Game guides
Each guide below explains how one game is played, what ends a run, and exactly what each action is worth. The point values are read from the game's own source rather than estimated from play, so they match what the game actually awards — including the places where a game differs from the arcade original it resembles.
These pages cover play and scoring only. How a placing on a daily leaderboard translates into a reward is described in the how it works guide.
Dot Chase
A 60-second maze run. Dots are 10, power pellets 50, and a clean four-ghost sweep is 3,000 — but one ghost touch ends the run outright.
One run is 60 seconds of play, and that clock is never reset. Clearing the board does not give you a fresh minute — the timer is created once when the run starts and keeps counting through every board you clear. A run can also end well before the minute is up, because a single ghost contact ends it immediately. There is no second life: the game draws a life counter, but the death handler ends the run regardless of what that counter says.
Tap Gallop
Not a race — an accuracy test disguised as one. Green dots are +1, red are −3, and they outnumber green roughly twenty to one.
60 seconds, or until your score reaches 100 — whichever comes first. Because green dots are the only thing that raise the score and each is worth exactly one point, 100 is also the highest score the game can produce. One entry buys exactly one run: the PLAY AGAIN button on the game-over screen calls a function that deliberately does nothing.
Doodle Jump
Endless climbing with one unusual rule: you only score while rising above the upper three-quarters of the screen, so height on screen matters more than bounce count.
Endless. There is no timer, no lives and no score cap. A run ends only when you fall past the bottom of the screen, or if you close the tab — in which case the last score the server received is what stands. One entry buys exactly one run: the game-over screen offers a restart, but neither the key nor the tap it names actually restarts anything.
Retro Racing
60 seconds of distance. Score is speed and nothing else — but you can only crash into traffic you are overtaking, and one hit ends the run.
A 60-second driving clock that starts only after a 3-2-1-GO countdown, so the countdown costs you nothing. The run ends early on a single crash — there are no lives and no damage meter. Afterwards the page returns you to the site automatically.