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01 / OVERVIEW
About Mole Holes
Mole Holes is an original browser take on the whack a mole arcade game. The board is nine burrows in three rows; a target rises, waits, and sinks again, and you have to tap it while it is up. It differs from the rest of the genre in exactly one place, and that one place sets the feel of the whole run: before anything appears, its burrow pushes up a mound of soil, and the mound's colour and crown tell you which of the three is coming — so you get to move your thumb there before you have to react. A mole scores. A rare pays five times as much but always gives you the shortest window there is. A spike costs you. The clock is the only thing that ends a run, so there is no losing: every run gets played to the end.
The wooden cabinet in the corner of the fairground: a few round holes, a soft mallet on a chain, and something popping up the moment the light came on. No instructions, no menus — a child could see what to do in a second, because the hard part was never the rules, it was whether your hand could keep up with your eyes. This is that cabinet in a browser: the holes are still there, the mallet is your finger, and the one thing that is new is the little heap of soil that comes up first.
02 / HOW TO PLAY
How to play Mole Holes
- 01
Tap anywhere in the game area to start. The opening countdown is there to let your thumb settle; taps during it neither score nor cost.
- 02
Watch for the burrow pushing up a mound. The mound is the telegraph — its crown and colour say whether a mole, a rare or a spike is coming, and its length is the same at every difficulty.
- 03
Wait until it is really out of the hole, then tap. On a phone one finger on that square is the strike, and the hit box is a ring wider than the hole itself, so a near miss still lands. On a desktop the keypad block 7 8 9 / 4 5 6 / 1 2 3 maps onto the nine burrows, with 5 in the middle.
- 04
Leave the spike alone. It is the only thing that costs you, the penalty ignores your multiplier, and it wipes the combo; ignore it and it sinks by itself for free.
- 05
Esc or P pauses at any time, and the pause overlay holds the rules and the settings. Sound and reduce-flashing stay one tap away in the top bar.
03 / RULES
Mole Holes rules
Board and telegraph: nine burrows in three rows. Every target runs mound, up, sink, in that order, and the mound's length is fixed — nothing ever simply appears. Three targets: a mole scores and builds the combo, and missing it breaks the combo; a rare is worth 5 times as much but always gives you the shortest window there is; a spike costs you and breaks the combo, and leaving it alone does nothing at all. Scoring: every 3 hits in a row lifts the multiplier one step, up to ×4, and a hit is scored at the multiplier you had before it. A struck spike costs 20 points flat — no multiplier — and the score has a floor, so it can never go below 0. The combo breaks in exactly two ways: a mole or a rare you let sink, or a spike you struck. Tapping an empty burrow, tapping one that is still only a mound, or hitting the same target twice are all strikes with no effect: no cost, no broken combo. Difficulty and length: the higher the score the denser the spawns, the shorter the window and the more spikes, across five steps that stop climbing at the top. A run is 30 or 60 seconds and each length keeps its own best. The last 5 seconds spawn faster, and the time you get to react does not shrink with them.
04 / STRATEGY
Mole Holes strategy tips
Keep your eyes on the middle of the board and read the whole grid with your peripheral vision. Mounds come up anywhere, so staring at one burrow means giving up the other eight. Move your thumb the moment a mound appears, not when the target does. Splitting the travel from the reaction is the whole point of the telegraph. Take the cheap one first. With a mole and a rare both up and both reachable, hit the mole to lift the combo and let the rare collect the higher multiplier — the same two targets are worth forty points more in that order. If only one is reachable, take the rare. It pays 5 times as much and it has the shortest window, so hesitating costs you the whole thing. Do not sweep all nine. Tapping without choosing guarantees you hit spikes, and one penalty plus the broken combo costs more than the extra target was worth. An empty burrow is free, so tap when you are unsure rather than freezing — the spike is the only thing on the board worth avoiding. When the combo breaks, start again immediately. The next hit restarts the count at 1 and nothing about the run gets harder because you dropped one.
05 / FAQ
Mole Holes FAQ
- How do you play whack a mole on a phone and on a keyboard?
- In Mole Holes you wait for a target to come out of a burrow and tap it before it sinks. On a phone one finger on that square is the strike — no swipe, no long press — and the hit box is a ring wider than the hole, so a near miss still lands. On a desktop the keypad block 7 8 9 / 4 5 6 / 1 2 3 maps onto the nine burrows with 5 in the middle, and Esc or P pauses.
- How do you get a high score in a whack a mole game?
- In Mole Holes it comes down to the combo and the order you take things in. Every 3 hits in a row lifts the multiplier a step, up to ×4; when a mole and a rare are both up and both reachable, hit the mole first to lift the combo and let the rare collect the bigger multiplier — the same two are worth forty points more that way. And never sweep the board: sweeping guarantees spikes.
- What are the rules, and what comes out of the holes?
- The rule is simple: let a target come out, then tap it before it sinks. Three things come up. The mole is the basic target — hit it to score and build the combo. The rare pays 5 times as much but always gives you the shortest window there is. The spike is the only trap: striking it costs 20 points flat, ignores your multiplier and wipes the combo. All three differ in colour and in silhouette, and the shape of the mound tells you which is coming before it appears.
- How long is a round, and does the game get faster?
- A run in Mole Holes is 30 or 60 seconds, switchable on the page, and each length keeps its own best score. Difficulty follows your score across five steps: the higher you climb, the denser the spawns, the shorter the window and the more spikes — and at the fifth step it stops climbing. The last 5 seconds spawn faster, and the time you get to react does not shrink with them.
- Do you lose points for hitting the wrong hole?
- Tapping an empty burrow, tapping one that is still only a mound, or hitting the same target twice all cost nothing and break nothing — you just get a puff of dust as a receipt. Only one thing on the board has a price: striking a spike, which costs 20 points and wipes the combo. The score also has a floor, so it can never go below 0.
- Can you tell which hole the mole will pop out of?
- Here you can, and that is the one mechanic this game adds. Before anything leaves a burrow, that burrow pushes up a mound of soil, and its colour and crown name the target as well as the place. On the old cabinets there was a short mechanical delay between the light and the target, and experienced players lifted the mallet during it; here that delay is drawn as the mound. Its length is the same at every difficulty, so reading it is worth more the further you get.
- How can you use this as a reaction time test?
- Mole Holes reports accuracy and misses at the end of every run, and the two answer different questions: a high miss count means you never saw it, a low accuracy means you saw it and were slow. To compare with someone else, use the seed — every run is decided by one, so copying the link from the settlement hands them the identical run, which is the only way two sets of numbers mean anything side by side. Each run length keeps its own best, so 30 and 60 never overwrite each other.
- Can you play the old arcade mole game in a browser?
- That style of game is generally just called whack a mole: a row of holes, a mallet and a timer, and you hit whatever comes up. Mole Holes is an original browser version of that loop — the art, the sound and the pacing are all made here. It opens in a browser with no download and no sign-up, and records stay in this browser.