Game Guides
How to play every game on ARCADEPUZ — controls, goals and quick tips. Each guide is written for the game it belongs to, so you can pick up any title and start playing in seconds. Tap any “Play” button to open the game on its own page — it starts instantly.

Jungle Guardian — How to Play
Goal: reach the golden exit totem at the end of stages 1 to 8, then defeat the Guardian Gorilla in stage 9.
Desktop controls:
A / D or the arrow keys move.
W, Space or Up jumps, swims up and climbs vines.
S or Down climbs down a vine.
F or E throws a boomerang (two can be out at once).
Hold Up while pressing F to throw it upward, and add A or D for a diagonal.
H or ? opens the help screen and pauses the game.
Mobile controls: use the on-screen buttons (left, right, down, F^ for up, F for forward, jump), and turn the phone sideways for a bigger screen.
Scoring: emerald gem +500, snake or monkey +200, bat or spider +300, reaching the exit +1000, Guardian Gorilla +5000.
Hazards:
Snakes patrol platforms and monkeys throw coconuts.
Bats swoop from stage 3 and spiders drop on threads from stage 6.
Thorns hurt, and falling into a pit costs a heart.
You have 3 hearts, refilled at the start of each stage.
Tips:
Hold jump for a higher leap, and land on snakes and bats to squash them.
Press W or Up beside a vine to grab it, and Space to let go.
In water, tap jump to swim up and hop onto the bank.
The boomerang returns to you, so it can hit enemies on the way out and back.
The gorilla turns red below half health and fires a four-way scattershot, so keep moving.

Canopy Run — How to Play
Reach the golden totem at the end of each level. Collect coins, dodge enemies and hazards, and don’t fall into the river. You start with 5 lives.
Controls
Move: Arrow keys or A / D
Jump: Space, W, Up Arrow or Z. Hold the button for a higher jump.
Enter a secret vine: press Down or S next to a sparkling vine
Pause: P. Mute: M
On a phone or tablet, use the on-screen buttons: Left, Right, Down and Jump.
Enemies and hazards
Beetles walk back and forth. Land on top of them to squash them.
Bats swoop up and down. You can squash them too.
Snapping plants cannot be squashed, so jump over them. From level 6 they also spit seeds at you as you approach.
Red thorn traps hurt on touch.
Falling into the river costs a life.
Power-ups
Orange fruit blocks one hit. It does not protect you from falling into the river.
White feather gives a double jump for 20 seconds.
Heart gives an extra life. Look for hearts in the bonus rooms.
Tips
Touch a green flag to set a checkpoint. If you lose a life you restart from there.
Collect 40 coins to earn an extra life.
Bonus rooms are hidden on levels 2, 4, 6, 8 and 10. Look for a sparkling vine and press Down. Each one can be used once.
Learn each enemy’s pattern before you jump. Most move in a steady rhythm.
Levels unlock one at a time and your progress is saved in your browser.

Elastic Bounce — How to Play
Elastic-Bounce is a draw-to-bounce physics arcade game. Drag anywhere on the court to draw an elastic trampoline line — the ball bounces off it with a boost. Hold up to 4 lines at once; each fades within seconds (green → amber → red), fading faster as levels climb.
The goal — Keep every ball airborne. A ball that hits the floor or touches a spinning saw is lost; lose all balls and the run ends.
Scoring & combos — Pop glowing targets for 100 pts + 25 per level, multiplied by your combo (up to ×5). Losing a ball resets the combo. Every 8 pops = next level (faster ball, moving targets). Every 20th pop earns an extra ball (up to 4).
Power-ups — Bounce into floating pickups: SLOW-MO (6s), WIDE lines (8s), MULTI-BALL. Pickups expire after ~9s.
Hazards — Spinning saw blades (from level 1–5 by difficulty) destroy any ball they touch — steer around them.
Difficulty — CASUAL: 4 balls, half score · NORMAL: the standard game · INSANE: 2 balls, double score.
Daily Challenge — One identical seeded arena for every player each day; climb the daily board and build your streak.
Controls — Drag with mouse or finger to draw; SPACE or the pause button to pause. Desktop and mobile, no download required.

Dragon Defense — How to Play
Objective: Wild dragons and a goblin warband are closing in on your village wall. Shoot dragons to weaken them, tame them, and deploy your new allies on the five-lane grid to stop the horde. If the wall falls, the village burns.
Controls
Action Desktop Mobile / Touch
Move the Tamer WASD / Arrow keys, or press & drag with the mouse Touch and drag anywhere on the field
Shoot Automatic — he fires bolts down his lane Automatic
Capture a dragon Press E or Space next to a weakened dragon Tap the gadget button
Place a dragon Click its satchel card, then click a glowing grass tile Tap the card, then tap the tile
Recall a dragon Right-click its tile Tap the placed dragon
Call next wave (Endless) Press N Tap the CALL WAVE button
Pause / cancel placement Esc Pause button
Mute sound M Sound button
The taming loop
Weaken — the Tamer auto-fires at wild dragons. Keep shooting until a dragon's health bar drops below 50% and a gold ring appears.
Capture — get close and press E (or the gadget button). Used above 50% HP the gadget fails. Stronger dragons need better snares from the shop: Iron Net → Chain Snare → Frost Snare → Electromagnetic Harpoon.
Deploy — click a dragon card in your satchel, then place it on a glowing grass tile. Placed dragons aim at the incoming horde and fight automatically in their lane.
Defend — goblins, runners, orcs and brutes march on the wall. Each dragon guards its own lane; lose the wall and the run is over.
Grow — spend gold in the workshop: better gadgets unlock mightier dragons (up to the legendary Celestial Dragon), and Dragon Treats power up your species mid-battle.
Dragon Bond & Treats
Every kill a placed dragon lands fills its species' Bond bar. Each level instantly boosts damage, health and attack speed for all dragons of that species.
At Bond 2 and Bond 4 each species awakens elemental powers: fire ignites and bursts, storm chains lightning, frost chills and shatters armor, magma erupts, and holy light smites.
Bond resets each battle. Short on time? Buy a species' favorite treat — Ember Peppers, Static Eel, Glacial Salmon, Obsidian Marrow, Celestial Feast — and feed it mid-battle for instant Bond XP.
The five dragons
Tier 1 — Ember Whelp: fast fireballs; ignites targets at high Bond.
Tier 2 — Storm Drake: charged bolts that arc between enemies.
Tier 3 — Frost Wyrm: chill shards that slow whole lanes.
Tier 4 — Obsidian Dragon: heavy magma blasts with splash damage.
Tier 5 — Celestial Dragon: piercing holy lances with the longest range.
Endless — The Long Night
Waves never stop and grow +12% stronger every wave; an Elite Warlord leads every 5th wave.
You start with two free Ember Whelps and a breather between waves. Call waves early (N / CALL WAVE) for a +15% gold bonus.
Your best run (waves, kills, gold, time) is remembered — and all endless gold banks into your campaign wallet.
Tips
Captured dragons and gold persist between battles — replay cleared stages to farm captures and shop money.
Keep the Tamer near the hottest lane: his bolts both weaken dragons for capture and chip away at enemies.
Frost Wyrms slow enemies — pair them with heavy hitters like Obsidian Dragons for maximum uptime.
Don't waste captures: attempting above 50% HP always fails and triggers a cooldown.
In Endless, save better gadgets and treats for the Elite Warlord waves (5, 10, 15…).

Blast Grid — How to Play
★ Blast the bricks to uncover power-ups, destroy every enemy, then escape through the exit door hidden beneath a brick. Move with Arrows/WASD and drop bombs with SPACE — bombs detonate in a cross, and with the remote detonator power-up, pressing SPACE again fires all your armed bombs at once. The hunters are smart enough to flee red-marked danger tiles, so don't chase them: seal a corridor's exit with a bomb and let the blast come to them. Chain kills within a second of each other for score multipliers — and clear the corners early, because the timer spawns reinforcements when it hits zero.

Desert Rally — How to Play
Race a winding desert stage against a dying clock: checkpoint gates add bonus time, fuel cans refill the tank and buy seconds, and braking into corners makes the car drift, which charges your nitro boost. Steer with A/D or the on-screen arrows, hold W or GAS to drive, and spend nitro on the straights — the recon strip on the right shows every gate and can ahead, so detour for fuel before the tank runs dry.

Split Second — How to Play
The Goal — Shapes pop up and grow fast. Click each shape at the exact moment its edge meets the target ring. The closer your timing is to perfect, the more you score — and the longer you survive.
Timing & Scoring
PERFECT — hit within a fraction of the ring touch: big points and +1 second on the clock
GOOD — a little off: small points and +0.35 seconds
TOO EARLY / EMPTY CLICK — costs up to −1.4 seconds and breaks your combo
Timer — You start with 8 seconds (max 10). When it hits zero, the run is over. Only accurate clicks buy you more time.
Combos & Frenzy — Reach a 15-combo and FRENZY starts: golden shapes spawn faster, all scores double, and time drains at half speed for 6 seconds.
Difficulty Modes
CALM — slower shapes, generous timing (warm-up)
STANDARD — the intended experience
LIGHTNING — shapes pop in ~1 second, tighter windows, score ×1.6 (pros only)
Controls — Desktop: left-click · Space/Enter start · P/Esc pause · M mute. Mobile: just tap the shapes — fully touch optimized.

Ink Hop — How to Play
Climb as high as you can. Your character bounces automatically every time it lands on a platform — you only control where. The camera never scrolls back down, so if you miss a platform and fall off the bottom, the run ends.
Controls
| Action | Desktop | Mobile |
|---|---|---|
| Steer left / right | ← → or A / D | Tilt your phone (tap the tilt icon once to enable) or hold the touch pads |
| Shoot ink | Space or click the ink bottle | Tap the ink bottle button |
| Pause | P or Esc | Auto-pauses when you switch apps |
| Mute / Fullscreen / Tilt | M / F / T | On-screen icons |
Platform & item legend
Green platforms — standard, always safe
Blue platforms — move side to side
Crumbly platforms — break the moment you land, keep jumping fast
Springs — launch you several screens upward
Propeller beanies — carry you up through multiple platforms
Ink bottles — refill your shots
Monsters — shoot them from below (+100) or stomp them from above (+200, double points)
Scoring: height climbed + monster bonuses · milestone chime every 250 points · best score is saved on your device automatically. Tip: screen edges wrap around — drift off the left and you reappear on the right.

Gloop Siege — How to Play
Your goal is simple: pop every gloop hiding in the fort before you run out of birds. Drag the loaded bird near the slingshot, pull back to aim — a dotted arc previews your trajectory — then release to fire, and tap the screen mid-flight to trigger that bird's special ability. Each bird type has a strength: yellow shreds wood when dashing, blue splits into three to shatter glass, and black detonates to crack stone. Strategy tip: don't shoot the gloops directly — knock out the structure's supports instead and let the collapse do the crushing, since falling blocks cause chain reactions that clear whole towers (and extra blocks mean more points).

ice mountain runner — How to Play
Climb from base camp at dusk to the summit flag at 4 800 m through five stages — dodge rolling snowballs, slide under owls, leap the crevasses (snowballs sometimes tumble into them, so a gap can be your shield). Tap or press SPACE to jump, tap again mid-air for a double jump, and hold the button to float higher; press ↓ or hold the left half of the screen to slide. Avalanches come two by two — one held jump clears a pair, so land, breathe, and reset for the next. On stage 4, don't jump over the glowing ice pads: run across them for a boost and jump at the chasm edge.

Ink Front — How to Play
How to play: Ink creatures march from the left margin toward your keep on the right — if 20 of them break through, the page falls. Pick a tower from the Armory (click a card or press 1–4), then click the map to build it — on mobile, tap a spot once to aim and again to confirm. Click any placed tower to upgrade it, switch its targeting, or seal it into one of two exclusive disciplines; the Dispatch button (or Space) calls the next wave early for a gold bonus. Because every tower bends the enemy path in real time, your best weapon is geometry: stagger towers into a winding maze, park a Snag's slowing field in the middle of it, and let your Lobbers punish the traffic jam.

Pairs Arcade — How to Play
Pairs is a memory game: reveal two cards per turn and match all the pairs to fill your specimen tray and clear the table. Click or tap a face-down card to flip it, then flip a second — a match locks in instantly with a stamp, while a miss shows both cards briefly before flipping them back and counting as one move. Tapping the same card twice deselects it for free, and matched pairs never lock the board, so you can chain quick finds without waiting. Strategy tip: when a pair misses, don't just note the card you were hunting — name the position of both symbols out loud ("key, top-left; moon, bottom-right"). Every miss teaches you two locations, which is how low move counts are made.

Galley Runner — How to Play
Your goal is to keep the little ink drop running down the galley as long as you can — distance is your score, counted in lines of type set, and a separate best is saved for each pace (Steady, Brisk, Frantic). Space or ↑ makes you hop (tap on touch): hold the key for a higher arc to clear tall hazards, or release early for a short hop over wide blots. ↓ or a downward swipe ducks you under airborne hazards — the editor's pencil and the paper plane swoop at head height — and pressing ↓ while mid-jump slams you down fast, cancelling an overshoot. Tip: everything on the ground is beaten with a jump (the taller the stack of sorts, the longer you hold), but pencils and planes close in faster than the floor scrolls, so duck under them early rather than trying to jump.

Mined — How to Play
Clear the field by revealing every safe tile without stepping on a mine — each number tells you how many of its eight surrounding tiles hide mines. Click or tap a tile to reveal it; right-click (or long-press until the red ring completes) plants a flag; clicking a number whose flags already match its value "chords" open all its remaining neighbors. Press R for a fresh dispatch, 1/2/3 to switch between the 9×9, 16×16, and 30×16 fields, and note that your first reveal is always safe — mines are placed after it. Strategy tip: when a number's unopened neighbors equal its remaining mine count, flag them all; when its flags already equal the number, chord it — nearly every board falls to pure logic, so guess only as a last resort.

Neon Breakout — How to Play
Smash every breakable brick to clear the level — drop the ball and you lose a life, and the ball gets faster as levels climb. Move with ←/→, A/D, or drag, launch with Space (P or ⏸ pauses). Brick letters matter: E explodes and takes its neighbors, P always drops a power-up, X is indestructible — and chaining bricks without touching your paddle builds a combo up to ×4. Tip: dig a tunnel through the formation to the top row and let the ball ricochet up there — it'll clear bricks for free while you wait safely below.

Neon Invaders — How to Play
Destroy every alien in the formation to clear the wave — if they march all the way down to your ship, it's over. Move with ←/→ or A/D, fire with Space (touch: drag to move, your ship fires automatically; P or ⏸ pauses). Commanders take two hits and dive-bomb your position, and the UFO crossing the top always drops a power-up. Tip: enemies flying in formation earn 2× points — sniping divers mid-swoop is both the biggest score and the biggest threat removed.

paper sun — How to Play
Guide a little ink blob across three hand-drawn stages and touch the sun banner waiting at the end of each one — every vermilion drop collected and every second saved counts toward your gold, silver, or bronze medal. Move with ← → or A/D and jump with Space/Z/↑, holding the button longer to jump higher; while airborne, press into a wall to slide down it, then jump again to kick off and climb. Vermilion bounce pads launch you high — keep jump held as you hit one for the full boost. Lanterns you light are checkpoints, so falling only costs a few seconds: the real strategy is to keep moving, because wall-jumps and pads are the fast route a medal demands.

neon pong — How to Play
First to 7 points wins — slide your paddle to return the ball and slip it past your opponent. Move with ↑/↓ or W/S, or drag with your mouse/finger; in 2-player mode the right paddle uses ↑/↓. The ball's rebound angle depends on where it strikes your paddle — edges send it steep, the center sends it flat. Tip: aim your returns off the paddle's edge and keep the ball moving fast; every hit speeds it up, and a sharp-angled shot at top speed is nearly unreturnable.

Neon Snake — How to Play
Eat food to grow your score and length — crash into a wall or your own body and it's over, and every bite makes you faster. Steer with arrows or WASD, or swipe on touch (P or ⏸ pauses). Grab letter capsules before they vanish: S slows time, G lets you phase through yourself (walls still kill!), M pulls food toward you, X trims your tail. Tip: run long routes along the outer edges instead of coiling inward — a snake that spirals into its own body runs out of safe turns fast.

paper aeronaut — How to Play
You are a folded paper dart gliding over a newspaper city. Fly through the gaps between the towering columns — each one you clear is worth a point, and your best score is saved per wind level. Tap the board (or press Space/↑) for a single flap per tap — no holding — and use the Calm/Breeze/Gale buttons (keys 1/2/3) to change difficulty; P pauses, R refolds, F goes fullscreen. The trick is rhythm: aim through the middle of each gap and resist risky detours for stamps and "close +2" bonuses until you can thread gaps consistently — panic-flapping sends the dart into steep dives you can't recover from.

sucre — How to Play
How to play: Swap adjacent candies — drag one, tap two neighbours, or use arrow keys + Enter — to line up three or more of the same color and clear them from the board. Each level sets its own goal: reach the score target, deliver cherries to the floor exits, beat the clock, or forge wrapped candies with L- and T-shaped matches. Match four in a row for a line blast, an L or T for a wrapped pop, and five for a chromatic bomb. Tip: work from the bottom of the board when you can — matches made low let gravity set off free cascades above.

tic tac toe — How to Play
Line up three of your marks in a row — across, down, or diagonally — before your opponent does; X always opens each round. Click or tap any empty square to ink your mark (hover to preview it as a faint ghost stroke), and choose your opponent in the margin: "the machine" on easy, medium, or hard, or "a friend" for pass-and-play on one screen. After the verdict card, tap anywhere on the board or press "start next round →" — the tally in the margin keeps score across rounds.
Tip: The medium machine only sees one move ahead, so it takes wins and blocks single threats but misses forks — set up two winning lines at once (center + two opposing corners is the classic trap) and it can only stop one. On hard, the machine searches the full game tree, so the best honest outcome is a draw.

Type — How to Play
THE GOAL
Falling blocks called tetrominoes drop into a 10x20 well, one shape at a time. Move and rotate each piece to fit it neatly into the stack below. When a full horizontal row is packed with no gaps, the line clears and scores points - clearing up to four rows at once with the long I-piece scores the biggest bonus in the game. Every piece that locks makes the stack climb, and if the blocks reach the top of the field, the run is over. One match, one high score: the goal is to clear as many lines as you can before the well fills up.
CONTROLS
Left / Right arrows - Move left / right (hold to auto-repeat)
Up arrow or X - Rotate clockwise
Z - Rotate counter-clockwise
Down arrow - Soft drop (faster fall, +1 point per cell)
Space - Hard drop (instant lock, +2 points per cell)
C or Shift - Hold: bank the current piece for later (once per piece)
P or Esc - Pause
M - Mute sound
H - Open the guide mid-game
On phones and tablets, a six-button pad sits under the board: arrows move and soft-drop, the rotate button spins the piece, the swap icon holds it, and the double-chevron slams it down instantly. You can also tap the board itself to rotate, and a pause button in the top-left corner freezes the game at any time.
PICK YOUR SPEED, CHASE YOUR LEVEL
The title screen offers three paces: SLOW for relaxed stacking, MED for the classic arcade feel and FAST for blitz play. Every 10 cleared lines push you up a level - gravity gets quicker and every point you score is multiplied by your level, so a late-game Tetris is worth far more than an early one. Helpful aids are always on: a ghost piece shows exactly where your block will land, the NEXT panel previews the queue, and the 7-bag randomizer guarantees a fair mix of pieces over time.
SCORING
Single line - 100 x level
Double line - 300 x level
Triple line - 500 x level
TETRIS (4 lines) - 800 x level
T-SPIN (T-piece twisted into a notch) - up to 1600 x level
Back-to-back (Tetris / T-spin chains) - x1.5 bonus
Combo (consecutive clears) - +50 x combo x level
Soft / hard drop - +1 / +2 per cell
Your best score is saved locally in your browser, so every session has a record to beat.
PRO TIPS
- Read the NEXT queue and plan two or three pieces ahead instead of reacting one piece at a time.
- Keep the stack flat and low - deep holes are what end runs, not speed.
- Leave a clean well on one side and save your I-piece with HOLD for a four-line TETRIS.
- Rotating against a wall kicks pieces into tight gaps; late rotation is a skill worth practising.
- Drop a T-piece into a notch for T-SPIN bonuses worth up to 1600 x your level.
- When gravity climbs, trust the ghost piece and land precisely - panic drops build the holes that kill you.

whack a mole — How to Play
How to play: Whack as many moles as you can before the fuse burns out — each mole is worth 100 points, golden moles pay 500 and add 3 seconds to the clock, and bombs cost you 200 points and 2 seconds, so keep your mallet off those. On desktop, click a mole the moment it pops from its hole (the mallet follows your cursor); on phones and tablets, just tap it — Space pauses and M mutes. The key to a big score is accuracy over speed: every four clean hits in a row raises your multiplier up to ×4, while a miss or a bomb resets the chain. When the fuse is burning low, hunt for golden moles — that +3 seconds can buy you an entire extra combo.

zug zwang chess — How to Play
Checkmate your opponent's king — face the search engine in three strengths, pass & play a friend on this device, or host a 5-letter room code and play anyone online. Tap a piece to light up its legal moves (dots = open squares, rings = captures), tap a destination to move, and use New game / Undo / Flip / Hint on the Play tab — the Moves tab holds your scoresheet and table chat. Watch the engine's live telemetry (depth, nodes, eval) to see exactly what it's calculating before it commits. Strategy tip: claim the center with your pawns and castle early — a safe, active rook is worth more than a quick grab of material.

Sudoku — How to Play
The objective is to complete the whole grid so that every row, every column, and every 3×3 box contains the digits 1 through 9 exactly once. A few digits are printed in the grid before the game starts; these givens are locked and form the clues from which the rest of the puzzle is deduced. There is no arithmetic involved and no order in which cells must be filled — the game is pure pattern logic, playable at any pace. When the final digit is placed correctly, the board completes, a celebration animation plays, and your finishing time is recorded.
The Three Rules
Every placement must satisfy three rules at the same time. If a digit already appears in a row, column, or box, it cannot be placed there again:
1. Rows: each of the nine horizontal rows must contain the digits 1–9 with no repeats.
2. Columns: each of the nine vertical columns must contain the digits 1–9 with no repeats.
3. Boxes: each of the nine 3×3 boxes must contain the digits 1–9 with no repeats.
That is the entire rulebook. All sudoku strategies, from beginner scanning to advanced elimination, are just organised ways of testing these three rules against the clues.