Free browser game · 3D
A free online basketball game about one judgement: how far away is that hoop, and how hard do you have to throw. Pull back, let go, and watch it. Real rim, real glass, real gravity — and every shot you make puts seconds back on the clock.
There is no landing marker on the floor and no line showing you the arc, because knowing where the ball will come down is the game. What you get instead is a court drawn in perspective and a rim that is genuinely smaller from twenty-six feet than from eleven. That difference is the whole instrument panel. Everybody already knows how to read it — you have been judging distances your entire life — and the first time you feel yourself adjust for a hoop that just got further away, the game has taught you something without saying a word.
It is the only game on this shelf with no flat version, and it never will have one. Flatten a basketball shot and there is no distance left to judge; you are left with a slider that has the correct answer written next to it.
One gesture
How far you pull is how hard you throw. Nothing else sets the distance, so the only question is how far away it looks.
Pull straight back and the ball goes straight. Pull off to one side and so does the shot. A rim is eighteen inches across and it does not forgive much.
Fixed, and high. You are not fighting three variables at once — you are learning one, which is what makes it something you can actually get good at.
Sixty seconds to start. Two back off the iron, three for a clean one. A rainbow that misses costs you the second and a half it spent in the air.
Real numbers
The rim is ten feet up and eighteen inches across. The ball is nine and a half inches through, which leaves it about three and a half inches of daylight on either side. The backboard is six feet by three and a half and the glass is hard. Gravity is thirty-two feet per second per second.
None of that is decoration. Whether a shot goes in is decided by where the ball actually is when it crosses the plane of the rim, and nothing anywhere in the game nudges it toward the hoop or rolls a dice on a make. If it tells you that you were long, you were long — and the arc you just watched is the proof. That matters more than it sounds: a game that quietly helps you is a game you can never really get better at, because you are never sure which of your shots were yours.
A rim does genuinely favour a long shot over a short one — the back iron rolls one in more often than the front rim rescues one. That bias is in here because it is true. It is not, however, allowed to run the game: the window was measured and tuned until being short and being long cost about the same, because a version that punished short five times harder just taught everyone to throw it hard and stop looking.
Getting hot
Two makes in a row doubles your points, and it keeps climbing to five times. A clean shot that touches nothing on the way through is worth half again on top of that. So a swish from beyond the arc on a five multiplier is twenty-two points, and the shot before it being a brick is what makes that hard.
Five in a row and the hoop starts drifting side to side, further and faster the longer you stay alive. The ball is in the air for well over a second. You have to throw it where the rim is going to be, not where it is — which is the moment the game stops being about distance alone and starts being about timing as well.
Common questions
Yes. It runs in your browser with no download, no account and nothing to buy. There is nothing to install and nothing to sign up for.
One gesture. Pull back from anywhere on the court and let go. How far you pull is how hard you throw, and how far off straight you pull is your line. It is the same gesture with a finger and with a mouse.
By how far away the hoop looks. The camera sits a fixed distance behind you, so a rim twenty-six feet away is genuinely smaller on screen than one eleven feet away, and that difference is the whole game. There is no landing marker and there never will be — drawing the answer on the floor would delete the question.
Because flattening it removes the game. Judging a distance is only possible when there is a distance to judge; in two dimensions a basketball shot is a slider with a correct value written next to it.
Yes. A ten-foot rim eighteen inches across, a ball nine and a half inches through, and gravity at thirty-two feet per second per second. Whether a shot goes in is decided by where the ball actually is when it crosses the plane of the rim. Nothing is nudged toward the hoop and no make is decided by a dice roll.
You start with sixty seconds and every make puts more back: two seconds off the iron or the glass, three for a swish. Missing costs you nothing but the time the ball spent in the air, which is the point — a long rainbow that misses is expensive.
Every two makes in a row raises your multiplier, up to five times. A miss puts it back to one. A clean shot that touches nothing is worth half again on top of that, so a swish at a five multiplier from beyond the arc is worth twenty-two points and a brick is worth nothing.
Once you are good at it. Five in a row and the rim starts drifting side to side, and it drifts further and faster the longer your run goes. The ball is in the air for well over a second, so you have to throw it where the hoop is going to be.
Yes. It is one finger — pull back and let go — and the whole screen is the court. It works the same on a laptop with a mouse.
There is nothing in it but a basketball, a hoop and a clock. No fighting, no weapons, nothing to buy. It is on our schools page along with the rest of the arcade.