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Dunk Challenge
Time the take-off, finish at the rim, and use the brake and sprint controls to put yourself in the window.
Challenge · Endless runner
Survive as long as you can. Hoops arrive faster and narrower the further you get, and after twenty of them some start drifting up and down.
Basketball Hoop Rush is the endless one. The ball falls constantly, every tap bounces it upward, and hoops scroll towards you faster and narrower the longer you last. Clip a rim, hit the floor or hit the ceiling and the run is over.
It is the quickest game here to understand — the rule is "tap to bounce, go through the hoops" — and the one with the most sustained pressure, because nothing ever lets up. The speed rises with every hoop you clear, the openings shrink, the gaps between them close, and past twenty hoops some of them start drifting up and down.
Going through the middle of a hoop rather than scraping the edge is worth three points instead of one, which creates a genuine decision at speed: is that correction worth the risk?
Because there is no clock and no win condition, the score is really a measure of how long you survived. That makes the safe route the high-scoring route, which is unusual and worth remembering.
an edge pass.
way runs end.
direction.
Every game on this site is also fully playable with the keyboard alone — the on-screen buttons are reachable with Tab and work with Enter or Space. The full reference is in the controls guide.
| Event | Points |
|---|---|
| Hoop cleared | 1 |
| Clean pass (within the middle third of the opening) | 3 |
| Streak bonus once 5 hoops deep | +1 per hoop |
| Clipping a rim, the floor or the ceiling | Run over |
Difficulty: speed starts at 230 units per second and climbs by 6.5 per hoop to a cap of 560. The opening starts at 108 units and narrows by 1.6 per hoop to a floor of 62. Spacing tightens from 330 to 230. Vertical drift begins at hoop twenty and grows from there.
Small taps beat big ones. Every run that ends early ends because of an overcorrection.
Chase the centre bonus early, ignore it late. Two extra points is not worth ending a run that is already producing a point a second.
Stay middle when nothing is forcing you elsewhere. Room to move in both directions is worth more than being pre-positioned for the next hoop.
Know the twenty-hoop step. Drifting hoops arrive suddenly. Being ready for them is most of clearing them.
Do not fight a bad position. If you are too high and the next opening is low, take the safest line through rather than the centred one.
There is more on survival-format strategy in high score strategies.
One input. Tap the court, press Space, W or the up arrow, or use the Bounce button. Each press gives the ball an upward bounce; gravity brings it back down.
Going through the middle third of a hoop’s opening. It is worth three points instead of one, and the dashed line across each hoop marks the centre.
You most likely hit the floor or the ceiling. Both end a run, and the floor in particular catches people who are focused on the next hoop rather than their own height.
The speed caps at about 2.4 times the starting pace and the openings stop narrowing at a floor value, so it plateaus at a very difficult but not impossible level.
It is the best game here for a phone — one button, works in portrait, and runs are short enough to fit a two-minute gap.
Games that use the same skills, or make a good next step.
Featured
Time the take-off, finish at the rim, and use the brake and sprint controls to put yourself in the window.
Challenge
Hold to charge, release inside the window, and keep the combo alive by never letting the pace drop.
Featured
The flight path is drawn for you before every shot. The hoop is what makes it hard — it drifts, then it drifts faster.