Wing Master
Scores how well you flew, not just whether you survived. The centre band of every gate is worth chasing.
Gap Hunter has one rule: every gate you clear makes the next one narrower. It starts generous and ends at a width where the flyer barely fits with room for a single correction — and then it stops, because past that point a game stops testing accuracy and starts testing luck.
Pass as many gates as possible. Each one you clear narrows the next by 2.4 units, down to a floor of 92. Gates passed is the recorded result.
| Action | Keyboard / mouse | Touch |
|---|---|---|
| Flap | Space, W or Arrow Up | Tap anywhere on the play area |
| Pause / resume | P or Esc | Pause button in the game bar |
| Restart | R | Restart button in the game bar |
Pause with P or Esc, restart with R. The game pauses automatically if you switch tabs. More detail in keyboard controls for browser games and touch controls for arcade games.
The shrink is 2.4 units per gate, starting from 235 and stopping at 92. That means it takes about sixty gates to reach the floor, which is beyond what most players will ever see — but the point is that the floor exists and is where it is. Ninety-two units is roughly three flyer diameters: tight, unmistakably tight, and passable by a steady hand.
Scroll speed is held deliberately low and rises only slightly. This is not a speed game and combining the two would have been cruel rather than interesting. What rises instead is the penalty for imprecision — at 200 units you can be 40 units off centre and still fly through; at 100 you cannot be 20 units off.
The characteristic failure is nerve rather than skill. Somewhere around the 25th gate the openings start to look impossible, and players begin over-correcting — flapping twice where one would do, aborting an approach that was fine. The gates at that point are still nearly twice the flyer's height. Almost every death in the middle of a Gap Hunter run is a player beating themselves.
The recorded metric is gates passed rather than score, because gates passed is the same thing as how narrow you got. It is the cleanest measure on the site of pure altitude control.
Gap Hunter uses the site's shared flight model: gravity acts continuously on your vertical velocity, a flap sets that velocity rather than adding to it, and hard caps on rise and fall speed mean no situation is ever unrecoverable. The mechanics this game leans on are Flapping, Gravity, Narrow Gaps and timing.
If you want the numbers behind that, how flappy-style games work sets out the whole model, and how flapping mechanics work explains why a flap that sets velocity behaves so differently from one that adds to it.
Technique
Why a narrow gap entered level is easier than a wide one entered diagonally, how to stop over-correcting, and when a gap that feels impossible genuinely is not.
Cornerstone Guide
Why precision is a separate skill from speed, how narrow a gap can fairly be, what perfect-pass scoring is for, and the three-step method for controlling altitude.
Design
How to compute the reachable band, why gaps should not cluster, when to add jitter, and the specific numbers behind gap placement on this site.
Browse the flappy precision games, the full library of 30 games, or the newest additions. If you are not sure what to try next, the best flappy games to play online suggests an order.