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0 more for bonus time

Put a finger on the pad below and pull down, then let go. Longer pull, harder throw

01 / OVERVIEW

About Arcade Basket

Arcade Basket is an original browser hoop shooter played against a clock. A run starts with 40 seconds, and scoring, streaks and reaching the tier's point threshold all hand time back — so a good run makes itself longer. The rim and the backboard are one part, sliding above the cabinet. As your adjudicated throws add up it moves at a steady pace, then at a varying one, and in the last stage it bobs vertically too. What advances the difficulty is how many balls you have thrown, not how long the clock has run, so standing still never burns the difficulty off. The design stakes everything on putting "why it missed" on the screen instead of leaving you to guess: seven outcomes, each with its own test and its own one-line reason. Swish and bank are the two ways in. Too hard (it hit the ceiling), wide (high enough but drifted out of the window on the way past), and too light (it never reached the rim) are the three ways out. A pull that is too short is a cancel, and pulling up or sideways is a wrong way — neither flies at all, so neither counts as a throw nor breaks your streak. Going in outranks every miss classification: a ball that clipped the ceiling and still drops through is a bank, not a miss. The ceiling and both side walls are cold steel and bounce the ball back, and the rim posts can knock it down — which is exactly where banks come from. A run is hard-capped at 63 seconds, and both bonus channels have a limited number of uses, so every readout stays bounded.

The coin-op hoop cabinet by the arcade door, humming to itself, its chain net burnished by everyone ahead of you. A run was only a handful of seconds long, and you crouched there throwing them up one after another, knowing from the sound alone when one had gone clean through. Nobody in the queue said anything, but miss one and they all shuffled half a step closer. No one used the words "release timing" back then, and yet everybody learned to wait until the rim came back to the middle.

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【街】 The coin arcade · 1988–2000 →

02 / HOW TO PLAY

How to play Arcade Basket

  1. 01

    The goal is simple: make as many as you can before the clock runs out. Baskets score, and streaks and point thresholds hand time back, so how long a run lasts is something you earn.

  2. 02

    On a phone, put a finger on the throw pad below the picture and pull down. An anchor ring appears where you landed, confirming the touch was received, and the bar you pull out is the power — longer bar, harder throw.

  3. 03

    The direction is reversed, and that is deliberate: the ball flies opposite the way you pull, like drawing a bow back. A preview arc appears on the very first frame, and wherever it is drawn is where the ball will go.

  4. 04

    Let go to throw. A pull that is too short counts as a cancel — it is not a throw and your streak survives. Pulling up or sideways is a wrong way, which likewise does not count.

  5. 05

    On a desktop, left and right aim, up and down set the power, Space or Enter throws, Esc and P pause, and Enter starts or replays.

  6. 06

    After every ball a short reason stays on screen: too light means add power, too hard means take some off, wide means straighten the aim a little. Those sentences are written from the actual tests, not as encouragement.

  7. 07

    The rim never stops moving, so timing matters as much as aim: park your preview arc on the rim's path and wait for it to arrive, rather than chasing it by re-aiming every throw.

03 / RULES

Arcade Basket rules

The run and the clock: 40 seconds to start, and the run ends when the clock does. What advances the stages is your **adjudicated throws** — not the clock. A cancel and a wrong way never fly, so they do not count as throws and cannot push you into the next stage. A run is hard-capped at 63 seconds: both bonus channels have a use limit, and filling them both reaches exactly that. How the rim moves: the rim and the backboard are one part, sliding above the cabinet and dwelling briefly at each end before turning back. The first stage holds it still; after that it is steady travel, then varying travel, then varying travel plus a vertical bob. The three difficulty tiers change only the rim's speed and the throw counts that open each stage — **the rim is exactly the same size in all three**. A generous window is this game's promise, not a difficulty knob. Two ways in: the ball counts when it crosses the rim plane going down and lands inside the window horizontally. Touching nothing at all on the way is a swish, worth 2 plus 1 for the swish; clipping a post, the ceiling or a wall and still dropping through is a bank, worth 2. **Going in outranks every miss classification**, so a ball that hit the ceiling and still drops through is a bank. Three ways out, in a fixed priority: one that touched the ceiling is too hard; one that did not, but drifted outside the window at the moment it crossed the rim plane going down, is wide; anything else is too light — the ball never rose as high as the rim. All three zero the streak, and none of them costs points, costs a life, or interrupts the run. Two that are not throws: too short a pull is a cancel, pulling up or sideways is a wrong way. Neither counts toward adjudicated throws and neither changes the streak. Bonus time and rewards: every 3 consecutive makes adds 2 seconds, up to 4 times a run, after which the streak keeps counting but stops buying time; the first time a run's score reaches the tier's threshold adds 15 seconds, once a run; and inside the last 10 seconds every ball you make is worth 1 more point. Bonus time only extends the clock — it never resets the streak, the stage, or the throw count. Ceiling and walls: both are cold steel and bounce the ball back with a fixed restitution, and the rim posts can knock it down. That is not feel noise — it is where banks and "too hard" both come from. Randomness and replay: a whole run is decided by one seed and replays tick for tick, so the link in the summary is enough to play the exact same run again.

04 / STRATEGY

Arcade Basket strategy tips

Set the power, then wait for the rim: aim and power decide where the preview arc lands, and the rim walks over to meet it. Parking the landing point on the rim's path and waiting beats chasing it while also changing direction. Change one thing per reason: too light means 1 more tier of power, too hard means 1 less, wide means pull the aim back a little. Change one at a time and you can tell which change did the work. A swish is worth 1 more than a bank, which makes the moment the rim dwells at an end a bargain — horizontal error is smallest there. A streak is time, not only points: every 3 makes buys 2 seconds, up to 4 times, so banking a streak early is buying yourself the second half of the run. Cancelling is free: if the pull shows you a landing point you do not want, bring the finger back near the anchor and let go. Your streak survives, which beats throwing a ball you already know will drift. Inside the last 10 seconds every make is worth 1 more, and the score bonus only pays once a run — so use streaks to push the clock into that stretch, then make several in a row. That is where runs separate. The tiers change rim speed and stage thresholds, never the rim's size. Go up a tier to practise timing; go down one to learn how aim and power map onto a landing point.

05 / FAQ

Arcade Basket FAQ

How do you play Arcade Basket on a phone or a computer?
Pull down on the throw pad and let go: the ball flies opposite the way you pulled, and a longer pull means more power. On a phone, put a finger on the pad below the picture and pull down — an anchor ring marks where you landed and the bar you pull out is the power. Let go to throw. On a desktop, left and right aim, up and down set the power, Space or Enter throws, and Esc or P pauses. You can mix the two freely; there is no control scheme to pick first. A pull that is too short counts as a cancel, so it is not a throw and your streak does not break.
Why do I keep missing — what do too light, too hard and wide mean?
Misses are classified in a fixed priority: too hard means it hit the ceiling, wide means the height was fine but it drifted out of the window, and too light means it never reached the rim. Too light means add a tier of power, too hard means take one off, and wide means pull the aim back a little. The three reasons are written from the actual tests, so each one names what really happened. All three only zero the streak — they never cost points, cost a life, or interrupt the run. Change one thing at a time and you can see which change did the work.
What is the difference between a swish and a bank, and what is each worth?
A swish is a ball that touched nothing at all on its way down through the rim, worth 2 plus 1 for the swish. A bank clipped a post, the ceiling or a wall and still dropped through, worth 2. Going in outranks every miss classification, so a ball that hit the ceiling and still drops through scores as a bank rather than being called too hard. Inside the last 10 seconds, swish or bank, every ball is worth 1 more point. Both add one to your streak.
How do you get more time in Arcade Basket, and how long can a run last?
There are two bonus channels: every 3 consecutive makes adds 2 seconds (up to 4 times a run), and the first time your score reaches the tier's threshold adds 15 seconds (once a run). Bonus time only extends the clock — it never resets the streak, the stage, or the throw count. The base clock is 40 seconds, and with both channels filled a run is hard-capped at 63 seconds. So a good run makes itself longer while every readout stays bounded. Past the 4th bonus the streak keeps counting, it just stops buying time.
Why does the rim move, and how does the difficulty increase?
The rim carries the backboard left and right, and as your thrown balls add up it moves through three stages: steady, varying, then varying plus a vertical bob. The first stage holds the rim still, so you can learn how aim and power map onto a landing point before anything moves. Stages advance on adjudicated throws rather than on the clock, so waiting in the aim phase never burns the difficulty off. Cancels and wrong ways do not count as throws, so they cannot push you into the next stage either. The rim dwells briefly at each end before turning back, and that is the moment horizontal error is smallest.
How many difficulty tiers are there, and what do they change?
There are 3 tiers, and they change the rim's speed, the number of throws each stage needs, and the score threshold for the time bonus. **The rim is exactly the same size in all three**: a generous window is a fixed design promise here, not a difficulty knob, so do not expect a lower tier to hand you a bigger hoop. Go up a tier to practise release timing; go down one to learn the aim-and-power mapping. The tier key sits on the control bar and can be changed at any time.
Can I replay the same run, and where are my records kept?
Yes: a whole run is decided by one seed, so copy the link from the summary panel and opening it gives you the same run. The same seed with the same inputs reproduces the run tick for tick, so this is not "roughly similar" — it is the same run. Your best score and longest streak live only in this browser on this device; a different device, cleared data or another browser all start over. Reloading returns you to the standby screen, and an unfinished run is never restored half-way.

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