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Maze

Maze

Navigate from the start to the goal as fast as you can.

How to play

Every game builds a new 10×10 maze. The blue mouse is you, starting in the top-left corner; the green flag is the goal, in the bottom-right corner.

More: full rules and tips

Swipe up, down, left or right on the maze — a short flick of about 18 pixels is enough, and the longer axis of the flick decides the direction — or use the arrow keys. The mouse runs in a straight line and keeps going until something stops it: a wall ahead, a side opening, a dead end, or the flag itself. Going round a corner always takes a new swipe.

The clock starts with your first move that actually goes somewhere, not when the maze appears, and it runs in real time, shown to a tenth of a second; leaving the page does not pause it. A swipe straight into a wall does nothing.

Reaching the flag stops the clock and shows your time next to your best. You can save it to the Hall of Fame, where the lowest times rank highest. The New button gives you a fresh maze and resets the clock at any time.

Goal: reach the green target as fast as possible.

Tips & strategy

Because you glide until the corridor ends or branches, the maze is less about steering and more about reading the corridor ahead before you flick. Look past your mouse to the next junction and decide your turn in advance, so you arrive already knowing which way to swipe instead of stopping to think at every fork.

If you get genuinely lost, fall back on the wall-follower rule: mentally keep one hand on the same wall — say the right — and follow it without ever letting go. In a standard maze that path always reaches the exit, even if it is not the shortest. Once you can see the goal, switch to making a direct beeline and only consult the wall rule again when a dead end forces a rethink.

Planning is free here, because the clock waits for your first real move. Use that time to trace the whole route before you touch the screen. Begin at the flag rather than at the mouse: it sits in a corner, so it has at most two openings, and following the corridor back from it usually narrows the choices quickly. If a layout looks long and tangled you can even press New and inspect another one — nothing is timed until the mouse moves.

Each maze is generated with exactly one route between any two cells and no loops. That means every opening off your route ends in a dead end sooner or later, and the only way out of a wrong turn is back the way you came. Count the route in swipes rather than squares: a long straight corridor costs one flick, but every bend, and every side opening you pass, costs another — when the mouse halts at an opening you want to pass, just swipe the same way again. The mouse's position changes the instant a swipe registers, and the slide you see is only a 0.13-second animation, so once you know the route you can send the next swipe without waiting for it to finish.