Moto is a one-tap motorbike stunt game. Your googly-eyed rider throttles along on their own over ramps, rolling hills and deep gaps. Hold your thumb down and the bike leans back: a wheelie on the ground, a backflip in the air. Let go at the right moment to land on both wheels. Every flip you land scores points and gives you a burst of speed, and you need that speed to clear the bigger gaps later on.
How to play Moto
- The bike drives itself. You only control the lean.
- Hold anywhere on the screen to rotate backward. In the air, that's a backflip.
- Let go so the wheels match the slope you're landing on. If you land on your head or your back wheel, you crash.
- Each full flip you land scores a point. Land perfectly in line with the slope and those flip points double.
- Landing flips speeds you up. Later gaps need that extra speed, so keep flipping.
- Pass checkered flags for bonus points, and grab gold coins along the jump arcs.
Tips to get a high score
- Let go a little before the bike looks level. It keeps turning for a moment after you release.
- Long jumps over deep gaps have room for a double flip. Short hops don't, so just ride those out.
- Doing nothing isn't safe. On long jumps the nose slowly drops, so a short hold keeps you level.
- A red flag on a ramp means the gap is wide. Land a flip just before it so you have the speed.
- If a ghost keeps beating you, watch where it flips and where it just rides.
How the course ramps up
Every Moto run opens the same way: a small friendly jump that lands itself, a couple of gentle hills, then a long drop where riding it out tips the nose down into a crash and a single backflip lands cleanly. It's a built-in lesson that doing nothing in the air isn't safe.
After that the course is random. About six features in ten are jumps, and the rest are rolling hills, small kickers and flat stretches. Over roughly the first 70 seconds of riding, the bike's cruising speed rises, ramps get steeper, drops get deeper and back-to-back jumps start to appear.
The biggest change is how much speed the gaps demand. Early gaps clear comfortably below cruising speed. By the end of the ramp-up, some need more than cruising speed, and after that the requirement keeps creeping up slowly. Those gaps can only be cleared with speed from landed flips.
Points, boosts and keeping your speed
Each flip you land is a point. A perfect landing, within about ten degrees of the slope, doubles that, so a perfect double backflip is worth 4. A jump you just ride out scores nothing. Checkered flags add a point each, counted when your wheels are back on the ground past them.
Every landed flip also adds speed, with an extra kick for a perfect landing, up to the bike's top speed. That extra speed fades fast: about half of it is gone within a second and a half. So the flip that matters most is the one on the jump right before a wide gap.
Landing on an uphill slope cuts your speed by nearly a fifth. Aim to come down on the landing ramp's downslope, not short of it or against a rise.
Landing windows and the assist
After a flip, your wheels need to be within about 40 degrees of the ground's angle when you touch down. A jump with no flip gets a little more slack. Land more than about 30 degrees off and you'll survive with a SKETCHY! warning, which is a sign you were close to crashing.
If you held at any point during a jump, the bike helps you land. Once you let go within reach of the ground and roughly lined up, it eases toward the slope below. That's why releasing a little early works so well.
Holding on the ground before a lip pulls a wheelie, and part of that lean carries into the jump. Keep holding through the takeoff and the spin has already started, which buys time for an extra rotation. A full backflip takes about two thirds of a second of holding, so you can count it out on long jumps.
Daily levels and ghost races
Today's Moto level is the same for everyone, and you race the ghosts of other players' runs. How daily levels and challenges work.
FAQ
Why did I crash when I landed?
Your wheels have to roughly match the ground's angle when you touch down. Too far nose-down or too far tipped back and you crash. A “SKETCHY!” pop means you only just made it.
How do I clear the big gaps?
With speed. Every flip you land gives you a boost, and a perfect landing gives you a bit more. The boost fades over a few seconds, so flip on the jumps just before a wide gap.
Can I do front flips?
Holding only rotates backward. On a long fall the nose drops forward slowly by itself, but backflips are where the points are.
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 Moto to your site
Moto is free to embed on your blog, class page or website. Paste this code:
<iframe src="https://tapamine.com/embed/moto/" title="Moto: 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>