TUNNEL DIVE

Dive down a spinning black-and-white op-art tunnel. Rotate the whole tunnel to thread the gaps as it gets faster and narrower.

TUNNEL DIVE All games

TUNNEL DIVE

Dive down a spinning black-and-white op-art tunnel. Rotate the whole tunnel to thread the gaps as it gets faster and narrower.

A kaleidoscope tunnel runner in stark black and white. You fly down the tunnel on your own; your job is to rotate the whole tunnel left or right so the gap in each gate comes round to meet you. Clip a barrier and the run ends.

Clean gates raise your multiplier from x1 up to x8. Close calls and prisms pay bonus points, and every 700 m a new zone makes it faster, narrows the gaps, adds spinning gates and switches the tunnel's pattern.

What is in it: Abstract black-and-white tunnel; no characters, no violence. Strong high-contrast patterns (checkerboards, moire, spirals) rush and rotate all the time, and the screen flashes on a crash and at each new zone. Not suitable for anyone sensitive to patterns or flashing. More for parents

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Controls

  • A D / Left Rightrotate the tunnel
  • Space / Enter / tapretry
  • P / Escpause
  • Mmute
  • Touchhold the left or right half of the screen
Look at the next gate, not the one you are in, and start turning early. Your multiplier is the real score, so a clean run beats a risky prism.

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How to play

TUNNEL DIVE is a reflex game in pure black and white. You fly down a tunnel covered in dizzying op-art patterns, and gates with gaps in them come rushing towards you. You cannot move yourself; instead you rotate the whole tunnel so the gap lines up with you.

Rotate with A and D or the Left and Right arrows. On a phone, hold the left or right half of the screen. P or Esc pauses and M mutes. If you hit a barrier the run is over; press Space, Enter or tap to go again. The end screen shows your score, the zone you reached, and how many gates, close calls and prisms you got.

Health warning: this game is made of fast, rotating, high-contrast stripes and checks. The whole screen flips between black and white on a crash, at each new zone and on close calls. If patterns like that make you feel unwell, please choose a different game.

Tips and strategy

  • Look one gate ahead. By the time a gate is close it is too late to turn far. Line up for the next gap while you are still passing the current one.
  • Turn the short way. The tunnel is a ring, so every gap can be reached in either direction. Take the shorter rotation and save time for the gate after.
  • Tap, don't hold. The tunnel speeds up its turn very quickly and stops just as fast, so short taps make small, exact corrections. Holding a key swings you a long way.
  • Your multiplier only grows. Your score is distance times a multiplier from x1 to x8. You gain +1 for every 10 gates you pass. Nothing knocks it back except crashing, so staying alive is worth more than any single bonus.
  • Bonuses are a gamble. Passing very close to a barrier is a CLOSE call worth 25 points, and grabbing a PRISM is worth 50. Both are multiplied by your current multiplier. A prism also counts as three gates towards the next multiplier step. Take them when they are on your line; do not swing across for them.
  • Be ready at 700 m. Each new zone speeds up and brings gates closer together. From zone 2 there are spoked gates, and from zone 3 twin gaps and spinning gates, which turn while you approach them.
  • Aim for where a spinning gate will be. A spinning gate keeps turning right up until it reaches you. Line up with where its gap will be when it arrives, not where it is now.

What's in it

An endless dive split into zones every 700 metres. The tunnel's pattern changes from zone to zone in a cycle of four, CHECKER, MOIRE, SPIRAL and FAN, and fades from one into the next. Each zone is faster than the last, until zone 12, after which the speed holds.

Every gate is a ring of twelve segments, some solid and some open. There are four kinds:

  • Gap: a single opening. It starts five segments wide and narrows to two in later zones.
  • Half: a large solid block on one side, with the open side to aim for.
  • Spokes: every other segment open, from zone 2. Small turns are enough.
  • Twin: two narrow openings on opposite sides of the ring, from zone 3.

From zone 3 any gate may also spin, and spinning gates get more common and faster the deeper you go. Prisms float in open lanes just in front of almost half the gates. Your best score and the deepest zone you have reached are saved.

Behind the game

Each new opening is placed only a few segments from the one before, so the game never asks you to whip right round the ring between two gates. At zone 1 most gates are kind. Each zone adds speed and tightens the spacing, and the gates get harder too: the openings narrow and the gates that move join in.

Whether you hit a gate is decided at the moment it reaches you. The game checks the segment you are in and a small margin either side, so clipping the edge of a gap still counts as a crash. A pass that would have hit with a slightly wider margin counts as a close call, which is why close calls feel so tight. Your turning speed also rises a little with each zone, up to zone 8, so the controls keep up with the pace.

The look is all done with pattern and light: the tunnel is drawn with sharp, moving stripes, the far end fades to white, and a blur grows towards the edges of the screen as you speed up. The beat pulses the tunnel.

Questions

Do I need an account?

No. Your best score and deepest zone are saved in your browser.

Can I play on a phone?

Yes. Hold the left half of the screen to turn one way and the right half to turn the other, and tap to start again after a crash. It plays upright.

Can I pause?

Yes, press P or Esc. Press it again to carry on.

Why did I crash when I was nearly through the gap?

The ship has a little width, so being right on the edge of an opening counts as a hit. Aim for the middle of the gap.

Is it violent?

No. There are no characters at all.

Does it flash?

Yes, and more importantly the whole game is fast, rotating, high-contrast black-and-white patterns. It is not suitable for anyone sensitive to flashing or patterns.

Is there an autopilot?

No, every gate is yours to thread.

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