Dash

Jump to the beat. A free one-tap game.

Play nowTap to jump · Hold to keep jumping

Dash is a one-tap rhythm runner. Your blob runs on its own to a beat; tap to jump spikes and land on blocks, or hold to keep jumping. Each section gets a little faster and trickier.

How to play Dash

  1. Your blob runs automatically.
  2. Tap to jump. Hold to jump again as soon as you land.
  3. Jump over spikes and onto blocks; don't hit a block's side.
  4. Distance is your score.

Tips to get a high score

Sections and speed in Dash

Your score is distance, one meter per block-width. Every 120 m a new section starts and your run speed goes up a step. From section 9, at 960 m, you're at top speed, about a third faster than the start.

The patterns get harder on a clock. The first five seconds or so are hand-placed. For about the next ten seconds you get singles: one spike, one block, one short gap. After about 15 seconds come double spikes, steps, low ceilings and wider gaps. Triple spikes and spikes on top of blocks show up after about 30 seconds, and the hardest patterns after about 45.

Even at full difficulty, about a third of the patterns are easier ones mixed back in. The breathing room between patterns does shrink, though.

Patterns are spread out as you speed up so jump timing stays fair. What changes is how quickly things arrive, not how far apart they feel in jumps.

Jumping on the beat

The music runs at a steady 120 beats per minute the whole run, two beats a second. A full jump lasts exactly one beat: half a beat up, half a beat down.

Every jump is the same height, a bit over two blocks, no matter how you press. At the start one jump carries you a little over four blocks forward, and at top speed about six. A single well-timed jump clears a row of three spikes.

Holding doesn't make you jump higher; it makes you jump again the instant you land, once per beat. That's handy across flat floor dotted with spikes and risky anywhere the next landing spot is a block or a gap edge.

Taps are forgiving too. Tap a split second before you land and the game remembers it, so you'll jump on touchdown instead of losing the input.

What actually ends a Dash run

Spikes are smaller than they look. Only the middle of each spike and its lower part can hit you, so grazing the tip or the edges is safe and counts toward a CLOSE streak. Those streaks are just for show, as distance is the only score.

Blocks are safe to land on, even if you only catch the corner, but running into the side of one is fatal. Low ceiling blocks float just above head height, and you can run underneath them. Jumping or holding while you're under one bumps you into it.

Gaps need floor under the middle of your blob. Once your middle is over the hole you can't jump anymore, even if your edge is still over solid ground, so take off before the lip.

Coins sit above spikes, blocks and gaps, and one hides under a ceiling. They go into your coin total, so grab them when they're on your line, but never bend a jump to reach one.

Daily levels and ghost races

Today's Dash level is the same for everyone, and you race the ghosts of other players' runs. How daily levels and challenges work.

FAQ

Do I need sound?

No, but the beat helps: each jump lasts exactly one beat of the music.

Is it free?

Yes. Every Tapamine game is free to play in your browser with no download and no account.

Does it work on my phone?

Yes. Tapamine is built for phones first: portrait, one thumb, and it works offline after your first visit. It also works with a mouse or the spacebar on a computer.

How do challenges work?

After a run, tap “Challenge a friend” to send a link. Your friend plays the exact same level and races your ghost — a replay of your run — to see who wins.

Add Dash to your site

Dash is free to embed on your blog, class page or website. Paste this code:

<iframe src="https://tapamine.com/embed/dash/" title="Dash: free one-tap game" width="360" height="640" style="border:0;border-radius:16px;max-width:100%" allow="autoplay; fullscreen; web-share" loading="lazy"></iframe>

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