearing every one is worth serious points — and a boss still has to fall before its gate opens.