Arcade · Program

Pop

Five popper toys, each with its own game: pop the caps, flip the toy over and push them all back through again.

Pop

Screenshots

The toys

Pick a toy from the box. The toy decides the game, and each has its own best score.

  • Duck - Rush. Pop the lit caps before the clock runs out. The clock is set once per board and a pop never adds time, so the faster you clear, the more time is left. The first board gives you a little over a second a cap, and each board after is a tenth of a second per cap tighter, down to half a second. Early boards light three caps near each other. From board 5 only one is lit at a time.
  • Turtle - Marathon. Rush on the turtle's 19 caps, which makes for longer boards and a longer clock.
  • Frog - Speed. One light that hops to another cap if you leave it, and hops faster the more you pop. There is a single 30-second clock for the whole run, flips included. A wrong cap costs two seconds, not the run.
  • Octopus - Memory. Watch the caps light up, then pop them back in the same order. Each board adds a cap. You get a little over a second a cap to repeat the sequence.
  • Paw - Zen. No clock, no lights and no score. Pop anything, and flip whenever you like.

In Rush, Marathon and Memory, pressing a cap that is standing but not lit (or not next) ends the run, and so does the clock running out. Tapping an empty socket is not a press and costs nothing.

Flipping

When a board is clear, the toy waits for you to crouch or right click.

  • In Rush and Marathon the clock keeps draining while the toy waits. The press banks the time left into your score and the toy then refills. If the clock runs out before you bank it, the run is over.
  • In Speed and Memory (and the paw) the press flips the toy: the caps squash back up row by row and the next board deals. In Speed the clock keeps running while you flip.

Scoring

  • Rush, Marathon and Memory: each cap is worth 10. When you clear a board, every twentieth of a second left on the clock (20 for each second) is added to your score, multiplied by the board number. In Rush and Marathon you only get the time you bank before the clock runs out.
  • Speed: one point per cap.
  • Zen: no score. The readout counts the caps you have popped.
  • Best is your best run on each toy, kept per player.

Controls

Click a cap     pop it
Crouch          bank the time left, or flip a cleared toy
Right click     the same as crouch (it never pops a cap)
Start           begin a run
End             give up the run in progress
New             reset after a run is over
Toys            back to the toy box
Exit            leave the game