A game, and it is a real one
Three lanes.
Three ways to be stopped.
Go around it, over it, or under it.
Demo running
Arrows, or swipe
Low barrier
Jump it
↑WSpace
Overhead gantry
Slide under
↓S
One lane blocked
Go around
←→AD
- Escape pauses. Escape again carries on.
- On a phone, swipe the way you want to go.
canvas 2d · no engine · no assets
The board
Ten places.
Beat tenth place and your name goes up.
- 14,283Laufey
- 22,192Nafisa
- 31,877Fuad
- 4945Tanvir
- 5764nabila_r
- 6739Arif
- 7660anonymous
- 8538rakib99
- 9459Mehedi H
- 10395Farhan
Winner stays on
The games that got here first
Nothing here is ranked, except the one at the top.
11 titles · 1991 — 2010
The ones with a coin slot
Built to take your money in three minutes.

Mustafa
Cadillacs and Dinosaurs
Capcom · 1993
Played with cousins, taking turns under a rule nobody had to write down: you die, you get replaced. It made dying expensive.

The King of Fighters
SNK · 1998
Three lives to spend and cousins waiting, which is a different game from three lives and nobody watching.

Mortal Kombat
Midway · 1992
Same cousins, same rule. I picked Scorpion, then Raiden, and stopped getting replaced.

The House of the Dead
Sega · 1996
Nobody wanted to go second. Going second meant watching where the first one died and still walking into it.

Virtua Cop
Sega · 1994
The polite one. We played it when the queue was long and nobody wanted to lose their turn quickly.
The ones that came home
Longer, slower, and played sitting down.

Road Rash
Electronic Arts · 1991
The chain was the point. Winning by riding well felt like missing something the game was offering.

GTA Vice City
Rockstar · 2002
The first one where an afternoon could go by without doing any of the missions, and it still counted as playing it.

NFS Most Wanted
Electronic Arts · 2005
Learned to read the mirror before the road. Everything I know about a chase, I know backwards.

Prince of Persia
Ubisoft · 2003
Rewind meant a mistake cost seconds instead of the whole room, and I used it constantly and felt nothing about it.

Assassin's Creed
Ubisoft · 2007
Spent longer on the rooftops than on anything the game asked for, which I suspect was the intention.

Darksiders
Vigil Games · 2010
Came to it late and finished it anyway, which is not something I can say about most of this list.
Covers by SteamGridDB (opens in a new tab) contributors.
If you want the engineeringHow it works
Depth is one divide: every point is drawn at its position over its distance, the way old arcade racers did it.
A lane change always takes 160 milliseconds and a jump is a fixed arc, so the obstacle generator knows exactly what you can dodge.
No arrangement ever blocks all three lanes, and every gap is sized for the speed you will be going when you reach it.
Tested on 120,000 obstacle groups across 200 seeds, and ten simulated hours of play by a bot held to the reaction time the game assumes. It never dies. The demo before you press Start is that bot.
the things I built that somebody was paying for are in Exhibits.
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