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Neck MonsterRun
A webcam-controlled toy monster lane runner with jumps, slides, charms, and local best score.
All gamesAbout Neck MonsterRun
Neck MonsterRun is a three-lane endless runner where a toy monster sprints forward and you handle everything else: flick left or right to change lane, up to jump, down to slide. It is the game in the collection that uses the most of the head-tracking vocabulary at once — all four flick directions doing genuinely different things, under time pressure.
Speed starts at 330 units per second and climbs by 7.5 per second toward a 690 ceiling, roughly doubling over a long run, while obstacles spawn every 820 milliseconds at the start and tighten to 460. Jumps use 780 units of upward velocity against 1850 gravity, giving a short, snappy hop rather than a floaty one, and a slide lasts 0.58 seconds. Coins are worth 25 points each.
The 0.58-second slide length is the number that took the longest to settle. Too short and a late head flick means you stand up inside an obstacle; too long and you cannot chain a slide into a lane change. It is set so that a slide triggered slightly late still clears, which is the general principle behind every timing window in the game.
How to play
- Head flick left or right — change lane
- Head flick up — jump; head flick down — slide for 0.58 seconds
- Arrow keys or WASD — the same four actions
- Collect coins for 25 points each
- Hitting an obstacle ends the run
Tips & tricks
- Commit to one action at a time. The four-direction vocabulary means a hesitant half-flick can register as the wrong input entirely — a clear, decisive movement is read more reliably than a fast one.
- Prefer lane changes to jumps when you have the choice. Sideways flicks are the most reliably detected, and a jump commits you to an arc you cannot cancel.
- Slide early rather than late. The 0.58-second window is generous at the start of a slide and unforgiving at the end, so triggering it a beat early is nearly always safer.
- Take coins only from your current lane once you pass about 500 units per second. Crossing two lanes for 25 points is the classic way to end a good run.
- The speed cap is 690, which you reach after roughly 48 seconds. Everything after that is a consistency test at constant speed, so if you can survive the ramp you can keep going a long time.
- Recover in the centre lane. After a jump or a slide you want to be somewhere with an escape route on both sides, and the middle lane is the only position that always has one.
Frequently asked questions
- Is Neck MonsterRun free?
- Yes, free to play in the browser with no download.
- What are the controls?
- Head flicks left and right change lane, up jumps, and down slides. Arrow keys and WASD do the same.
- How fast does it get?
- It starts at 330 units per second and accelerates by 7.5 each second up to a maximum of 690.
- How much are coins worth?
- Twenty-five points each. Your best score is kept in your browser's local storage.
- Is my webcam footage saved?
- No. Face tracking is processed locally in your browser.