Game Guides
How to play every game on Arcade Portal: the controls, the rules that decide your score, and tips for going further. Each guide is written from the game's own code, so the numbers are the ones the game really uses.
Chrono Stack Isometric Stacker
Drop each sliding slab onto the tower. Whatever hangs over the edge is cut away.
A tower of glowing slabs rises into the night sky. Each new slab slides back and forth across the top of the tower, alternating between the two isometric axes. Drop it at the right moment: any part that overhangs is sliced off and tumbles away, so every miss leaves you a narrower slab to work with on the next floor.
Controls
Keyboard
- Spacebar / Up Arrow / Key W: Drop the moving slab
- Key P / Esc: Pause or resume
Touch
- Tap anywhere on the screen: Drop the moving slab
How it works
- Slabs slide along alternating X and Z axes. Speed starts at 180 px/s and grows by 3.2 px/s per floor, capped at 320 px/s.
- A drop within 4 px of the slab below counts as PERFECT: nothing is sliced and the combo counter goes up.
- Every 5 perfect drops in a row widen the slab by 12 px (never wider than the starting 190 px), giving you room to recover.
- Perfect drops play a rising pentatonic scale, so you can hear your combo building.
Tips
- Watch the leading edge of the slab, not its centre; lining up one edge is easier to judge at speed.
- Use the sound: if the note did not rise, your combo was broken.
- After a bad cut, slow down and aim for perfect drops to earn back width before the speed cap is reached.
60 FPS · 4:3 canvas (800 × 600), scaled to fit any screen · Original music and sound effects produced in-house (no third-party samples)
Play Chrono Stack →
Circus Tightrope Physics Balance
Keep a unicycle acrobat upright on the high wire against wind and wobble.
High above a packed circus arena, an acrobat rides a unicycle across a sagging tightrope. Gravity constantly pulls the performer off balance, gusts of wind push from the side and the wire starts to tremble. Lean against the tilt to stay up for as long as you can. Once the acrobat tips past 32 degrees, they fall into the safety net.
Controls
Keyboard
- Left Arrow / Key A: Lean left
- Right Arrow / Key D: Lean right
- Spacebar / Enter: Start or restart
- Key P / Esc: Pause or resume
Touch
- Hold the ◀ LEAN LEFT / LEAN RIGHT ▶ buttons
- Or hold the left or right half of the screen
How it works
- The acrobat behaves like an inverted pendulum: the further they tilt, the faster gravity pulls them over.
- Wind changes direction every few seconds, and the shifts get more frequent as the run goes on.
- Staying near the centre builds a PERFECT streak that multiplies your score up to 5×.
- Pulling back from the danger zone to safety earns a CLOSE CALL bonus of +100 points.
- Gravity, wind strength and wire tremor all increase over time, so every run eventually ends.
Tips
- Use short taps rather than holding a direction. Over-correcting starts a swing you cannot stop.
- Lean into the wind slightly before a gust peaks, not after you are already tilting.
- Close-call bonuses are worth the risk early on, while gravity is still gentle.
60 FPS · 4:3 canvas (800 × 600), scaled to fit any screen · Original music and sound effects produced in-house (no third-party samples)
Play Circus Tightrope →
Neon Ricochet Turn-Based Brick Breaker
Aim a volley of balls, then watch them ricochet through rows of numbered bricks.
Rows of numbered neon bricks creep down toward your launcher. Each turn you aim once and fire your whole volley of balls, which bounce off the walls and bricks until they fall back to the floor. The number on a brick is how many hits it can take. Collect power-ups to grow your volley, and clear the board before a brick reaches the bottom.
Controls
Keyboard
- Left Arrow / Key A, Right Arrow / Key D: Adjust the aim angle
- Spacebar / Enter: Fire the volley
- Key R / Key F: Recall all balls and end the turn early
- Key P / Esc: Pause or resume
Touch
- Drag anywhere to aim (a guide line shows the path), release to fire
- Tap the fast-forward button to recall all balls
How it works
- Aim is limited to between 10° and 170°, so balls never fire flat along the floor.
- Balls fire one after another, and the first ball to land sets where you launch from next turn.
- After every turn, all bricks drop one row and a new, tougher row appears at the top.
- Power-ups: +1 Ball adds to your volley permanently; laser orbs damage an entire row or column.
Tips
- Bank shots off the side walls to get balls behind a row, where they bounce around and hit many bricks at once.
- Grab +1 Ball orbs early. A bigger volley matters more than clearing any single brick.
- Use recall once a volley stops doing damage, to save time on long turns.
60 FPS · 4:3 canvas (800 × 600), scaled to fit any screen · Original music and sound effects produced in-house (no third-party samples)
Play Neon Ricochet →
Shinobi Ascent Vertical Wall Climber
Leap between two neon towers, slicing airborne enemies on the way up.
A cyber-ninja sprints up the gap between two neon skyscrapers. Spikes and buzzsaws stick out from the walls, while crows, drones and shurikens fill the air. Leap from wall to wall to dodge the wall traps. Your katana automatically cuts through any flying enemy you touch mid-leap, so leaping through them is how you score.
Controls
Keyboard
- Spacebar / Up Arrow / Key W: Leap to the opposite wall
- Left Arrow / Key A: Leap to the left wall
- Right Arrow / Key D: Leap to the right wall
- Key P / Esc: Pause or resume
Touch
- Tap anywhere: Leap to the opposite wall
- Use the LEAP LEFT / LEAP RIGHT buttons for direct control
How it works
- Wall spikes and buzzsaws cannot be cut. The only way past them is to leap to the other wall.
- Crows, drones and shurikens are cut automatically if you hit them mid-leap, raising your score multiplier (up to 8×).
- Cutting 3 enemies of the same type in a row triggers CYBER OVERDRIVE: 3.5 seconds of invulnerable high-speed climbing, +250 points for each obstacle destroyed.
- Climbing speed and the mix of hazards get harder as you gain altitude.
Tips
- Plan your leaps around the enemy type you need for Overdrive, and avoid breaking the chain with a different type.
- Use the direct left/right controls when you are already on the right wall and only need to dodge.
- Buzzsaws appear more often higher up, so look one wall ahead before you leap.
60 FPS · 4:3 canvas (800 × 600), scaled to fit any screen · Original music and sound effects produced in-house (no third-party samples)
Play Shinobi Ascent →
Orbit Blade Timing Target Shooter
Fire blades into a spinning core without hitting the ones already stuck in it.
A glowing core spins at the centre of the screen. Fire blades into it one at a time. Each blade sticks where it lands and spins with the core, so the gaps shrink with every throw. Hit a blade that is already there and the run ends. Fill the core to clear the stage. Every fifth stage is a boss core protected by armoured shields.
Controls
Keyboard
- Spacebar / Up Arrow / Key W: Fire a blade
- Key P / Esc: Pause or resume
Touch
- Tap the screen or the LAUNCH BLADE button: Fire a blade
How it works
- Each stage asks you to land a set number of blades; some cores start with decoy spikes already in them.
- Core spin speeds up and slows down, and on later stages it suddenly reverses direction.
- Boss stages (every 5th) add rotating shield plates that bounce blades away.
- Score: blade landed +10 × stage, energy orb hit +50 × stage, stage cleared +200 × stage.
Tips
- Fire into the widest gap as it rotates past the bottom, not as soon as one appears.
- Spread early blades evenly around the core to leave room for the last few.
- When the core slows down, take your time. A reversal often follows.
60 FPS · 4:3 canvas (800 × 600), scaled to fit any screen · Original music and sound effects produced in-house (no third-party samples)
Play Orbit Blade →
Tetris Marathon Falling Block Puzzle
Classic line-clearing marathon with hold, ghost piece and a 20G finale.
The falling-block puzzle you already know, tuned for a long marathon. Fit the seven tetrominoes into full lines to clear them. Every 10 lines the level goes up and pieces fall faster, until at the very top levels they drop to the floor the moment they appear.
Controls
Keyboard
- Left Arrow / Right Arrow: Move the piece
- Down Arrow: Soft drop
- Spacebar: Hard drop
- Up Arrow / Key X: Rotate clockwise
- Key Z: Rotate counter-clockwise
- Key C / Shift: Hold the piece
- Key P / Esc: Pause or resume
Touch
- Tap: Rotate clockwise; swipe left/right: Move; swipe down: Drop
- On-screen buttons for move, soft drop, hard drop, both rotations and hold
How it works
- Pieces come from a 7-bag randomizer: every set of seven contains each tetromino once, so you never wait forever for an I piece.
- Rotation follows the Super Rotation System, so pieces can kick off walls and the floor and you can do T-Spins.
- A ghost piece shows where the current piece will land, and you can swap one piece per turn into the hold slot.
- Back-to-back Tetrises and T-Spins earn bonus points.
Tips
- Keep the stack flat and leave one column open at the edge for I pieces.
- Put an awkward S or Z piece in hold instead of forcing it into a bad spot.
- Practise hard drops early. You will need them once pieces start falling instantly.
60 FPS · 4:3 canvas (800 × 600), scaled to fit any screen · Original music and sound effects produced in-house (no third-party samples)
Play Tetris Marathon →
Dino Desert Run Endless Runner
Jump the cacti, duck the pterodactyls, and see how far you can run.
A small dinosaur runs across an endless desert. Cacti come in clusters of one to three, and pterodactyls swoop in at two different heights. Jump the cacti and duck under the birds. The desert keeps speeding up the longer you survive.
Controls
Keyboard
- Spacebar / Up Arrow / Enter: Jump (also starts and restarts the game)
- Down Arrow (hold): Duck
Touch
- Tap the top half of the screen: Jump
- Hold the bottom half of the screen: Duck
How it works
- Every jump is the same height, so it is all about when you take off.
- Ducking halves the dinosaur's height, which is enough to pass under low-flying pterodactyls.
- Running speed slowly increases the whole time and never resets during a run.
Tips
- Jump a little earlier as speed builds, since the reaction window keeps shrinking.
- You cannot duck in mid-air, so decide on jump or duck before the obstacle arrives.
- Pterodactyls fly at two heights, so check which one is coming before you commit to jumping or ducking.
60 FPS · 4:3 canvas (800 × 600), scaled to fit any screen · Original music and sound effects produced in-house (no third-party samples)
Play Dino Desert Run →
City Chaser 3D Lane Racer
Switch lanes at speed on a synthwave highway, through glitch storms and boss attacks.
Race down a three-lane neon highway toward the horizon. Barriers block the lanes, ramps launch you into the air, and glitch storms shut down part of the road. When the score climbs high enough, a boss locks onto a lane and fires, so get out of the way.
Controls
Keyboard
- Left Arrow / Right Arrow: Change lanes
- Spacebar / Up Arrow / Enter: Start or restart
Touch
- Tap the left or right half of the screen: Change lanes
How it works
- Three lanes are drawn in pseudo-3D: objects start small at the horizon and grow as they approach.
- Ramps launch your car into the air, letting you clear a barrier right behind them.
- Glitch storms close one outer lane for 5–10 seconds and shake the road sideways.
- Speed rises from 400 to a maximum of 1500, and you earn points continuously.
Tips
- Stay in the middle lane when possible. You can reach either side in one move.
- During a glitch storm, move out of the lane that is closing straight away.
- When the boss locks onto your lane, move as soon as the warning appears, not when it fires.
60 FPS · 4:3 canvas (800 × 600), scaled to fit any screen · Original music and sound effects produced in-house (no third-party samples)
Play City Chaser 3D →
Flap & Fly One-Tap Flyer
Flap through gaps between pipes that sway and close in.
Guide a little flyer through an endless series of pipes. Each tap gives a flap of lift and gravity does the rest. Some pipes sway up and down, and others start closing as you approach.
Controls
Keyboard
- Spacebar / Up Arrow: Flap
Touch
How it works
- Physics run on a fixed time step, so every flap rises the same height on any device or frame rate.
- Some pipes sway up and down; others close their gap as you approach, faster the quicker you are flying.
- Every pipe you pass is worth 1 point; passing very close to the edge is a PERFECT pass worth +2 more.
- Gaps never shrink below one and a half times the size of your flyer, so every pipe can be passed.
Tips
- Line up slightly below the middle of the gap. Falling is quicker than climbing.
- Make small, even taps. A burst of taps sends you into the top pipe.
- Go through closing pipes early, before the gap gets too narrow.
60 FPS · 4:3 canvas (800 × 600), scaled to fit any screen · Original music and sound effects produced in-house (no third-party samples)
Play Flap & Fly →
Rocket Rider Thrust Flyer
Hold to thrust, skim past lasers to charge a smashing dash, and survive gravity flips.
Vex has stolen a prototype rocket and is escaping through a neon prison full of laser barriers. Hold to fire the thruster and let go to fall. Flying close to the lasers charges a boost. When it fills, the rocket dashes through anything in its way. Watch out for gravity fields: they flip which way is down.
Controls
Keyboard
- Spacebar / Up Arrow (hold): Fire the thruster; release to fall
Touch
- Hold anywhere on the screen: Fire the thruster; lift your finger to fall
How it works
- Thrust and gravity pull in opposite directions; holding and releasing controls your height.
- Flying close to a laser without touching it fills the boost meter. A full meter starts a 2-second dash at 2.5× speed.
- While dashing you smash through lasers instead of crashing, for +50 points each.
- Flying through a gravity field flips gravity, so thrust and fall swap directions until the next field.
Tips
- Hug laser edges on purpose to charge the boost meter. The dash is your best source of points.
- Right after a gravity flip, tap gently while you get used to the reversed controls.
- Short taps keep you steady. Holding too long sends you into the ceiling.
60 FPS · 4:3 canvas (800 × 600), scaled to fit any screen · Original music and sound effects produced in-house (no third-party samples)
Play Rocket Rider →
Cube Dasher Rhythm Platformer
Jump spikes, bounce off orbs and flip gravity through portals.
A neon cube slides along a track full of spikes. Jump the spikes in single, double or triple clusters, tap mid-air on glowing orbs for an extra jump, and go through portals that flip the world upside down so you run along the ceiling.
Controls
Keyboard
- Spacebar / Up Arrow: Jump (or use an orb mid-air)
Touch
- Tap the screen: Jump (or use an orb mid-air)
How it works
- Spikes come in clusters of one to three. Triple clusters show up more often as speed increases.
- Touching a glowing orb in mid-air and pressing jump gives you a second jump.
- Portals flip gravity, so you run along the ceiling until the next portal flips it back.
- Speed keeps increasing, with an extra boost at score milestones.
Tips
- For a triple spike, jump at the last moment before the first spike.
- After a portal, remember that jump now pushes you down toward the floor.
- Do not press jump early near an orb. Wait until the cube is overlapping it.
60 FPS · 4:3 canvas (800 × 600), scaled to fit any screen · Original music and sound effects produced in-house (no third-party samples)
Play Cube Dasher →
Neon Phase Shift Color-Switch Runner
Switch between cyan and magenta to pass through walls of the same colour.
Nova has stolen GridCorp's experimental Phase Suit and is running across the rooftops of Veridia. Hard-light security walls block the way. Walls that match the suit's colour can be passed through, while touching a wall of the other colour ends the run. Switch colour, jump the ground obstacles and keep running.
Controls
Keyboard
- Spacebar / Up Arrow: Jump
- Shift / Key Z: Switch colour (cyan ↔ magenta)
Touch
- Tap the right half of the screen: Jump
- Tap the left half of the screen: Switch colour
How it works
- Walls that match your current colour are harmless; walls of the other colour end the run.
- Tall walls can only be passed by matching their colour; low blocks can be jumped or passed by matching their colour.
- Running speed rises with your score, so the gaps between walls get shorter.
Tips
- Switch colour as soon as you see the next wall, then focus on the jump.
- Keep a thumb on each side of the screen on mobile so both actions are instant.
- Low blocks can be jumped, so save your colour switches for the tall walls.
60 FPS · 4:3 canvas (800 × 600), scaled to fit any screen · Original music and sound effects produced in-house (no third-party samples)
Play Neon Phase Shift →