SPRINT

Neon Endless Runner

Space / Tap to jump • Double-jump allowed

NEW BEST!

How to Play Sprint

Sprint is a one-life auto-runner. Your cyan runner is pinned to a fixed point near the left of the canvas while the neon corridor scrolls past it — you never steer, never shoot, and never collect anything. The only verb in the game is jump, and the whole skill ceiling sits in deciding when to press it.

Every jump applies the same fixed impulse against the same constant gravity, so your arc is identical every time: roughly 104 pixels at the peak, and about two-thirds of a second from takeoff back to the floor. You cannot hold the button for a higher hop or tap it lightly for a shorter one. Sprint is a timing game: the arc is a constant, and you only control where it starts.

You get two jumps per airborne phase, and the counter refills the instant you touch the floor. The second jump replaces your vertical velocity rather than adding to it, so firing it at the top of an arc roughly doubles your height while firing it during a fall arrests the drop. The runner sheds cyan sparks the moment its jump count hits zero, so you can always see what is left. Tap Space rather than holding it — key repeat will fire your second jump for you.

Reading the Three Obstacle Types

The generator rolls one of three patterns with roughly equal odds, and telling them apart on sight is the game:

Scoring and Distance Milestones

Your score is distance — one metre per ten pixels of scroll, counting up in the HUD. There are no multipliers, bonuses or pickups, so the only thing that raises your number is staying alive. Difficulty is smooth rather than stepped, with no levels or waves: the corridor starts at four pixels per frame and accelerates on every frame you survive. Obstacle spacing tightens on the same schedule until it hits a hard floor, after which rising speed alone carries the difficulty.

Four milestones — 500, 1000, 2000 and 5000 metres — are the closest thing Sprint has to structure. Each drops an amber banner and plays a three-note ascending chime, and within two hundred metres of the next one a small green NEXT readout appears under your distance. The background also warms its red channel as you close on five thousand metres, drifting the corridor from near-black blue toward purple.

Strategy Tips

What Makes Sprint Different

Most endless runners have spent fifteen years adding things: lanes, coins, magnets and jetpacks, unlockable characters, purchasable revives. Sprint removes nearly all of it — no lanes, no currency, no power-ups, no continues, and one collision ends the run. What is left is a single button, a single life and a single number.

A Brief History of the One-Button Runner

The auto-runner has an unusually clear point of origin. Adam Saltsman's Canabalt (2009) took an ordinary platformer, removed every control except jump, made forward motion automatic and let speed climb without limit — defining a format browser and phone games have rebuilt ever since. The mobile boom scaled it up, with Temple Run (2011) and Subway Surfers (2012) adding lanes, collectibles and continues. Then the pendulum swung back: the dinosaur in Chrome's offline error page put a jump-only runner in front of an enormous audience. Sprint sits on the minimalist side of that split.

Frequently Asked Questions

How do I score points in Sprint?
Your score is the distance your runner travels in metres — every 10 pixels scrolled equals 1 metre. There is no other scoring event, so the further you run before hitting an obstacle, the better. Your best is saved automatically.
How does the double-jump work in Sprint?
You get two jumps per airborne phase, and the count refills the instant you land. The second jump replaces your upward velocity rather than adding to it, so it lifts you highest at the top of an arc and acts as a save during a fall. The runner trails cyan sparks whenever the count is at zero, so you can always see whether a jump is left.
What are the three obstacle types in Sprint?
Ground pillars are magenta columns three tiles tall on the floor — jump them. Ceiling pillars are amber columns hanging from the top; their underside sits far above your head while grounded, so you clear them by not jumping, and there is no duck control. Combo obstacles stack both in one column with a 60-pixel window between them, and that window sits below the height your fixed jump arc reaches — which is why combos end most runs.
Does Sprint get harder the further you run?
Yes, continuously rather than in stages — there are no levels or waves. The corridor starts at four pixels per frame and gains a little under one extra pixel per frame for each minute you survive. The minimum gap between obstacles shrinks on the same curve until it hits a hard floor, after which rising speed alone shortens your reaction window.
What keyboard controls does Sprint support?
Space is the entire control scheme: it starts the game from the title screen and jumps once you are running, and the page suppresses the browser's default page-scroll on that key. From the GAME OVER card, press R to run again — Space deliberately does nothing there, so you cannot restart by mashing the jump key while reading your final distance.
Does Sprint save my best distance, and is there a leaderboard?
Both. Your personal best is written to your browser's local storage the moment you beat it, shows in the HUD and on the game-over card, and flashes a NEW BEST banner. Separately, every completed run opens the Sprint leaderboard, ranked high-to-low in metres; if your distance reaches the top ten you can enter a name and post it.
What audio and haptic feedback does Sprint use?
Every sound is generated in the browser rather than loaded as a file: a jump plays a two-note rising chirp, a milestone plays three ascending tones, and a death plays a descending sawtooth sweep alongside a red flash. On devices that support vibration, a jump gives a brief pulse and a death a longer stuttered one. The SFX button toggles all audio and remembers your choice.