Lantern Catch: Catch & Dodge

Slide the lantern left and right with a finger, the mouse or the arrow keys, and catch each falling spark. Dodge the dark cinders: a hit or a dropped spark costs one of your three lights, and the third ends the run. The Daily is one course per date, with three tries.

On this page

How to play Lantern Catch

A glass lantern sits at the bottom of the play area. Gold sparks fall straight down: catch them. Dark, angular cinders fall too: dodge them. Sizes here are in units (u); the play area measures 360 by 450 u.

Controls

TouchMouseKeyboard
MoveSlide a fingerMove the pointer, no click← → or A D, held
StartSlide sideways 12 px, or tapClickA move key, Space or Enter
Pause, resumePause button, then tapPause button, then clickP or Esc

Rules and scoring

Two diagrams of the lantern drawn to scale. Top: a spark whose center is 20 units from the lantern center crosses the rim line inside the 28 unit catch window and is caught; a spark whose center is 31 units away is missed although it touches the glass. Bottom: the 64 by 22 unit hit box with a cinder overlapping it by 3 units (a hit), a cinder 4 units away (a Close) and a cinder 33 units away (clear).
The missed spark touches the glass, but its center is 3 u outside the window, so it drops. Source: sizes from the game code at twice real scale; shapes simplified.

Tips for longer runs

  1. Aim at the middle of the glass. It reaches 34 u from the center, but only 28 u counts, so a spark on its edge can still drop.
  2. Cross under a cinder while it is still high. It can only hurt while it passes the lantern’s height. From 18 s in, a cinder can fall beside the next spark, on the side facing your last one. Hold still until it passes.
  3. Move the moment you catch the first spark of an edge-to-edge pair. They appear from 25 s. The built-in margin is 0.35 s until 60 s, 0.20 s until 100 s and 0.04 s after.
  4. Do not chase a squeeze. That is a spark between two cinders, from 35 s. Slide under the spark early and hold still. The safe stretch for the lantern’s center shrinks from 56 u to 26 u by 124 s.
Four diagrams of a spark between two cinders at 0 to 30 seconds, 60 seconds, 90 seconds and 124 seconds or later. The cinders move closer to the spark, and the safe stretch for the lantern center shrinks from 56 units to 46.4, 36.8 and 26 units.
The lantern's center must stay more than 43 u from each cinder. Source: the squeeze formula in the game code, at twice real scale; a simplified diagram.

Our numbers

These come from our game code and test scripts, not from visitors’ data. Method: How we test.

How a run speeds up

There is no difficulty setting; the table is worked out from the game code. Times count from when the first spark lands, 2.6 s after you start. The Time on your result card counts from the start, so it is 2.6 s longer, cut to whole seconds.

Seconds inFall speed (u/s)Time to fall to the lanternWait between patterns (×0.8 to 1.3)
01502.40 s1.15 s
603301.09 s0.64 s
1004500.80 s0.30 s
110 and later4800.75 s0.26 s

New patterns arrive at 8 s (trails of three sparks), 15 s (lone cinders), 18 s (cinder, then spark), 25 s (edge-to-edge pairs), 35 s (squeezes) and 50 s (gates: a row of cinders with one gap for a spark).

Fairness tests

On 29 October 2026 a simulated fair player played 10,000 Free play and 400 Daily courses of 300 s each, from 0 s. It reacts 0.26 s after an object appears, moves at up to 1,100 u/s, stays within 18 u of each spark’s center and keeps 10 u clear of each cinder.

Three test bots

Each bot drives the game’s own movement and collision code, and ran 1,500 times (300 courses, five runs each) on 29 October 2026. All aim with some error. Slow and Average sometimes lift the finger or mistake a cinder for a spark (Slow three times as often); Slow’s finger also trembles.

BotReacts in, top finger speedMedian runMiddle 80% of runsFirst 10 sparks caught
Slow0.50 s, 420 u/s42.1 s26.7 to 59.9 s97.4%
Average0.40 s, 650 u/s80.1 s60.5 to 93.5 s99.9%
Quick0.28 s, 900 u/s150.7 s100.6 to 225.6 s100%
Timeline from 0 to 160 seconds. Fall speed rises from 150 to 480 units per second by 110 seconds. Bars show when each pattern first appears: single spark at 0 seconds, trail of three at 8, lone cinder at 15, cinder then spark at 18, edge to edge at 25, squeeze at 35 and gate at 50. Dashed lines mark the median run of the three test bots: Slow 42.1 seconds, Average 80.1 and Quick 150.7.
Dashed lines: median bot runs. Source: the game code and our 29 October 2026 bot runs.

What we have not measured

Daily and records

The Daily page lists the date and streak rules every game shares.

Frequently asked questions

Can every spark be caught?

In our tests, yes, for a fast and steady player: the simulated fair player lost no light in 10,400 courses of 300 s (29 October 2026). The bots do lose lights, and we have no results from people.

Can a cinder hurt me without touching the lantern?

No. The hit shapes sit inside the drawn ones: in our pixel check on 29 October 2026, no pixel inside a hit shape was empty. A cinder can overlap the glass’s edge on screen and still miss.

What happens if I lift my finger or switch tabs?

The lantern stays put while sparks keep falling. Switching tabs, or a stall of 250 ms or more, pauses the run. Resume with a tap, a click or a key (Space, Enter, P, Esc), then a 0.6 s ring fills.

Why can’t I restart straight away?

Taps are ignored for at least 1.2 s once the last light goes out, so a finger still down cannot skip your result. After that, a new tap of under 12 px, a click, or a fresh Space or Enter starts the next round.

Last updated: November 2, 2026.