Score
0
Best
-
Slide your finger up and down to steer a glowing dot through a winding tunnel. The tunnel narrows, the scroll speeds up. Don't touch the walls.
Touch the screen and the run starts. While you hold, your finger's Y position becomes the dot's target — it smoothly tracks where you are vertically. The tunnel and the world both scroll to the left at a steady speed; the dot itself stays at a fixed horizontal position near the left of the canvas.
If you let go, the dot drifts back to the vertical center of the screen — so you can rest briefly when the tunnel is wide, but every tunnel narrows over distance and a hands-off recenter will eventually clip a wall. Touching the top or bottom wall ends the run instantly.
Your score is the distance traveled. The scroll speed ramps up smoothly until it caps, the tunnel half-width contracts to a hard minimum, and the centerline's wave amplitude grows — so the same vertical movements have to be made faster and with finer accuracy the longer you survive.
Anchor your finger somewhere comfortable on the screen and steer with small wrist movements, not big arm swings. New players tend to plant the finger right on the dot — that works at first, but it means your finger covers the dot at exactly the moment the tunnel pinches around it. Hold your finger eight or ten centimetres below the dot (or above) and you steer just as well while keeping the dot visible at all times. The smoothing rate is high enough that the offset feels natural in under a second.
Read two screens ahead. The dot is at the 28%-from-left position, which means roughly 70% of the canvas to the right is preview of what's coming. Use it. The big mistake at scores past one hundred is reacting to where the wall is now instead of where it'll be in a quarter second. Look at where the tunnel is curving toward and pre-bias your finger that direction — the smoothing will catch up.
Don't fight the centerline. The tunnel's centre is a smooth sum of two sines, which means it always rolls — never jagged. The optimal path is not the geometric centre but the line of least vertical movement, which usually means hugging one side of the tunnel longer than the other. When the centerline curves up, ride the lower wall on the way in and the upper wall on the way out — you do less total Y movement than if you'd tried to hug the middle.
Releasing the finger is a tactical option, not just a rest. The dot drifts back toward the vertical centre when you let go. If the upcoming geometry needs you exactly at the centre — for example, a long straight pinch — releasing for half a second is faster and more accurate than steering there. But the moment you release in a curved section, the dot starts drifting against the curve and you've effectively handed the steering to the timer. Use the release only when straight-line geometry is coming.