Curb Hop: Bike Runner

Your bike rides on its own. Tap to clear most pits, hold to clear tall barriers and the widest pits, and see how many meters you get before the first hit. The Daily course is the same for everyone and gives you three tries.

On this page

How to play Curb Hop

Your bike rides to the right by itself, and you choose when to hop. Hit an obstacle or come down inside a pit and the ride is over. Your score is the distance in meters, and nothing else adds points.

Controls

MouseTouchKeyboard
HopLeft buttonPress the scene or the big button under itSpace, ↑ or Enter
Hop higherHold the buttonHold your finger downHold the key
Start, or ride againPress and releasePress and releasePress and release the key
PausePause buttonPause buttonP or Esc

The two hops

Hold length decides the hop. Heights use the game’s units, where 32 units are 1 meter on the distance counter.

Line chart of peak hop height against hold length. Holds up to 125 milliseconds peak at 57 units, a 133 millisecond hold peaks at 107, and holds of 300 milliseconds or more peak at 135.
Peak wheel height by hold length. Source: the game's movement rules, run on a flat road. Only 57 and 135 are also in our test records.

What ends a ride

ObstacleHit box (units)Your wheels must be
Cone16 wide, 22 tallat least 18 up while you pass
Crate26 wide, 40 tallat least 36 up
Barrier26 wide, 92 tallat least 88 up
Beam120–160 wide, underside 125 upat most 77 up
Pit62, 90, 150 or 230 wideback on the road past the far edge

The bike’s hit box spans 4 to 48 units above its wheels, hence 18 (22 − 4) and 77 (125 − 48). Any hit ends the ride. There are no extra lives.

Worked out from the game’s motion: a tap clears the 62, 90 and 150 pits wherever they appear. The 230 pit is a hold hop until about 950 m. After that a tap works too.

Chart of wheel height against time for the short hop and the long hop, with lines at 18, 36 and 88 for a cone, crate and barrier and a shaded zone above 77 for the beam.
Only the long hop climbs past the barrier line, and only the short hop stays under the beam line. Source: the game's movement rules and hit boxes, flat road.

Tips for longer rides

  1. Start with plain taps. The first 180 m hold only pits, and a tap works across about half a second. A dotted arc marks the first pit and cone of your first three rides, and your first ten crashes at tap spots and ten at hold spots show the hop you needed.
  2. Commit. Our checks cover taps of 8 to 120 ms and holds of 300 to 450 ms. A hold in between is unchecked and gives a hop between the two.
  3. Ride under beams. A tap stays under the 77 limit, so a lone beam needs no press. With a cone under the beam, tap.
  4. Use the buffer and the grace. A press in the last 100 ms before landing is kept. At a pit you can still hop 75 ms after the road drops away.
  5. Look ahead. You see 14.4 m ahead: 1.5 s of road at the start, 0.85 s at top speed.
  6. Chase the flag. It marks your best distance.

Our numbers

Computed rows use the game’s formulas. The rest come from our test suite, with the date and count; How we test explains each check.

How the ride gets harder

There is no difficulty menu; the road gets harder with distance. Computed for a ride that never crashes; the real gap is 1 to 1.5 times the one shown.

DistanceTimeSpeedGap (s of riding)New on the road
0 m0 s34 km/h2.0Starter pits only
180 m18 s37 km/h1.35Cones, small pits, then crates from 260 m
330 m32 s40 km/h1.23Barriers, medium pits; beams from 400 m, large pits from 500 m
450 m43 s42 km/h1.14Two-part groups, such as a cone under a beam
1,500 m118 s61 km/h0.45Top speed. The gap stopped shrinking at 1,300 m

What the course checker enforces

A group goes onto the road only after the checker finds presses that clear it. After 8 failed tries, the road gets one second of empty road. The limits, from the code:

What we measured

BotMedian rideMiddle 80%Past first 3 groups
Loose38.5 s (about 400 m)23.2–69.3 s99.9%
Late22.5 s (about 220 m)8.6–34.3 s83.5%
Sharp141.6 s (about 1,900 m)63.5–313.0 s100%

On 25 October 2026, 30 courses with 5 rides per bot gave medians of 39.6, 22.2 and 132.8 s. Distances convert time with the speed formula.

Not measured or not passed. Without player data we give no finish rates. A 60-second top-speed run on 22 October 2026 (Chromium on a computer, 390 px wide, CPU slowed 4 times) had 95% of frame gaps at 16.8 ms or less and 1.47% of frames dropped. It also had 6 long tasks over 50 ms (the longest 70 ms), so it failed our old check. Later speed checks ended “not judged” because the test machine was too busy. We have no real-phone numbers.

Daily course and records

For streaks and the rules all Dailies share, see the Daily page.

Frequently asked questions

Can I get an impossible course?

The generator places a group only after its checker finds presses that clear it within the limits above. On 25 October 2026, 160 courses replayed 20 times each with timing noise gave 0 deaths. Passable is not easy: the Late bot died within the first three groups in 16.5% of its rides.

Why won’t the ride restart right after a crash?

The result card appears 480 ms after the crash, and a press in the next 700 ms does not start a new ride. That keeps a late tap from wiping your result and the hop you needed. A press held since before the crash never restarts the ride: let go and press again.

What counts as a close call?

In the air, your hit box passing within 8 units of the top of a cone, crate or barrier, or of a beam’s underside. Landing within 12 units of a pit’s far edge counts too.

Last updated: November 2, 2026.