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Neck MonsterRun

A webcam-controlled toy monster lane runner with jumps, slides, charms, and local best score.

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About 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.

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