🦖 Dino Run
The dinosaur runner you can actually duck in on a phone: tap the top half to jump the cactus, hold the bottom half to duck under a diving flyer. It speeds up the further you go, one hit ends the run, and there is a 600m sprint track with a real finish line.
🕹️ How to play
- How to start playing Dino Run: Open the page and hit Start running — no download, no sign-up. The first 3 seconds are deliberately empty so you can get a feel for it, and the very first obstacle is always the easiest small cactus, at roughly the 25 metre mark.
- How to jump over ground obstacles: Tap the top half of the screen (or press Space / ↑ on desktop) to jump. A quick tap is a short hop that lands sooner; holding gives you a full, higher jump. Any length of press clears any single ground obstacle — holding just gives you more margin.
- How to duck in the dinosaur game on a phone: Hold the bottom half of the screen, hold the Duck button, or hold ↓ on a keyboard. The hit box drops the instant you press, so holding is always safe, and that is the only way under the low flyers that skim the ground.
- How scoring and speed-up work: The metres you run are your score. Every 100m the game flashes and steps up a speed gear, capping out at 1000m. Day flips to night every 300m. Hitting anything ends the run immediately, and the result screen shows this run and your all-time best.
📖 Rules & variants
Basic rules: the dino is fixed toward the left of the field and runs forward automatically while ground obstacles and three heights of flyer scroll in from the right. You get exactly two moves — jump and duck. Touching anything ends the run instantly; there are no lives and no levels, and the metres you covered are the score.
The three flyer heights: a low flyer skims the ground and must be ducked — jumping into it is what kills people. A mid flyer at waist height can be ducked under or cleared with a full held jump. A high flyer passes over your head, so the correct answer is to do nothing at all; only a panic jump can hit it.
Does it get harder: yes, but with a ceiling. Speed steps up every 100m from 8.5 m/s to a hard cap of 15 m/s at 1000m, after which it never gets faster. Difficulty then comes from richer obstacle combinations instead, so it never turns into a pure reflex wall.
Are the obstacles random: the order is random, the difficulty is not. Every combination is a hand-authored template that has been machine-verified as clearable at the speeds it can appear at, and the random draw only picks the order. The same template never appears three times in a row, flyers never come in groups, and the first 3 seconds are always empty.
How the 600m sprint works: it is a track with a real finish line, and everyone who opens it on the same day runs the same course. You get 2 revives — a crash revives you on the spot with 1.5s of invulnerability but costs a 5 second penalty, and a third crash means you did not finish. Zero revives finishes in 60.0s (Flawless), one in 65.0s (Steady), two in 70.0s (Clutch), so the clock is really a count of your mistakes.
How many players: solo distance chasing is the main mode and a run takes 20–90 seconds. For a group, turn on pass-and-play in the settings so 2–8 people take turns on one phone. Everyone runs the identical track, and the leaderboard ranks by metres when the last person is done.
Getting interrupted: switching tabs or taking a call auto-pauses the run, freezing your metres — they are never reset to zero. Coming back does not resume automatically; you tap Resume and get a 3-2-1 countdown first, so you never return straight into a cactus. You can also pause any time with the button or Esc.
❓ FAQ
⚠️ This is a pure front-end web game: gameplay never needs the network, your records stay only on this device, and it is just for casual fun.
Last updated: 2026-08-21 · Saved on this device only