Dive is a one-button cliff diving game. Your diver springs off the cliff on their own. Hold to tuck into a ball and somersault fast, then let go to open out and slow the spin to a crawl. Each cliff calls a number of turns, like ½ or 1½. Do at least that many and hit the water head-first and vertical for a clean dive. A perfectly straight entry is a RIP ENTRY with barely a splash. Open too early or too late and you flop. Hit the water still tucked and it's a cannonball. The cliffs get higher, the spins get faster, and you get three flops per run. Your score is clean dives.
How to play Dive
- Wait on the edge. The diver jumps on their own, and the call (½, 1½, 2½…) shows above the cliff.
- Hold to tuck and spin fast.
- Let go to open out. You'll keep turning slowly, so open a little before you're upside down.
- Enter the water head-first and straight. The dial shows your body angle and the green target.
Tips to get a high score
- Opening doesn't stop the spin dead. Release just before the needle reaches the green wedge.
- Under-rotating is SHORT even if you're vertical. Watch the CALL label turn green.
- Never hit the water tucked. That's a cannonball, and it always costs a life.
- Two RIP ENTRIES in a row start earning coins for hats.
- Spinning past the call is fine if you're still vertical. You'll get a BONUS pop, though it scores the same as any clean dive.
Higher cliffs, more turns
The first cliff is 12 metres, and your first three dives always call ½. From there the cliffs climb to around 26 metres by your 10th dive, which stretches your time in the air from about 1.6 seconds to about 2.3. The calls grow to fill that time.
Each call is the most half-turns that fit comfortably into your spin and fall time, but about a third of the time you get one fewer. The allowed entry angle tightens from about 35° off vertical to about 17° by the 10th dive, and the RIP ENTRY window from about 11° to 7°.
Your tuck spin gets faster as the cliffs rise. After the 10th dive the cliffs stop growing, but the spin keeps speeding up with every dive, so each opening has to be more precise than the last.
Tuck, open and tuck again
Tucking doesn't snap you to full speed and opening doesn't stop you dead: the spin eases over a few frames either way. Once open you keep turning at about a sixth of your tucked speed for the rest of the fall, so the earlier you open, the more slow drift you need to allow for.
You don't have to do it all in one hold. Holding again after opening tucks you back up, so a short extra press adds a quick burst of rotation if you opened too soon. That's often easier than trying to nail one perfect release.
Don't leave the opening to the last instant. If you're still tucked, or only just letting go, as you hit the water, it's a cannonball. That costs a life even if your angle was spot on.
Scoring and a plan for long runs
Each clean dive is one point. A RIP ENTRY and extra turns past the call score the same as any other clean dive. Rips in a row start dropping coins from the second one, and coins only buy hats.
On the low early cliffs, open while there's still a bit of rotation to go and let the slow drift carry you to vertical. On high cliffs that drift adds up over a longer fall, so open later, or open early and finish with a short re-tuck.
Going past the call is allowed. If you're spinning fast and miss the moment to open, carry on to the next head-first position. As long as you enter straight, it's still a clean dive, and your three lives are only lost to flops, short dives and cannonballs.
Daily levels and ghost races
Today's Dive level is the same for everyone, and you race the ghosts of other players' runs. How daily levels and challenges work.
FAQ
Why was my dive a flop?
You hit the water too far from vertical. Open earlier if you over-rotated, or hold a moment longer if you came up short. The allowed angle tightens as the cliffs get higher.
What does the call mean?
It's the number of turns the dive needs: ½ is a simple head-first dive, 1½ is a full somersault and then head-first, and so on. Higher cliffs call more turns.
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 Dive to your site
Dive is free to embed on your blog, class page or website. Paste this code:
<iframe src="https://tapamine.com/embed/dive/" title="Dive: 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>