Motion Pop
A 90-second popping sprint. Burst every orb you can reach with any fingertip, chase the gold and crystal ones for bonus points — and pop around the spiky red bombs.
A 90-second popping sprint. Burst every orb you can reach with any fingertip, chase the gold and crystal ones for bonus points — and pop around the spiky red bombs.
Motion Pop gives you ninety seconds and one job: pop everything. Glowing orbs drift across a neon backdrop; touch one with any fingertip and it bursts into particles and scores. Cyan bubbles are worth one point, darting gold comets three, armored purple crystals five — and the spiky red bombs cost you five, so pop around them. Orbs do not wait: each one drifts away if you are too slow, and the replacements keep coming whether or not you popped the last batch. There are no lives and no way to die; the enemy is the clock and your own reach. When it hits zero you get a grade, your best is saved, and the leaderboard is waiting.
The camera tracks both of your hands, and all five fingertips on each are live, so up to ten points of your body can pop orbs. The view is mirrored like a selfie, which makes aiming feel natural from the first second. The screen is busy from the opening bell and never stops refilling: orbs arrive on a timer that speeds up as the round runs, and any orb you do not reach shrinks, fades and drifts away on its own. Four share the screen at the start, eight by the final stretch. Every pop climbs a rising musical ladder — keep popping without a gap and the pitch keeps climbing.
Bubbles drift and bounce for one point. From fifteen seconds in, gold zippy orbs ricochet around the screen for three — fast, small, and the shortest-lived of the lot. At thirty seconds the purple heavies arrive: big, slow, and armored — three separate taps to crack, five points when they shatter, and they stick around longest to make that possible. Green cluster orbs split into three quick minis worth two each. And around the one-minute mark a rainbow prism appears: pop it for an eight-second Frenzy where the screen floods with fast double-point bubbles. Orbs also shrink as the round goes on, so precision matters more the longer you last.
The spiky red bombs drift among the real targets from about twenty-five seconds in. Touching one costs five points and a red flash — nothing more; your run never ends. The bigger cost is your streak: six pops in a row doubles every orb you score, fourteen triples it, twenty-four quadruples it, and a bomb knocks you straight back to single. So does letting an orb you already reached for drift away. Pop three or more orbs in quick succession and the chain also pays a flat five-point bonus. Every hundred points triggers a fireworks milestone, and the final scoreboard stamps your run Bronze, Silver, Gold, or Platinum alongside how many orbs you popped and how many escaped. Your best score is saved on this device, and you can post your result to the arcade leaderboard.
A pause button freezes the round and the clock; the pause menu also holds the sound toggle and a quit option. Lowering your hands mid-round costs nothing but time. Either hand works alone, or use both at once. Prefer to skip the camera entirely? Start with Control and pop by clicking or tapping instead. In motion mode you play over a generated neon backdrop rather than your own video; the camera button brings the live feed up if you would rather see yourself and your hands. On phones it plays in landscape with an on-screen fullscreen toggle.
Hand tracking runs on your device, in the browser. Camera frames are never uploaded or stored. Details in the privacy policy. New to webcam games? The play space guide covers the setup basics.
Your best score is saved on this device, and you can sign in to post a finished round to the arcade leaderboard. Motion and control rounds rank on separate boards.
Yes. Choose "Start with Control" and your mouse or fingers on the screen do the popping — no camera permission is requested at all.
It is a one-player cabinet. Both of your hands are tracked, but there is no second scoreboard, so sharing the frame just means sharing the score.
No. Bombs subtract points and your score can never go below zero, but nothing ends the round early. The only limit is the ninety-second clock.
Yes, on every axis at once: orbs arrive faster, more of them share the screen, each one lives for a shorter time before drifting away, they drift quicker, tougher kinds join over time, and they all shrink as the clock runs down.
It shrinks, fades and drifts away, and nothing is deducted. But if you had it within reach and let it go, your streak multiplier resets to single — that is the real cost of falling behind.