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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.

  1. 14,283Laufey
  2. 22,192Nafisa
  3. 31,877Fuad
  4. 4945Tanvir
  5. 5764nabila_r
  6. 6739Arif
  7. 7660anonymous
  8. 8538rakib99
  9. 9459Mehedi H
  10. 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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