All Quests
356 official Quests to play on Wayviy. Each is quick to play, with no sign-up. Tap one and it starts right away.
Play free nowTiming

Shift Race
Race a blue rival down a desert drag strip, five heats. Tap on green to launch, then tap while the rev needle is in the red band to shift up. Too early or too late loses the heat; the very end of the band is a PERFECT.
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Home Run Derby
Tap to swing as each of the 10 pitches reaches the white hit spot. The closer your timing, the farther it flies, and your score is the total distance. From pitch 3 some throws go wide; let those pass for bonus points.
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Spring Vault
Help a rabbit spring across three zones of platforms. Hold to charge the spring and let go to jump. Low platforms are wide and safe; the narrow high ones hold treasure worth five times as much. A fall costs a heart and restarts the zone.
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Cat Fish Jump
A cat hops along drifting stones to catch fish over the sea. Hold to charge and let go to jump; a longer hold jumps higher. Tropical fish up high are worth more, but jellyfish and splashes cost hearts. Catch 30 in 45 seconds.
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Rail Ahead
Your engine never stops; use the arrows to book the turn at the next junction. Each rider you pick up adds a coach, and a longer train earns more per rider. Hitting a grey train or your own coaches costs a heart.
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Knight Joust
Charge at your rival and aim your lance at their shield. Hold to lower it and let go to raise it; it's heavy, so it keeps moving for a moment. Hitting the gold center scores 300, while missing high or low costs a shield.
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Flying Trapeze
Swing on the trapeze and fly into the hands of the next catcher, working your way to the right. Tap to let go. Aim for the moment both swings line up, and do not hang on too long or your arms tire and you slip.
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Pancake Flip
Toss the pancake and catch it browned side up. Hold to load the pan and release to flip; the longer you hold, the higher it flies and the more it spins. Let go while the meter on the left is green, and more flips mean more points.
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Mochi Pound
Pound mochi with a big mallet while your rabbit partner turns it. Tap to swing down, but only once the partner pulls their hand back and calls Hai. Hit while the hand is on the mochi and you lose a heart; pounding right after the call scores extra.
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Revolving Door
Guide hotel guests one by one through a revolving glass door. Tap to send the next guest walking, timed so they slip into a gap between the wings. Travelers with suitcases walk slowly and kids run, so adjust for each.
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Drawbridge
Raise and lower a drawbridge so ships and cars both get through. Hold to raise it, let go to lower it. Have it fully up before a tall ship with a red flag arrives, never lift it with a car on top, and don't keep cars waiting too long.
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Charge Jump
Help a ninja frog hop from pillar to pillar across a night pond. Hold to charge and release to jump; the longer you hold, the farther it goes. Miss and it falls in the pond, and the pillars get narrower as you go.
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Brake Right There
Drive a night train and stop with the yellow platform mark right at the door mark in the window. Hold to brake harder, let go to ease off. Braking in the red knocks passengers over, and overrunning the stop ends the run.
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Just Tap
Tap while the swinging needle is inside the green zone. Every hit makes the needle faster and the zone narrower. Five hits clears it and you can keep going, but a single miss ends the run.
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Stamp Desk
Documents roll by on a belt; stamp each red box as it passes under the stamp. Tap the moment the box is right below it, and dead centre scores most. Letting a form slip by, or stamping a red-X reject or a cat, costs a heart.
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Shoe Fling
Swing on a park swing and fling your shoe onto a target on the ground. Hold to pump higher and let go to launch. Releasing on the way up sends it farther, but pump too hard and you loop right over. You have two shoes.
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Big Jump Rope
Tap to jump just as the big rope sweeps under your feet. The turners speed up, slow down and pause, so watch the rope, not the beat. Every three jumps a friend joins in, and each pass is worth more with more jumpers.
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Wall Kick Ninja
Climb a narrow tower gap as a ninja who slowly slides down the wall. Tap the far side to kick across, or your own side to climb a little. Time each kick to land between the spikes, and hit bats in mid-air for big points.
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Puku Puku Feeding
Puff up the peach in a swinging basket and drop it on the hungry cow below. Hold to inflate, release to drop it straight down. Bigger peaches score more but must land closer, and holding too long bursts them. Fill the meter to 25.
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Stack Tower
Tap to drop each sliding floor and build your tower higher. Whatever hangs over the floor below is sliced off, so the next one is smaller. Line it up exactly for a PERFECT; ten floors is a win, and a full miss ends the run.
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3D Strike Bowling
Knock down 22 pins in total over three throws in a night-time alley. Slide to set the ball's spot, then let go when the swinging yellow dotted line points at the pins. Aiming a little off the front pin works well, and strikes add bonus points.
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Parachute Landing
Jump from a helicopter and land softly on the small pad under the red flag. Hold to open the chute and fall slowly; let go to drop fast. Open early and the wind carries you off, open late for bonus points, but touch down too fast and you crash.
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Grill Keeper
Tap the meat and sweet potatoes on the grill to flip them as they cook. Brown pays 10 and gold pays 25, but wait past gold and they smoke and burn. Reach 600 points before three pieces burn.
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Reaction

Kung-fu Sides
Tap the left or right half to kick foes coming from that side. Kick when they step into the yellow band, and hit the center mark for a Just. Too early is a whiff; too late and you get hit and lose a heart.
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Iai Flash
Tap to draw the samurai's sword the moment a falling petal crosses the white blade line. A cut right in the middle scores 300. Hold back when a green leaf is on the line, because slicing it costs a heart.
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Hold Your Breath
Hold to dive under the waves rolling in, and let go to burst back up. Diving deeper before you release sends you higher, sometimes clean over a wave. Your breath gauge drains underwater, so don't stay down too long.
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Kendo
Tap the spot that lights up when your opponent's guard opens: head, wrist or body. Striking right after it glows earns extra points. Moves that don't light up are feints, and striking there gets you countered.
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Umbrella Dash
Run home through a rainy town; the farther you dash, the more points. Hold to open the umbrella and walk, let go to close it and sprint. Open it just before the first drops for a bonus, but keep it shut in strong wind.
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Cheese Trap
Hold to let the mouse nibble cheese off a trap for points. When the catch glows red and clicks, let go fast. Fake sounds like a bucket or an owl reset your multiplier if you flinch, so wait for the red click only.
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Lasso
Hold to spin the lasso; the longer you spin, the bigger the white ring gets. Let go to throw, and a cow whose head is in the ring is caught. Smaller rings score more, but catching a calf costs a heart.
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Boxing Dodge
When your opponent winds up, a red spot lights up where the punch will land. Slide left or right to get out of it. Every dodge throws an automatic counter, a streak of dodges turns into a flurry, and emptying their health is a KO.
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Plate Save
Mischievous cats push dishes toward the shelf edge. Tap a tipping dish to slap it back in place — the further it tips, the more it scores, and saving it just before it falls doubles the points. Wait too long and it smashes, costing a heart.
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Shark Alert
As a lifeguard, get swimmers out of the water before sharks reach them. When a pointed fin closes in, tap the swimmer to send them to the beach. Waiting until the last moment scores more, but a curved fin is only a dolphin.
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Frog Tongue
Play a pond frog: tap where you aim and its tongue shoots out to snatch flying bugs. One flick can grab up to three bugs along its path for bigger points. Touch a bee and you get stung, so watch the path. The sun sets after 60 seconds.
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Green Means Go
Wait while the big signal is red, then tap the instant it turns green. Your score is the average reaction time over 5 rounds, and under 320 ms clears it. Tap before green and it's a false start, so don't fall for the blue flash.
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Parry Post
Fireballs fly in from four cannons. Use the arrows to turn and move, and press the red button just before a hit to raise your shield and send the fireball back. You cannot block from behind; parries inside the gold ring in the middle count double, and 12 points wins.
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Stance Duel
A sword duel in a dojo. Hold the up or down arrow to set your guard (nothing for middle) and tap the red button to thrust at that row. Strike a yellow row, not the shield; when a row flashes red, guard it to parry and counter.
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Door Slam
Hold to keep the mansion door shut and let go to open it. Yellow light under the door means family, so let them in; purple means a ghost, so keep holding. With the door open, slamming it on a ghost at the last moment scores big.
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Veggie Slash
Vegetables fly up from below; swipe through them to slice them in the air. Keep your finger down and cut several in one stroke to multiply the points. A big cabbage takes three cuts. Do not swipe the chicks or hamsters mixed in.
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Snip the Wire
Toy bombs roll in one after another. Tap the wire that matches the lamp's colour; the wires cross, so trace them carefully. Faster cuts score more. From the fourth bomb, tricks appear: wait while the lamp flickers, and never cut a striped wire.
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Meerkat Lookout
Pop out of your burrow to snack on passing bugs. Tap a hole to come up, and tap it again to duck back down. When your lookout friend calls, an eagle is diving, so duck in time; when a snake heads your way, switch holes.
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Beaver Lumberjack
Help the beaver chop a tall trunk one segment at a time, 100 in all. Tap the left or right half of the screen to chop from that side. A branch coming down on your side ends it, and only steady chopping refills the gauge.
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Whistle Ref
Referee a night soccer match and judge each sliding tackle. Tap the players to blow the whistle only when the tackle hits the body and sends them flying. Whistle a clean tackle or a fake dive and the crowd boos, costing a heart.
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Dash Chain
Run with the arrows to line up with an enemy, then press the red button to dash through it in one strike. A kill lets you dash again at once; a miss makes you wait. Red lines warn of enemy charges. Defeat 20 in 35 seconds.
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Snap!
Take turns laying cards and tap the moment the two pictures match to grab the pile. Beat your rival to it for points, but tapping on a mismatch costs a heart. Watch for look-alikes like apples and tomatoes, and for fake slaps.
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Farm Whack
Tap the pests popping out of the farm's holes to whack them. Hitting a friendly chick, duck or chicken, or letting a pest get away, costs a life. Keep the combo going: every 10 hits starts a fever that doubles your points.
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Hide in the Locker
Collect 3 keys in a dark night school and escape through the door. Tap the floor to walk and pick up keys, or tap a locker to hide inside. You can only hold your breath for 5 seconds, and a ghost passing right by your locker earns bonus points.
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Buzzer Quiz
Panels flip one by one to reveal an animal. Tap to buzz in the moment you know it, then pick the right picture from three similar animals. Buzz early for more points, but wait too long and the rival professor beats you to it.
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Command Chef
Cook each order by entering its command with the arrows and the red and blue buttons. Two mistakes on one ticket burn the dish, and a ticket that runs out of time sends the customer off angry; both cost a heart. Gold tickets are longer but worth triple.
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Aim

Yabusame
Shoot targets from a galloping horse. Your white aiming ring bobs up and down with the ride, so tap the moment it lines up with a target. The closer to the centre, the more points, and hits in a row raise the multiplier.
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Stone Skip
Skip flat stones across a river and count the bounces. Slide left and right to set the angle and let go to throw. Hit the glowing green band to skip more; its gold centre mark adds two. Miss the target count and you lose a stone.
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Water Balloon Prank
Drop water balloons from the school roof onto friends in caps. Slide to move; the balloon fills while your finger is down and drops when you let go. Bigger balloons splash wider and score more, but overfill and it bursts on you.
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Pirate Cannon
Defend your clifftop fort by sinking pirate ships sailing in from the right. Hold to raise the cannon, release to fire — the power never changes, only the angle. Sink each ship before its fuse ring fills, or it fires back.
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Paper Toss
Toss crumpled paper into the office bin. Hold and the power meter rises and falls; let go when the white circle sits on the bin. A swinging fan blows the paper sideways, so read the wind and curve your throw in.
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Shield Knight
Bounce the dragon's fireballs back with your shield. Walk with the left and right arrows, jump with the red button, raise the shield with the blue one. Hold the right arrow as you block to send it at the dragon, or not to hit goblins and bats. A last-instant block makes a gold ball worth double.
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Spinning Ring Toss
Toss rings onto pegs on a spinning table. Grab the ring, move the aiming mark and let go to throw. The table keeps turning while it flies, so aim a little ahead. The gold peg on the rim pays 500, and each miss costs a ring.
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Hat Tower
Fling top hats onto the snowmen's heads. Grab the hat, swing your finger and let go mid-swing: it flies the way and as fast as you moved. Stacking hats on the same snowman scores more, and wind picks up from the third throw.
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Frisbee Dog
Grab the frisbee, pull it back and let go, and the dog races off to catch it. A longer pull throws farther and farther catches score more, but if it lands before the dog arrives, you lose a heart. Wind blows from the second throw.
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Balloon Turret
Shoot down bomb-carrying balloons from the castle wall. Turn the turret with the left and right arrows and fire with the red button. A popped bomb bursts nearby balloons too, so aim where they bunch up. A bomb reaching the wall costs a heart.
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Boomerang Bay
Run with the arrows and tap the red button to throw your boomerang the way you face; tap again to call it back. On the way back it chases you and knocks foes out in one hit, so circle around to steer it. Defeat 12 within 32 seconds.
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Tank Duel
Lob shells over the hills at the red tank. Up and down on the arrows set the angle, left and right set the power, and the red button fires. Wind pushes every shot, so correct from your last shell's trail before the enemy's return fire closes in.
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Bubble Pop
Point anywhere to aim and let go to fire a bubble from the octopus's head. Three or more of one colour pop, dropping anything hanging below, and wall bank shots score 1.5 times. Play ends at 60 seconds or when a bubble crosses the red line.
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Slingshot Pro
Fire pebbles from a slingshot at targets floating in the air. Grab the pebble, pull back and let go to send it on an arc. You get five pebbles; clearing a set of three earns one more, and the next set moves. Six hits is a win.
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Water Gun Stall
Topple targets at a festival stall with a steady stream of water. Hold the water gun to spray and slide up or down to aim. The water arcs, so aim higher for far targets. Each target you topple refills the tank; empty means game over.
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Counter Battery
Tap the blue zone to fire interceptors and set off enemy missiles. The blasts chain up the trail and can destroy the launcher itself. You get only two shots per wave, so catch trails as they converge and take down all nine launchers.
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Eraser Flick
Flick your eraser across the desk to knock the other erasers off the edge. Grab it, pull back and let go; the further you pull, the harder it slides, but too hard and yours flies off too. After your turn, they flick back at you.
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Flick Them All In
Sink every coloured ball using the white one. Press anywhere on the table, pull back and let go to shoot the other way; a longer pull hits harder. Sinking two or more at once gives a shot back, and bank shots score extra.
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Bounce Laser
Drag inside the maze to aim and let go to fire the robot's laser. It bounces off glass walls, and more bounces before a hit means more points. Clear every slime to reach the next stage, and shoot down their fireballs before they reach you.
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Pocket Breaker
Drag sideways to move the paddle and send the ball through the glowing gap into the room of bricks above. Breaking the gold gem brick adds two balls that briefly pierce through. Clear all five rooms; losing your last ball costs a heart.
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Ricochet Room
Drag from the iron ball toward your aim and let go to fire. It banks off walls and knocks robots into each other. Sweep three rooms with three shots each, and take down all 26 robots within 38 seconds.
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Star Shooter
Slide left and right to steer a rocket that fires on its own, and shoot down the enemies coming from above. Chained kills multiply your points, and a star gives triple shot. One touch from an enemy or a ball ends the run; last two minutes to clear.
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Flick Shot
Grab the soccer ball and flick it upward into the sliding goal, past the gorilla keeper. Every goal makes the net narrower and faster. Three misses or saves and it's over; score 4 to clear.
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Hose Panic
Move the firefighter with the arrows and hold the red button to spray, putting out all eight fires in 38 seconds. While you spray, the nozzle stays locked, so you can strafe and keep aiming. Low on water? Let go on the blue dock at the bottom to refill.
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Monster Shot
Monsters come at you out of the dark forest, and tapping one shoots it. Waiting until it is close doubles the points, while a miss breaks your streak multiplier. After 24 monsters a giant ogre appears; land 15 shots before it reaches you to win.
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Dead Minute
Survive 60 seconds until help arrives. Run with the arrows and press the red button to shoot the nearest enemy. Your aim sways more while moving and steadies when you stop. Grab a gold case for magnum rounds that pierce a whole line of enemies.
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Dodge

Olé!
Hold to spread the matador's cape and draw the bull into a charge. Let go just before it hits the cape to sidestep it. The later you release, the bigger the score, but let go too soon and the bull turns on the matador.
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Stall Street Bouncer
Keep rowdy robots off a night market street. Use the left and right arrows to walk and face that way, and tap the red button to punch. Hit a robot while its red warning mark shows for a double-point counter; knocked-back robots bowl over the ones behind them.
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Rush Hour Walk 3D
Weave through a crowded station corridor at rush hour. Slide left and right to dodge; walking forward is automatic. Slipping past close earns a bonus, and gates must be passed where the lamp is green. People with a "?" sidestep the same way you do.
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Orbit Switch
A gem circles a ringed planet on its own while laser bars appear on its path. Tap anywhere to swap between the inner and outer orbit. The outer orbit scores double time points but gets more bars; survive 60 seconds to succeed.
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Space Tunnel
Fly a little UFO down a glowing tunnel and slip through the hole in each oncoming wall. Slide left and right to roll around the tunnel's sides. A run of clean passes raises the multiplier, and skimming the edge earns extra. Hitting a wall costs a heart.
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Icicle Cave
Run left and right with the arrows through an ice cave, grabbing glowing stones. An icicle shakes when you pass under it and drops a moment later, so keep moving. The red button puts on a helmet for a moment that shatters icicles, but you only have a few.
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Dodgeball
Read the height of each throw and react. Press up on the arrows to jump low balls and down to duck high ones. Chest-high balls must be caught with the red button, which throws them straight back, and hits in a row score more.
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Laser Vault
Slip between rotating red lasers to grab treasure in the vault. Walk with the arrows and tap the red button to dash the way you are facing. Each treasure brings more or faster lasers, and touching a red beam costs a heart.
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Mouse Bullet Hell
Drag the mouse to dodge the yarn balls and buttons the cats flick at it. Only the white dot in its centre can be hit, so letting shots brush its body counts as a graze for points. Three hits and you're caught.
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Robot Boss
Face a giant robot one-on-one in a space base. Run with the arrows and press the red button to fire straight up. Hit the chest core only while it glows yellow — shots at a closed core bounce back. Red warnings show every attack first.
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Tag!
Run around the schoolyard grabbing flags while the oni try to tag you. Use the arrows to run and hold the red button to dash until you are out of breath. Oni cannot turn sharply, so let one close in, then sidestep for a bonus.
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Bumper Cars
Steer with the arrows: your car turns toward the direction you hold and speeds up. Ram the other cars from behind for points, and chain hits for multipliers. Watch the cars with red arrowheads, which spin you out if they hit your side or tail.
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Snowball Fight
A snowball fight against three kids behind a snow wall. Slide left and right to dodge; stand still and you wind up and throw straight ahead. Hits in a row score more, but you cannot throw while moving, and standing still makes you a target.
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Hot Floor
On a 5×5 stone floor over a volcano, glowing red tiles are about to erupt. Hop one tile at a time with the arrows to reach a cool one in time. Leaving a red tile at the very last moment earns a close-call bonus.
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Bubble Guard
Drag the big bubble into the path of the spiky pufferfish charging at the little fish, and they bounce off. A fast swing smashes them away, and knocking one into another takes out both at once.
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Double-Tap Ninja
A ninja on a rooftop dodges bands of falling kunai. Walk with left and right, and press the same direction twice quickly to dash, unhittable while dashing. Dash through a wide band just as it falls for five times the points. Survive 45 seconds.
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A Fly's Life
Be a fly buzzing around a summer table, nibbling food for points. Drag the fly onto a plate; the longer you stay, the more each bite is worth. When the swatter's shadow blinks red, get out fast.
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Tower Drop
Guide a bouncing slime down through gaps in a tower, 30 floors to the goal. Drag left and right to spin the floors. Stone bounces it back up, but landing on red lava ends the run. Dropping through floors without bouncing multiplies points.
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Dino Crossing
Carry an egg across roads full of running dinosaurs. Move one square at a time with the arrows and deliver the egg to a nest at the top. A dinosaur hit sends you back and costs a heart. Fill all three nests to reach a faster stage.
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Moo-FO Escape
Graze as a cow on a night farm while dodging UFO beams. Slide to walk, and leave the yellow warning light before the beam drops. Bump a floating friend out of a beam to save them; a bigger herd makes grass worth more.
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Meteor Dodge
Meteors rain down on a forest at dusk. Drag left and right to move the fox out of the way. A single hit ends the run, and lasting 15 seconds counts as a clear.
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Surrounded Hero
Drag the archer to keep away from the monsters closing in; the bow fires at the nearest one on its own. Every five gems dropped by defeated monsters levels you up. Risk the crowd for gems or stay safe, and survive 60 seconds.
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Snake Tail
Steer a snake around a lawn, eating grapes to grow longer. Tap the left half of the screen to turn left and the right half to turn right, from the snake's point of view. Hitting the hedge or your own body ends it; reach 30 segments to win.
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Freeze in the Light
Ghosts creep toward a student walking down a dark school hallway. Drag the flashlight ring onto a ghost to freeze it, and keep it lit to make it vanish. You have only one light, and it flickers out now and then, so choose who to stare down.
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Bomb Ruins
Walk the hero with the arrows and tap the red button to drop a bomb at your feet. Its flames spread in a cross, breaking rocks and clearing ghosts, and catching several in one blast scores more. Your own flames hurt you too, so get clear.
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Bomb in the Mix
Catch the falling fruit in your basket and keep the bombs out. Slide your finger left and right to move the basket. Dropping a fruit or catching a bomb costs a life; catch 15 to clear.
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Kitchen Mouse
Guide a mouse around a dark kitchen with the arrows to collect cheese. Running makes loud footsteps, and cats come to where they heard you. Cheese grabbed with no cat chasing counts double, and the red button on a corner hole pops you out the opposite one.
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Searchlight Sneak
Steal three crowns on each of three space-station floors without getting caught in the searchlights. Drag anywhere and the thief moves as far as your finger does. The wooden mats are safe even under a light, so hop from mat to mat.
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Ghost Trail
Walk the tatami hall of a dark mansion collecting blue soul-fires. Tap the arrows to step one mat, or hold to keep walking. A ghost follows your exact footprints three seconds behind, so never stop or double back. Collect 15 before you are caught to succeed.
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Runner

Switchback Sprint
Race a kart through three sectors to the finish. Drag left and right to steer. Follow the gold line that hugs each barrier: three close passes in a row trigger a ram that smashes through obstacles. Three crashes end the run.
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Paper Route
Ride your bike through a morning neighborhood and throw newspapers into the red mailboxes. Hold the right arrow to pedal faster, the left arrow to brake, and tap the red button to throw. The mark on the road shows where a paper would land, and a missed house costs a heart.
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Street Overtake
Start last of eight cars and weave your way to first place. Drag left and right to steer. Cones, barriers and rocks slow you down, while stars give a burst of speed. Only a first-place finish counts as a win.
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Neon Overtake
Start last on a neon highway at night and overtake your way toward first place. Drag left or right to steer. Tuck in right behind a car until the gauge fills, then pull out for a burst of speed; crashing costs a heart and lets passed cars back ahead.
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Dragon Canyon 3D
Fly a young dragon through the canyon and thread the gap in each rock gate. Hold to climb, let go to sink, and stay off the lava. Hold a little longer before letting go to shoot a fireball that smashes brown rock gates.
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Drift Race
The car laps a three-lap circuit on its own, and you need to finish within 38 seconds. Hold in a curve to drift wide, then let go to fire a turbo. The longer the drift, the bigger the boost and the points, but hold too long and you run off the road.
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Mine Cart Rush
Ride a mine cart through a cave and take the right track at every fork. Slide left or right to lean, and the cart goes the way you lean. Blocked tracks and rocks cost a heart, and following the line of gems keeps you on the safe side.
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Dog Sled Dash
Drive a dog sled across the snow, steering around trees and bears. Turn with left and right, and press the red button to cheer the dogs into a dash. Cracks in the ice need a dash to leap. The sled trails behind the dogs, so turn early.
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River Raft
Ride a raft down a winding river. Slide left or right to paddle sideways — the raft drifts and won't stop at once. Riding the white-arrow rapids doubles your distance points, but rocks crowd around them.
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Bat Cave
Each tap is one flap that lifts the bat a little; stop and it sinks. Make small flaps to thread between the stalactites and stalagmites. Eat glowing bugs in quick succession for growing bonuses, though they often hover near the sharp rocks.
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Hook Flight
Swing across a sunset city on a grappling hook. Hold to hook the blue anchor ahead and let go to fly with your momentum. Pass all 12 anchors and land on the final green rooftop; hitting a red roof or falling ends the run.
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Ice Cream Tower
Slide left and right to catch falling ice cream on your cone and stack it high. Sudden moves make the tower sway and topple. Pass a customer walking by to hand over the whole stack; taller stacks pay far more.
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Roof Cat
A cat runs nonstop across night-time rooftops. Tap to jump, and tap again in the air for a double jump — long gaps need it. Grab several fish in one leap and each is worth more than the last.
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Wind Glide
Fly a bird over rolling hills and stay ahead of the whirlwind behind you. Hold to fold your wings and dive, let go to glide. Dive down slopes for speed and release at the valley floor to launch high into the sky.
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Rope Swing
Swing through the forest canopy. Hold to hook your rope onto a ring and swing, then let go to fly on that momentum. Release on the forward up-swing to go far — touching the ground ends the run. 100 m clears it.
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Ice Drift
Slide across the ice using only the arrows and pass the gold gates in order through three courses. Holding a direction speeds you up, releasing lets you coast, and pushing the other way slows you down. Turn early; crashing at speed costs a heart.
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Boulder Run
Run through the ruins ahead of a rolling boulder. Tap to jump over pits and spikes, and hold to slide under arrows and stone pillars hanging from the ceiling. Each stumble lets the boulder close in, and if it catches you the run is over.
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Wrong-Way Escalator
Run up a down escalator to the floors above. Hold to run in the right lane; let go to step left and drift down. Boxes and more tumble down the right side, so let go beside a gap between standing riders. Coins score points.
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Skydive
Leap from a plane and steer through golden rings as you fall. Hold the diver and slide to steer; pull lower to dive faster for more points. Let go to open the parachute: the lower inside the green band, the better, but leave it too late and it hurts.
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Subway Dash
Dash across a morning platform and squeeze through the train doors before they shut. The left and right arrows switch lanes, up sprints, down slows. Arrive in an open door's lane to board, and tap the red button to wedge your bag in the door for extra time.
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Wall Runner
Race a ninja up the gap between two buildings at night. Hold to run up the wall, let go to leap across. Running past a lit window gets you spotted and costs a heart, so slip by on the dark side or in mid-air.
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Gravity Courier
Run with the left and right arrows, tap the red button to flip gravity, and deliver six parcels to the glowing mailboxes. Flip to dodge the red slimes on the floor and ceiling. Grabbing the floating star adds 150 to your next delivery; three hits or 30 seconds ends it.
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Hop Hop Climb
A kangaroo bounces on its own; slide left and right to land it on cloud after cloud, up to the moon cloud at 400 m. The screen edges wrap around. After five seconds a fog starts rising from below, so keep climbing.
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Lantern Walk Home
Walking home after the festival, hold to raise your lantern and light the road, and let go to run. Walking into a hole drops you in, so release and run to leap it. Ghosts caught in your light vanish for points.
Play
Roll Through
Run right through a cave and roll past its traps. Use the arrows to run and the red button to roll — you are almost untouchable mid-roll. A boulder chases from behind while rocks, spikes, icicles and saw blades come at you.
Play
Snowball Roll
Steer a snowball rolling downhill and grow it by picking up little snowmen. Once it is big enough, fences glow green and you can smash through them for big points. Trees cut the ball in half, and a bigger ball is harder to squeeze past them.
Play
Floaty Copter
Fly a little propeller plane through a crystal cave. Hold to rise and let go to drop. Touching a wall or a floating block ends the flight; reach 100 m to clear, and keep going as the cave speeds up.
Play
Lava Climb
Climb away from the rising lava by jumping from ledge to ledge. Move with the left and right arrows and tap the red button to jump; hold it for a higher jump. Cracked red rocks crumble soon after you land, so keep going.
Play
Rain Dash
Run home through a sudden downpour, ducking from awning to awning. Hold the right arrow to run and press the red button to jump. Rain fills your wet meter, awnings roll up if you linger, and a jump dodges splashes from passing cars.
Play
Train Roof Chase
Chase a bandit across the roof of a speeding train. Right on the arrows dashes, the red button jumps the gaps, and down ducks under tunnels. Touch the bandit to grab his hat, or land on him from above for more points.
Play
Coin Hopper
Run a frog around a meadow collecting coins as they pop up. Use left and right to run and the red button to jump, holding longer for a higher jump. Slimes hurt from the side but squash when you land on them. Get 20 coins in 45 seconds.
Play
Badger Burrow
Dig your badger down through the soil as water from the pond above chases you. Use the arrows to dig one square at a time; the deeper you go, the more you score. Dig under a rock and it falls, and dropping it in the water's path blocks it.
Play
Physics & stacking

Cat Tower
Drop swaying cats one by one to build a tower of 10. Slide to aim and let go to drop. Landing near the middle again and again doubles and triples your points — but three cats off the edge and the tower is done.
Play
Kite Flyer
Hold the red button to pull the string and climb; the blue button lets it out. Pulling tightens the string, and blinking red means it is about to snap. Use the arrows to run under the kite and reach 100 m within 45 seconds.
Play
Rodeo Bull
Ride each bucking bull for 8 seconds, then the next one comes. Slide left or right to shift your weight, leaning against the red arrow that shows where the bull will throw you. Lean the same way as the arrow and you go flying.
Play
Rock Trial
Hold to accelerate and lean forward, let go to slow down and lean back. Keep the tilt meter above the bike in the green as you cross the rocks. In the air, hold or release to rotate, and land level with the ground for a bonus.
Play
Seesaw Launch
Tap to drop the clown riding the wire onto the seesaw and launch the monkey up through the stars. Landing nearer the end sends him higher. Touching a ring of fire costs a heart, but stopping just below one earns a bonus.
Play
Bath Duck
Slide to push the sponge through the bathwater and make waves that carry the duck. Float it through rings for points, or launch it with a big wave through rings in the air. Keep it away from the drain's whirlpool, or it gets sucked in.
Play
Bottle Rocket
Pump air into a bottle rocket and launch it across the schoolyard. Hold to pump, let go to fire; more air flies farther, but too much bursts the bottle, and shaking means it is close. Land in the flag ring for 1.5 times the distance.
Play
Pogo Hop
Bounce a pogo stick across steel beams on a building site. It hops by itself; slide left or right to lean and move that way. Falling into a gap costs a heart, while yellow spring boards launch you high toward coins.
Play
Hot-Air Balloon
Hold to fire the burner and rise, let go to drift down. The balloon can't steer, so change height to catch the wind layers that carry it to the landing pad. Gentle landings score more, and running out of fuel ends the flight.
Play
Egg Drop
Bounce the eggs the hens lay off a spring pad and into the basket. Drag the pad under each falling egg before it cracks on the ground. Catching on the right edge sends it right and the left edge sends it left, so aim for the basket.
Play
Rope Drop
A crate swings from a rope like a pendulum. Swipe across the rope to cut it and land the crate on the target. Each swing grows wider and raises the multiplier, so waiting pays more but is harder to land. Land 8 to win.
Play
Upwind
Sail a little yacht up a bay against the wind. Slide left or right to turn the boat. Point straight into the wind and the sail flaps and stalls, so zigzag at a slant and pass through buoy gates for points and extra time.
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Rocket Landing
Land falling rockets upright on a ship's deck rocking on the waves. Hold to fire the engine and slow down, but fuel runs out. Touch down slowly and straight; the more fuel left, the higher the score.
Play
Cargo Ship
Crates drop from a crane and tip the cargo ship. Slide left and right to make the captain run, and stand opposite the heavy side to level it. Shove sliding boxes back, and five on deck ship out for a bonus.
Play
Wrecking Ball
Swing a wrecking ball from a crane to knock down buildings. Slide to move the crane; the ball lags behind, so pull back first and then swing it in. Slow hits just bounce off, and hitting the house next door costs a heart.
Play
Block Pull
Grab a block and pull it out sideways; it flies up to the top of the tower. Lower blocks score more, but pulling fast makes the tower sway. A row left with only its left or right block topples it, and that ends the round.
Play
Marble Run
Guide red, blue and yellow marbles into the bin of their own color. Grab a rail and slide it left or right to tilt it that way. Correct bins in a row raise the multiplier and a wrong one costs a heart, so switch the rails ahead of the marbles.
Play
Balloon Lift
Carry a crate under a bunch of balloons through the gaps between storm clouds. Tap the crate to add a balloon and rise, or tap a balloon to pop it and sink. The crate takes a moment to settle, so plan ahead and watch for bees.
Play
Recoil Space
An astronaut with no engine moves only by the kick of a ray gun. Tap a direction to shoot and you fly the opposite way. Grab stars in quick succession for a multiplier, and avoid meteors and slamming into walls too fast.
Play
Seesaw Zoo
Grab animals floating down in bubbles and set them on the seesaw. Their weight and distance from the middle tip it, and it scores when it settles level. Animals near the ends score more, but tilt too far and they slide off.
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Broom Balance
Balance a broom on your palm high in a windy sky. Slide left and right to move your hand under whichever way it leans. Keep it standing for 10 seconds to clear.
Play
Fruit Merge
Drop fruit into the box so matching ones touch and merge into bigger fruit, up to melons. Slide to aim and let go to drop. The floor keeps rising, and making an apple or bigger pushes it back down. Overflow the dashed line and it's over.
Play
Mini Pinball
Keep the ball bouncing off the bumpers of a space pinball table. Press the left or right half of the screen to swing that flipper. Quick hits in a row raise the multiplier, and the game ends after 50 seconds or when all 3 balls drain.
Play
Gear Train
Inside a clock, link the turning spring gear to the gear with the clock hand. Drag small, medium or large gears from the tray onto the brass pins. Pick the size that fits each gap: too big and the teeth jam and fly off, costing a heart.
Play
Park It
Park your car in the glowing bay. With the arrows, up drives forward, down reverses, and left or right spin the car on the spot. Backing in doubles the points, while bumping a car, a cone or the edge costs points, and the third dent gets you towed.
Play
Sports

Push Sumo
Face five opponents one at a time and shove each out of the ring. Hold to push forward. When your rival crouches and flashes red, let go to sidestep the charge; release just before impact for a perfect dodge. Holding on gets you shoved back.
Play
Reel Battle
Press right as the float dips for a bonus hook, then hold to reel the fish in. Reeling raises the line tension, and reeling while the fish thrashes can snap it. When it shudders, let go; when it calms down, reel hard.
Play
Relay Baton
In a relay, you control the runner waiting for the baton. Hold to speed up and let go to slow down. The faster you are moving at the handoff, the more it scores — but start too early and you overrun the zone.
Play
Tug of War
Win the sports-day tug of war by dragging the ribbon over your white line. Hold to pull. When the other team sweats and goes weak, pull for a big heave; pulling while they dig in only drains your power. Win three bouts.
Play
Snowboard Slalom
Ride a penguin snowboarder down the mountain through flag gates. Drag left and right to carve. Off a jump, rub side to side in the air to spin tricks, but still turning or sideways when you land means a wipeout.
Play
Block!
Block spikes at the net in beach volleyball. Tap a spot to jump there and raise your hands. Aim in front of the hitter and tap just before the gold ring around the ball fills. More hitters, decoys included, join later.
Play
Trampoline
Keep a gymnast bouncing ever higher on the trampoline. Tap right as the feet land to go higher, and tap in the air to add a flip each time. Higher jumps leave room for more flips, but landing under-rotated costs a heart.
Play
Fake & Dunk
Get past the defender and slam it home. Tap on the blue zone to fake, tap on the orange zone to jump, then tap again as your hand reaches the ring to dunk. Fake first so the defender jumps early and can't block you.
Play
Long Jump
Your athlete runs up on their own. Tap to take off as close to the white line as you can, then tap again in the air to throw the legs forward. Legs out just before the sand adds distance; a foul or a jump short of the flag costs a heart.
Play
Halfpipe Pump
Ride a halfpipe and launch off the lip to spin. Hold while going down a wall to pump speed; in the air, holding makes you spin. Let go before landing so the board is straight, or you wipe out. More spins, more points.
Play
Hammer Throw
Hold to spin the thrower and let go to launch the hammer. Faster spins fly farther, but releasing outside the gold arc is a foul, and staying at full speed too long makes you dizzy. Each throw must pass a line that keeps moving out.
Play
Skate Street
Skate right along a city sidewalk and chain tricks for points. The right arrow speeds up, the left brakes, the red button jumps, and pressing it again in the air does a kickflip. Land on rails to grind; a clean landing cashes in your stored points times the combo.
Play
Keepy-Uppy
Tap the falling soccer ball to kick it back up before it hits the grass. Tap its left side to send it right, or its right side to send it left. Waiting until it's almost on the ground triples the points.
Play
Table Tennis
Return the ball with your racket on a table seen from above. Slide left and right to move. Swing sideways right as the ball hits to curve it past your rival, and swing at a golden chance ball for a smash.
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Road Race
Start last in a seaside road race and pass riders on the way to the finish. Slide left and right to change your line; tucking right behind a rider lets you draft and recover stamina. Then pull out and pass. Finish in the top three.
Play
Tennis Rally
Keep the rally going on a court seen from above. Slide to move; any ball that meets your racket strip goes back. Hit it with the edge to angle it into a corner, and tap when the ring at your feet glows gold to smash.
Play
PK Keeper
Play goalkeeper in a penalty shootout. Slide left and right to move along the goal; reach the ball and you save it automatically. The kicker's eyes can fake you out, but the foot arrow that appears just before the kick always tells the truth.
Play
Bobsled 3D
Race a bobsled down a curving ice channel. Slide to lean and choose how high you ride up the wall in each turn. The light blue high line speeds you up and scores fast, but cross the red-and-white edge and you flip over.
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Darts
Hold and the aiming ring wanders over the board; let go to throw. The ring starts wide, tightens after a moment, then shakes again if you hold too long. Release while it's small, right as it crosses your target.
Play
Curling
Slide curling stones to stop on the centre of the rings. While you hold, the power gauge rises and falls; release sets how far the stone goes. Hitting a crossing skier scores nothing. Reach 300 points within ten stones.
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Surf Ride
Ride the face of a breaking wave that chases you from the left. Slide to move the surfer. Staying close to the white water makes points climb faster, but getting swallowed or hit by spray where a ring marks it costs a heart.
Play
High Dive
Press as the board dips lowest to jump highest. Holding tucks the diver into a fast spin, and letting go stretches them out. Release when the guide line turns green or gold to enter head first; landing sideways costs a heart.
Play
Badminton
Use the arrows to run under the shuttle's landing ring and hit it back. The red button plays a high, deep clear; the blue button smashes, but only while the shuttle glows gold. The arrow you hold steers the shot, so aim away from your opponent.
Play
Rugby Run
Carry the ball upfield and score a try. Running is automatic; step sideways with the arrows and press the red button to pass back to your teammate. When a defender braces to tackle, sidestep — or draw them in and pass at the last moment.
Play
Charge Golf
Sink the ball on side-view holes full of hills, wind and ponds. Turn the aim arrow with left and right, hold the red button to charge power and let go to swing. Fewer strokes score more, and a hole in one also gives two extra balls.
Play
Air Hockey
Drag your mallet around the lower half of the table and hit the puck into the CPU's goal. Faster swings mean faster shots, and a bank shot off the wall scores double. Let three in and the game ends; later a second puck joins.
Play
Rooftop Mini Golf
Putt the white ball into the cup on a rooftop course. Put your finger on the ball, pull back and let go to hit it the opposite way. Every stroke uses one of your balls, but a hole-in-one or a quick finish wins balls back.
Play
Boulder Up
Drag from the climber to a hold within reach and let go to move a hand there. Grip drains while you hang, fastest on small red holds, and when it runs out you fall. Big green holds let you rest, so plan a route through them.
Play
Curveball Ace
The ball follows the line you trace. Grab it and trace a path to the strike zone for a fastball, curve, slider or S-shaped magic pitch. The batter's speech bubble shows what they expect, so throw something else for the strikeout.
Play
Quick Bricks
Slide to move the paddle and keep the ball bouncing up into the bricks. There is only one ball, and dropping it ends the game. Break 12 bricks to succeed; clear the whole wall and a new one appears with a faster ball.
Play
Puzzle

Maze Runner
A fox runs through a hedge maze by itself. Tap the left or right half of the screen to move over a lane at the next gap in the hedge. Red brick dead ends cost a heart, and collecting coins without crashing pushes the multiplier up.
Play
Gem Swap
Swap gems on a 6×6 board to line up three or more of a color by sliding a gem toward a neighbor. Red scores double, four in a row makes a Line gem, five a Colour gem, and a swap that clears nothing costs time.
Play
Shadow Play
Move animal puppets so their candlelit shadows fit the faint shapes on the screen. Drag a puppet and let go when the shape turns green. The closer to the candle, the bigger the shadow, and the burning candle is your time.
Play
Crate Kick
Kick crates around a warehouse to light every yellow switch. Walk behind a crate with the arrows and press the red button to send it sliding until it stops. One kick through several switches earns a bonus. Clear three warehouses in 45 seconds; time left scores too.
Play
Mirror Twins
Twin sisters walk two mazes split by a mirror. Each press of the arrows moves both one cell, but the younger one's left and right are swapped. Use walls to stop one sister and line them up, then land both on their stars at once; holes cost a heart.
Play
Block Fit 8×8
Drag the three shapes from the tray onto the 8×8 board and fill whole rows or columns to clear them. Shapes do not rotate. Clearing several lines at once scores far more, but a crowded board is risky, and a turn timer drops stones when it runs out.
Play
Safe Squares
A 5×5 minesweeper on a farm field. Tap a plot to dig; a number shows how many pits hide in the eight plots around it. With 60% of the safe plots open you can harvest and move on, or dig them all for a bonus.
Play
Pipe Flow
Connect the pipes so water from the tap reaches the sprout at the bottom. Tap a tile to turn it 90 degrees; tiles with water in them lock. Finished early? Tap the red handle to rush the water for double points — any gap leaks.
Play
Slippery Ice
Swipe to slide the seal up, down, left or right; it won't stop until it hits an ice block or the edge. Use the blocks as stoppers to reach the blue flag. Fewer moves score more across 5 stages on one 90-second clock.
Play
Gem Reactor
Tap a cluster of two or more touching gems of the same color to break them. When falling gems line up three in a row, they chain on their own and charge the reactor even more. You get seven moves per core; light all three to win.
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Tilt Maze
Turn a maze box to roll the ball into the glowing hole. The left and right arrows turn the board 90°, and the ball rolls to the next wall. Hold the red button to grip it for up to 2 seconds, even while turning. Avoid the spikes.
Play
Exact Change
Run the till as a raccoon shopkeeper and hand each customer their exact change. Tap the 10, 50, 100 and 500 buttons; it's handed over the moment it matches. Pay too much and you start over with less patience left. The fewest coins doubles your points.
Play
Tangram
Fill each black silhouette with wooden tiles. Drag a tile onto the shadow to snap it in, and tap it to turn it 90°. Each shape has a time limit, and a wrong drop costs 2 seconds. Shapes grow from 2 tiles to all 7.
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Make Ten
Trace a chain of touching number stones, diagonals included, and let go when the sum is exactly 10. Longer chains score far more, and every 10 adds 5 seconds back to the burning fuse. Going over 10 costs a second.
Play
Get the Car Out
On a 6×6 lot, drag each car along its own direction to clear a path for the red buggy, then drag the buggy out to the right. Three stages share one 90-second clock, and solving in the fewest moves earns a perfect bonus.
Play
Candy Link
Link candies of the same colour on a grid. Drag from a candy to draw a line; lines can't cross. A board is solved when every colour is linked and every cell is filled. Solve all five before time runs out. Hints cost time.
Play
Bounce the Light
Bounce a light beam off mirrors to reach the big gem. Tap a mirror to flip it between / and \, and the beam shows its new path at once. Run out of battery and a bulb goes out; a detour through the telescope doubles the base points.
Play
Slide & Merge
Swipe to slide every sweet on the 4x4 board one way. Two matching sweets that bump merge into the next one up; build the big 64 cake to win. After 10 seconds candies drop in on their own, so keep the board from filling up.
Play
Market Scales
Drag numbered weights onto the right-hand pans until all three scales sit level with the goods on the left. The goods' weights are hidden, so read the tilt and swap weights around. Overloading a pan by too much costs a heart.
Play
Lights Out
Tapping a panel flips it and its four neighbors on or off. Turn every light off before your moves run out, or the run ends. Solve four boards within 30 seconds to succeed; from the third board the grid grows to 4×4.
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Memory

Glass Bridge
Hop across a glass bridge one step per beat; in each pair only one panel is real. Slide to pick left or right. The footprints of the person ahead show the way but soon fade or blow away, and a step you land from memory scores more.
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Amida Drop
The ladder's rungs show for a moment, then a curtain hides them. Remember the path, slide to move the box and catch the ball at the right exit. The box is slow, so get there early, and never catch the black bombs.
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Night Patrol
Sneak through a night museum and steal the treasure. Learn the guards' routes while the lights are on, and move one tile at a time with the arrows. When the lights go out the treasure glows; step into a guard's light and you lose a heart, so watch the footstep rings.
Play
Bag Watch
Identical bags circle the airport carousel, and only yours flashes a star sticker as it comes out. Follow it and tap it inside the yellow pick-up zone. Letting it go round again pays more, but miss it on the third lap and it is gone.
Play
Carrier Pigeon
For a moment one pigeon shows its letter, then it looks like all the others. Follow it as the flock swirls, and tap the tree it lands in. Tapping the right pigeon in mid-air scores far more, but the wrong one costs a heart.
Play
Hide and Seek
You're it. Watch where each kid ducks in while you count, then tap that piece of furniture to find them. Tapping an empty spot costs time, and from round two some kids sneak to a new spot, so follow their shadow.
Play
Order Up
Remember each café customer's order before their bubble turns into a question mark. Tap menu items to put them on the tray, then tap the customer to serve. Forgot something? Tap the customer to peek again, but you lose their tip.
Play
Cup Shuffle
Watch which cup hides the ball, follow it through the shuffle and tap it when the cups stop. Each round has more and faster swaps, and a fourth cup joins after three. One wrong pick ends it; five right is a success.
Play
What's Gone?
Memorize the things on the teacher's shelf, then spot the one that vanished while a big book hid it. When the shelf reappears, tap the missing item from the row below. Tap Got it early and answer right for a time bonus; 10 right answers clears it.
Play
Knock Back
Watch the order in which a ghost knocks on the cellar doors, then tap them back in the same order. As you clear rounds, knocks are added, more doors appear and the light fades. From round five, a knock from behind you does not count.
Play
Copy Pad
Watch four pads light up in order, then tap them back the same way. Every round you get right adds one more step. One mistake ends the run; six in a row is a success.
Play
Secret Recipe
The master shows the secret soup recipe only once. Watch the order of the ingredients and whether the flame is high or low for each. On your turn the flame flips by itself, so tap each ingredient when the heat matches the ticket.
Play
Low Tide Dig
When the tide pulls back, shells flash on the wet sand for a moment. Remember where they were and tap to dig after they are buried. The sea creeps up from the bottom, so dig the lowest ones first, and avoid empty spots and crabs.
Play
Fog Trail
A forest path shows for a moment, then disappears under fog. Drag the fox square by square along the trail you remember to reach the hut. Stepping off the path costs a heart, while glowing cherries off to the side clear the fog for a little while.
Play
Witness Sketch
A suspect dashes past. Remember the face, then rebuild it part by part, tapping the matching hair, eyes, nose and mouth from the choices below. Get most parts right for an arrest. Tap to stop watching early and you score more, if you caught enough.
Play
Where Did I Park?
Memorize where your car is while the lights are on, then find it in the dark parking garage. Walk the aisles with the arrows and press the red button beside your car to unlock it. Use the lettered pillars as landmarks; the wrong car or a security robot costs a heart.
Play
Lightning Seal
In a pitch-dark garden, lightning shows the ghosts for an instant; tap the spots you remember to seal them with paper charms. Far ghosts are worth more. Any you leave creep closer at each flash, and one crossing the line costs a heart.
Play
Food Match
Flip two cards at a time to match 8 food pairs. All 16 cards show for 2.5 seconds at the start, so memorize what you can, then tap to flip. Matches in a row score up to ×4, and after 12 seconds two blinking cards swap places.
Play
Observation

Follow the Pawprints
Guide a fox cub home by walking it along its mother's pawprints. Drag the cub left and right. Other animals' tracks cross the trail, so follow the single line that matches the sample at the top left, and steer clear of trees and rocks.
Play
Find the Leak
Find where the basement pipes are leaking and tap to clamp them. The drip isn't always the leak: water runs along the pipe first, so follow the wet streak to its end. If the floodwater reaches the red line, it's over.
Play
Thief in the Crowd
The wanted notice shows a hat and an item. Spot the one person in the moving crowd who has both, and tap them; the faster, the more points. Tapping the wrong person or letting the thief walk off costs a heart, and look-alikes join later.
Play
Hidden Animal
An animal hides somewhere in the jungle leaves, tinted to match them. Tap it to find it; the sooner, the more points, with a bonus if you tap while its two eyes glint. Tapping bare leaves, or letting it run off after 10 seconds, costs a heart.
Play
While the Light Was Out
Study the objects in an old Japanese room before the light goes out. When it returns, one thing has changed: tap it, or tap the empty spot if it vanished. Faster finds score more, and two misses let the figure behind the paper door in.
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Passing Numbers
A train rolls past at night and one window flashes a number for a moment. Once it's gone, tap the number you saw from four buttons. Street lamps blink orange just before the flash, and numbers grow longer as you go. Get 15 right to finish.
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Security Cam
Watch four security camera screens and catch shoplifters. Tap a customer right after they slip an item into their clothes. Looking around is not enough: tapping too early, tapping a regular shopper or letting a thief walk out costs a heart.
Play
Robot Fish
One fish in the aquarium school is a robot. It looks exactly the same, so watch how it swims — sharp turns, jerky moves, swimming backwards — and tap it. Find it fast for more points; tapping a real fish costs a heart.
Play
Twin Rooms
Two identical rooms sit one above the other, but the lower one keeps quietly changing. Tap a difference to put it back. Even the walking cat or a swinging pendulum can differ. Leave a change too long or tap a spot that matches and you lose a heart.
Play
Suspect Lineup
A cake thief dashes past for a moment, so memorize the look. Then tap the culprit in the lineup; quick answers score more. From round 4 the thief disguises one detail, a hat, glasses or a scarf, so pick the animal that matches the most.
Play
The Wrong Clock
Among a wall of ticking clocks, one is wrong. Spot it and tap it. It may be stopped, running backwards or just a little slow. Finding it adds time to your clock, and more clocks appear, while tapping a normal one takes time away.
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Rabbit Bakery
Animal customers show the bread they want in a speech bubble; tap the matching bread on the tray. A wrong tap costs a heart, and a tray you just used needs a moment to bake again. Sell 15 before the 60 seconds run out.
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Shadow Match
A shadow appears on the cloth; tap the one of three objects on the bench that matches it. Faster answers score more. Later shadows tilt, flip and spin, and look-alike shapes join the lineup.
Play
Eye Test
Spot which way the gap in the C-shaped ring faces. Tap the matching side around the ring: above it for up, left of it for left. Each right answer shrinks the ring, diagonals join in from vision 0.7, and quick answers score double.
Play
Odd Color Out
One tile in the grid is a slightly different shade: find it and tap it. Every find brings a bigger grid and a subtler difference. You have 12 seconds, a wrong tap costs 1.5 of them, and 10 finds is a clear.
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Radio Ghost
Drag the dial of an old attic radio to find a lost little ghost's voice. When the static smooths into a thick green wave, hold there until the voice comes through. Meanwhile something creeps closer from the dark corner.
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Dark Maze
Lead a mage through a pitch-dark maze lit only by a shrinking circle of light. Hold your finger where you want to walk. Detour for flashlights to widen the light, avoid the skeletons, and escape through the third floor's exit.
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Sorting

Chicks and Ducklings
Sort a line of chicks and ducklings to the right parent. Hold to open the gate and send the next one to the pond; let go and it turns to the hut. Ducklings go to the pond, chicks to the hut, and a streak raises the multiplier.
Play
Sheep Gate
Slide left and right to move the gate so white sheep go through the white opening and black sheep through the black one. The wrong opening costs a heart, and sheep left too long in the meadow jump the fence.
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Mail Sorter
Slide falling letters left and right and drop each into the mailbox that matches its stamp color. Some envelopes are tinted to fool you, but only the stamp counts. Sorting several in a row doubles and then triples your points.
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Apple Check
Inspect the apples dropping from the belt. Slide to move the flick bar and knock away wormy or bruised apples and stray tomatoes, letting clean ones fall into the crate. The bar's ends score more, but it is easy to clip a good apple.
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Net Sort
Sort the catch as fish flop across a fishing boat's deck. Tap the big blue fish and octopuses to toss them into the tank. Leave the little fish and pufferfish alone, and do not let the good ones escape into the sea, or you lose a heart.
Play
Laundry Toss
Pull laundry down off the line, then toss it into the basket of the family member whose hat matches its color. Flick and let go to throw. Bring everything in before the rain cloud reaches the line, or you lose a heart.
Play
Sushi Order
Tap plates on the conveyor that match the order shown on the sign. Grabbing the wrong sushi or letting the timer run out costs a heart. Gold plates are worth 5 points, but waiting for one eats into the time. A second lane joins later.
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Weed Pull
Sprouts pop up across nine flower beds. Press and hold the jagged weeds to pull them out, and leave flower sprouts and four-leaf clovers to bloom for points. Weeds score more as they grow, but wait too long and they scatter seeds.
Play
Animal Diner
Serve the animal customers by tapping the dish each one wants as it rides past on the belt. Quick service drops tip coins you can tap to collect. Wrong dishes or customers left waiting too long cost hearts; keep the diner going for 45 seconds.
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Color Sort
Sort falling gems by colour. Orange belongs on the left sand, blue on the right water; drag any gem over the wrong side across. Three wrong sorts and it's over, while 10 sorted is a clear.
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Bean Picking
Pick the stones and bugs out of a sieve full of soybeans by tapping them. Tapping a bean costs a heart. When Grandma shakes the sieve, beans hop but stones stay still, which gives them away. A clean sieve adds time.
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Pet Hotel
Check pets into a hotel by dragging each one from the front desk into an empty room. Pairs like dogs and cats fight when placed side by side, so use rooms that glow green and split up a fight fast. When an owner arrives, bring their pet to the door.
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Bento Rush
Drag dishes from the cutting board into the bento box. Each compartment only takes cups of its own shape, and the order up top says how many of each colour to pack, with crossed-out colours left out. Feed unwanted food to the cat to get new pieces.
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Forklift Rush
Carry each colored box to the matching truck. Move with the arrows, face a box and tap the red button to lift it, then face up at the truck and tap it again to load. A truck leaving unfilled or bumping a worker costs a heart.
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Lost & Found
Run a station's lost-and-found: match each visitor's speech bubble to one of the 12 items on the shelf and tap it to send it over. Watch out for look-alike hats and keys, because a wrong tap or a visitor kept waiting too long costs a heart.
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Back on the Shelf
Pick up the top book from the return pile and slot it into the shelf gap that matches its number. Spine colours follow the tens digit, which helps you find the right area fast. Let the pile grow too tall and it collapses.
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Let Them In?
Be the gatekeeper at a castle party. Swipe each guest right to let them in or left to send them home, following the rule on the sign. Every few guests the rule suddenly changes, and the next guest is a trap. Three mistakes or time-outs and you're fired.
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Sort the Trash
Drag litter from the sidewalk into the right bin: burnables, cans or bottles. While carrying, pass over the same kind to pick up as many as five at once — bigger bundles score far more. Leave trash too long and crows scatter it, costing a heart.
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Strategy

Rail Rescue
Tap the glowing switches to steer one train and rescue 18 people in 42 seconds. Pick riders up on the upper loop, then drop them all at the blue rescue station. A crash with the red train loses two riders, and three crashes ends it.
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Whirl Slash
Hold to spin your sword and cut down the monsters around you; let go to dash the way the sword points. The more enemies one spin takes out, the bigger the points, so gather them up first. Spin too long and you get dizzy.
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Plate Spinning
A street act: keep plates spinning on poles. Tap a pole and the performer runs over to respin it, so far poles take longer. Respinning once the gauge turns red scores big, and the plates grow from two to five.
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Rail Switch
Colored engines roll out of a tunnel one after another; send each to the station of its color. Tap a switch to flip it — a train follows whatever the switch shows when its nose arrives. Wrong stations cost hearts as the trains speed up.
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Crossing Signal
Tap anywhere to swap which road has the green light. Keeping one side green longer multiplies the points, but let the other queue overflow and it jams. Switching with a car still in the crossing causes a crash. Get 40 cars through.
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Ant Trail
Draw a scent trail from the nest to the sweets, and the ants march along it to carry bites home. Cake is worth more than cookies, even when it is far away. Rain washes trails out, so redraw when a cloud's shadow appears.
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Castle Guard
Hold the castle for 90 seconds against monsters marching down a winding road. Tap a pad to build a cannon with coins, and tap a cannon to upgrade it. Tapping near enemies drops a bomb, best saved for a tight crowd.
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Lift Boss
Run the lift in a six-floor building and carry each waiting person to the floor on their badge. Tap a floor to send the car there. Dropping several riders off together pays more; deliver 20 to finish the day.
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Garden Plan
Plant seeds in a 4×4 flower bed and get them to bloom. Tap an empty square to plant the seed on the left. Sunflowers like sun and tulips like rain, so read the drifting clouds. Three or more matching blooms together make a bouquet for big points.
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Four in a Row
Face the giant cat and be first to line up four red pieces across, up and down, or diagonally. Tap a column to drop a piece. Win three boards to beat the cat; it gets smarter each board, and your turn timer keeps shrinking.
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60-Second Dig
Dig up as many crystals as you can in 60 seconds. Tap to swing the pick, and spend crystals on a stronger pick or helpers with the buttons below. Tap fast during the 3-second gold rush; your score is the crystals left in hand.
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Fire Crew
Fires break out all over a tiny town, and you have three fire trucks. Tap a burning house and the nearest idle truck drives over to hose it down. Big fires spread next door and fuel stations explode, so catch them while they are small.
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Lantern Graveyard
Walk a dark graveyard by your paper lantern's light and light the stone lanterns. Move with the arrows and tap the red button beside a lantern to light it. Your circle of light is your oil and keeps shrinking, so grab oil jars and dodge ghosts.
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Sheep Dog
Play a sheepdog and drive the flock through the gap in the pen fence at the top. Hold the arrows to run and tap the red button to bark. Sheep walk away from the dog, so push from behind; losing one off the bottom or to a wolf costs a heart.
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Nerve

Honey Thief
Hold to have the bear scoop honey from the hollow, and let go to bank it. The longer you scoop, the faster it piles up. Pull out before a returning bee reaches the nest; pulling out at the last moment doubles it.
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Wobbly Ladder
Tap to climb the swaying ladder one rung at a time; higher rungs are worth more. Points only count once you tap the Down button. Climbing while the sway needle is in the red tips you over, so climb when it is upright.
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Cliff Edge
Roll balls to stop as close to the cliff edge as you dare. Hold to have the boy push the ball, then let go to let it roll. Closer to the edge scores more, but over it goes into the sea. You can also bump earlier balls forward.
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Star Egg
Grow a baby star to fit the golden ring. Hold to make it swell and let go to let it shrink. The faint blue ring just outside pays double, but past the red line it bursts. Watch for meteors flying in from the sides.
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Hot Pot
Tap the pieces circling in the pot to pick them up with chopsticks once they're cooked. Only the steam tells you how done they are: big billowing steam is the perfect moment. Picking raw or overcooked pieces costs points.
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Thin Ice
Walk the penguin with the arrows, press the red button at an ice hole to cast, and press it again when the float dips. Fish only score back on shore. Far holes hold bigger fish, but thinner ice, so turn back at a crack.
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Crane Catch
Grab prizes with an arcade claw. Move it with left and right, then press the red button to drop it straight down from where it is. The claw swings like a pendulum, so read the swing. The heavy teddy bear only lifts if you grab it dead centre.
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Magnet Jangle
Pull falling coins onto a crane magnet. Hold to switch the magnet on and let go to cash in what is stuck to it. More coins in one hold means a bigger multiplier, but if a bomb touches the magnet it explodes and the whole haul is lost.
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Hot Potato
Hold the hot potato to rack up points, faster as it heats up, and tap a friend to toss it. If it pops in a friend's paws you get 150; if it pops in yours, you lose a heart. A sleeping bear bounces it back.
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Toy Auction
The price tag keeps dropping in this toy auction. Tap to buy once it is below the toy's worth; the difference is your score. Wait too long and a customer grabs it first, but buy just as one signals a bid for double points.
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Pearl Dive
Dive for treasure and bring it back up to the surface to bank it. Swim with the arrows and dash with the red button. Deeper treasure is worth more, but you only have 8 seconds of air, and dashing or touching a jellyfish uses some up.
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Push Your Luck
A lit bomb's multiplier keeps climbing. Tap to cash out before it blows — waiting pays more, but a blast makes that round worth zero. Reach 800 points across four rounds.
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Gate Army
March a samurai army and slide left or right to pick one of two gates in each row. Gates add, multiply, subtract or divide your men, and × gates come with a toll or an enemy squad. Outnumber the giant after 18 gates to win.
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Don't Press It
Hold out for 10 seconds without pressing the big red button. Tapping elsewhere on the screen is fine, but touch the button and it's over. As the seconds pass, the words and faces around it tempt you harder and harder.
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Which Is the Mimic?
Some of the attic's treasure chests are mimics. Tap only the real ones: each one adds twice the coins of the last, 10, 20, 40, and tapping Bank it keeps the bag. A mimic slowly breathes; open one and it eats the whole bag.
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Balloon Pump
Use the left and right arrows to move the pump between three stands, and mash the red button to blow up each balloon. More pumps mean more points, but the popping point is hidden. Move away while it trembles to tie it off for double.
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Two Doors
Tap one of two doors in each room to grow your power and beat the Demon King, power 40, in room 12. Losing to a stronger monster costs 1 HP. Some chests are mimics, so watch for a lid that twitches once while you decide.
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Fuse Relay
Blow up every red barrel in a powder store. Move with the arrows, press the red button to pick up a bomb and again to toss it three squares ahead. The three-second fuse burns while you carry it, so run from the blast; barrels set each other off.
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Drawing

Track Ahead
Lay track ahead of a toy train that never stops. Put your finger on the glowing tip and drag to extend the line around rocks and ponds. Passing stations in a row builds a streak. If the train catches the tip, you lose a heart.
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Ramp Rider
Your motorbike never stops, so draw its ramps. Trace rightward over the glowing strip before each valley; the bike launches at the angle where your ramp ends. Gentle ramps fly low and steep ones high, but too steep flips it.
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Star Link
Trace numbered stars in order, 1, 2, 3 and on, to draw constellations. Slide from the glowing star to the next one to link them. The bar at the top is your time; finishing a constellation refills it, and a fast one comes to life.
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Wind Path
Steer a slowly sinking paper plane through rings using only wind. A cloud follows your finger, and a quick swipe leaves a gust that pushes the plane that way. You cannot touch the plane, so swish under it to lift it.
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Firefly Loop
Draw a glowing line around fireflies to catch them in a summer forest. Start on a firefly and drag until your line crosses itself into a loop. Loops of one colour score double, but trap a bat inside and they all escape and time is lost.
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Cut the Line
Grab the scissors and drag them along the dotted line to cut the paper. Stray too far and the sheet rips, ending the run. Four sheets go from a wave to a zigzag, a heart and a star, and clean, quick cuts score more.
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Web Spinner
Play a hungry spider and catch bugs in your web. Drag from a knot on a branch or an existing thread to another and let go to string silk. Big butterflies only stick where threads cross, and bees tear through any thread they pass.
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Salt Line
Walk a child home through a night graveyard. Trace with your finger to draw salt lines ghosts can't cross. Salt runs out and lines fade after five seconds, so draw short ones in a ghost's path; each child who gets home scores.
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Fair Slices
Slide across the cake to draw a cut from the centre and let go to slice. Make as many cuts as there are children so every piece is the same size. The most uneven piece decides your score, and equal strawberries for all earn a bonus.
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Dig a River
Trace a channel from the pool in the sandbox to lead water to the sprouting plots. When water arrives the plot blooms, and faster is worth more. Rocks can't be dug, channels stay, and a plot that withers costs a heart.
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Paper Cut
Cut a folded sheet of red paper into the model shape. Grab the scissors, start at the fold and cut back to it, and the paper opens into a mirrored shape. The percentage that matches the model is your score, and from the fourth sheet some come folded in four.
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One Stroke
Link every red dot on the paper with a single brush stroke. Grab the brush and draw through all the dots without lifting your finger. Ink runs down with every bit of line, so the shorter your route, the more ink you keep; run dry and it is over.
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Bridge the Gap
Trace a line from the green circle on one cliff to the one on the other, and it becomes a bridge for the truck. Ink is limited, and slopes too steep make the truck fall. Arcing through a gold coin scores more but uses extra ink.
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Land Grab
Drag from your green border out across the sand and back again to claim the area you enclose. If a ghost touches your line while you're drawing, you lose a heart. Take 75% of the board to clear; bigger grabs earn bonuses.
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Cake Icing
While you hold the piping bag, cream flows onto the turning cake. Move the bag in and out to cover the dotted chocolate pattern; the share you cover is your score. Cream off the line costs points, so lift your finger over the strawberries.
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Barber Chaos
Trim each customer's hair down to the yellow dotted line. Drag to move the scissors; hair is cut wherever the tip passes. From the second customer, sneezes jerk the head down, so lift your finger and wait them out.
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Mirror Trace
Trace the model path on the paper seen in the mirror, up to the flag. Grab the pencil on the right and move it, but left and right are swapped. Straying off the path too long rips the paper and costs a heart; a clean run earns a bonus.
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Doodle Prompt
Draw the prompt with your finger in 40 seconds and get scored on how close it is to the model. Trace on the paper to draw, tap a color at the top to switch, and tap Done. Shape and color both count, so close your outlines and match the colors.
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Shiny Scrub
Scrub a muddy bus until it is 90% clean within 60 seconds. Hold and rub with the sponge; black oil and purple grime need extra passes. When a shadow ring appears, clean that spot before the mud lands and it bounces off.
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Ofuda Trace
A ghost drifts toward you down a dark school hallway. Put your finger on the red dot and trace the charm's mark to the end ring to banish it. Slip off the path and the ink smudges, sending you back to the start; banish ghosts while they are far for more points.
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Gag

Slurp the Ramen
Slurp ramen noodles; every bit you slurp scores. Hold to slurp and let go to blow on the noodles to cool them. Red glowing hot spots stop you if they reach your mouth, so let go just before, even though slurping nonstop raises the multiplier.
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Stadium Wave
Join the stadium wave from your seat. Press to stand the moment it reaches you and let go to sit as it passes. Stand too early and you're alone in the spotlight; let the hype meter drain to zero and it's over.
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Hold the Door
Hold the OPEN button to keep the elevator doors open; let go and they close and the car leaves. Riders score on the next floor. It holds six, and a sumo wrestler or someone with a big box counts as three, so close before an overload.
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The Runaway Button
A red button with eyes dodges if you tap it directly. It glances somewhere before each dash, so tap where it will land. Its habits, like running the opposite way, change every three presses, and once the exit door opens fully it escapes.
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Rock-a-bye
Hold to rock the cradle harder and let go to let it calm down. Keep the swing inside the green band and the baby sleeps deeper, scoring more. When the window blows open, tap it shut before a dog or a siren startles the baby.
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Swivel Slacker
Spin on your office chair without the boss noticing. Hold to spin and rack up slacking points. When the boss turns round, be stopped and facing your desk to bank them; get caught spinning and you lose a heart.
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Hold That Sneeze
Let your sneezes out in class without the teacher noticing. Hold to pinch your nose and keep it in; let go to sneeze. Sneezing while the teacher faces the board is safe and bigger ones score more, but get caught and chalk comes flying.
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Dog Walk
Walk your dog through the neighbourhood while it tugs at the leash. When it lunges for a puddle, a cat or a dropped hot dog, slide the other way to hold it back. Hold firm for points. More dogs join along the way.
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Kaiju Tantrum
Stomp through a miniature city as a tiny kaiju. Walk with the arrows, press the red button to swing your tail, and press up to jump and flatten buildings. When a jet charges its beam, duck if the red line is high and jump if it's low.
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Photobomb
Sneak into a couple's souvenir photo as a rice ball strolling behind them. Slide left or right to walk, and be inside the frame when the shutter clicks; dead center scores double. If the photographer looks right at you while you are in the frame, you lose a heart.
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Clap the Mosquito
Clap the mosquitoes buzzing around a summer night room. Tap where you want your hands to snap shut, and aim for the moment one hovers still. A mosquito left on your face bites, and three bites end the night.
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Tickle the Giant
Drag the feather back and forth over the sleeping giant's glowing ticklish spot. The longer you rub, the bigger the laugh, and stopping banks it as points. If the wake gauge fills, the giant wakes and it is over.
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Pillow Fight
A school-trip pillow fight on tatami mats. Move with the arrows, throw with the red button, and line the yellow floor mark up with a friend. When footsteps come, hold the blue button to fake sleep — caught awake, you lose a heart.
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Bubble Wrap Rush
Tap to pop the bubble wrap. There are three sheets, each with its own 10-second clock and a points quota to reach. Keep popping without pausing to build a combo, and steer clear of red bubbles: they are whoopee cushions that cost points.
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Cat on the Keys
Cats keep climbing onto the laptop while you type your homework. Slide left and right to push them off the keyboard with your hand, and catch leaping cats to bounce them away. Leave them sitting and the laptop overheats. Aim for 800 characters in 60 seconds.
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Musical Chairs
Walk around the chairs while the piano plays, then use the arrows to dash for a free seat when the whistle blows. The red button shoves a friend aside. Move on the teacher's sneeze and you trip, so wait for the real whistle.
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Piñata Party
Blindfolded, whack the swinging piñata. Tap to bring the stick down at that spot, guided by friends shouting left or right and a faint shadow. The grinning kid sometimes lies, and hitting a friend or the cake costs a heart.
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Secret Scarecrow
You are a scarecrow guarding rice from crows. Use the arrows to hop one square at a time; crows on the square you land on or right beside it fly off. When the farmer shows a question mark, hop back by your post and stay still while he looks.
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Inside the Mascot
You are inside a bear mascot and can barely see. Slide left or right to walk toward a kid calling out, and stop in front of a waving child for a high five. Stopping by a kid who is not waving makes them cry and costs points.
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Alarm Hell
Tap the alarm clocks to silence them before the noise wakes Dad on the sofa. Stopping a rattling clock before it rings scores more. Phones snooze and ring again, the big bell takes three taps, and tapping the cat or floor is noisy too.
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Pigeon Lunch
Eat your bento on a park bench before the pigeons steal it. Tap to toss bread and lure them away — you can only eat while none are inside the ring. The more bread you toss, the more pigeons come, and three stolen pieces ends lunch.
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Pie in the Face
Hit a TV show host with a pie. Grab the pie, pull down and let go; the direction and length of the pull set where it lands. The host dodges while on alert, a hit to the face gives a pie back, and hitting a guest costs points and a pie.
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Fukuwarai
Blindfolded, put the eyes, nose, mouth and more onto a blank face. Memorize the face you glimpse, then drag each part from the box below onto it. Closer placement scores more; from the second face on, a face that makes the family roar with laughter ends the run.
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Toy

Balloon Animals
Hold to stretch the balloon and let go to twist off a section. Four sections make an animal, and which parts are long decides if it is a giraffe, a rabbit or something stranger. Stretch too far and it pops; there are ten balloons and no score.
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Fireworks
Tap the night sky to launch a firework that bursts right where you tapped. Fire another on top of one still blooming and the shape changes: ring, heart, star, then a golden willow. Fill the cheer meter or wait 40 seconds for the finale.
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Boing Boing
Tap an empty spot in the glass toy box to drop in a bouncy ball, a piece of fruit or a little animal. Tap something already inside to kick it into the air. A counter tracks how many you drop, but there is no end.
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Pixel Piano
A one-octave toy piano. Tap a key to play it, or keep your finger down and slide for a glissando. Slide along the white keys for a do-re-mi run, through the black keys for half steps, and keep playing to liven up the stage.
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Domino Run
Trace a line of dominoes from the start piece to the trophy, then touch the red ball to topple them. A sharp turn turns a domino red and stops the chain, so curve gently, and knock over bells and stars on the way for extra points.
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Bubble Blow
Hold an empty spot to blow a soap bubble and let go to send it floating. Blow too long and it bursts; wave your finger while holding for a stream of tiny ones. No winning or losing, just a count of bubbles until the soap runs out.
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Cat Fortune
Pet a big cat on the veranda to read today's fortune. Stroke it slowly to fill its mood; rub too fast and it hisses. It has a favourite spot, and where you pet most decides the pose it flops into and your fortune.
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Pottery Wheel
Shape clay on a spinning wheel. Push in from outside to make it thin and tall, or pull outward from inside to make it wide and low; moving too fast warps it. Tap the kiln to fire your piece and hear the teacher's verdict.
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Sand Art
Pour five colours of sand into a jar to make striped sand art. Drag a cup over the jar and the sand pours out; move side to side for wavy layers. Carry the cork onto the jar to finish whenever you like.
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Snow Globe
Shake a snow globe holding a tiny town and watch it change. Slide left and right to shake: how fast sets the season, and how many swings decides who turns up. Four seasons times three residents make 12 scenes to find.
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Fortune Cookie
Crack a fortune cookie with just the right grip and read your fortune. Tap when the swinging power needle is on green; the closer to the gold line, the better your luck, while too much turns it to crumbs. Then tap three times to pull out the slip.
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Crystal Ball
Rub the cloudy crystal ball to clear it and see a vision. How you rub changes the picture: clockwise, anticlockwise or back and forth, each slow or fast. Once the image is clear, your fortune and lucky item appear.
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Petal Fortune
Pluck the petals off a big flower one tap at a time, the old way. Each petal says likes me or loves me in turn, and the last one is your answer. Count the petals left and guess how it ends. There is no score and no losing.
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Omikuji
Draw today's fortune under a shrine gate. Hold to shake the box and let go to pop out a stick, hold again to unfold the paper, then hold to tie it to the gate. There is no score, no winning and no bad-luck fortune.
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Tarot Tale
Pick three of the six face-down cards before the witch, one each for morning, noon and night. Tap them to turn them over, and the pictures link into a little story of your day. Three matching symbols make a miracle day. No score, no losing.
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Slime Squish
Play with a big slime on a lab bench. Poke it, pinch and stretch it, pull until a piece tears off, fling the pieces and stick them back together. There is no score; the slime slowly dries out, faster when it is split into many bits.
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Star Fortune
Link any three stars in the night sky to read today's constellation. Slide from a star and the line snaps to the next one you reach. The triangle's shape picks one of five constellations, with a kind message and a lucky colour.
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