How to play Dash Lane: tips for longer runs

Jump the crates, slide under the bars, and hold your timing as Dash Lane speeds up. Distance is the score, and your best stays on this device.

Dash Lane cover art, a night run with crates on the road and a low bar ahead of the rider.

Dash Lane is an endless night run. The rider stays on the left and the lane comes toward you. Jump the crates on the ground and slide under the bars overhead. Score is distance: how far you have traveled, divided by ten and rounded down. Your best stays on this device. Play Dash Lane when you want a run.

Press Play and the first obstacle is already close, so choose Jump or Slide before the card closes. Pause with the Pause button, P, or Escape. Resume continues from the same spot.

Jump the crates

Crates sit on the road. Height varies from a short hop to nearly the standing rider. A little over half of the obstacles are crates. The rest are bars.

A jump works only on the ground, and only when a slide is not playing. There is no second jump in the air. Wait until the feet are down.

The hit box follows the jump. Leave the ground before the crate reaches the rider and you clear it. You are in the air for a bit under three quarters of a second. A tall crate stays clear for most of that arc, with a short overlap at takeoff and landing. Landing on a crate is a crash.

Slide under the bars

Bars are wide and low. They hang over the road with a gap underneath, and they are too long to jump. You are still in the air when the bar arrives.

Slide instead. A slide lasts 0.72 seconds. The rider shortens, and the box shrinks upward from the feet so it stays on the road and fits under the bar. At the opening speed a bar takes about 0.45 seconds to pass, leaving a window of roughly a quarter of a second. Start the slide as the bar nears the rider. Too early, and you are standing again when it arrives.

You can slide in the air. The rider drops faster, which helps when a bar follows a crate and you are still landing. A second slide will not start during the first, and a jump waits until the slide is finished. If the next shape is a crate, stay on your feet.

The road gets faster

Speed starts at 280 and climbs with distance, up to 560. Gaps start wide, then shrink toward a minimum. Later you use the same jump and slide, with less time to read the shape.

Crates are orange. Bars are pink. The rider is the purple block on the left. Name the color while it is still on the right, then press once. A slide locks out the jump, and a jump that has left the ground cannot be restarted.

Controls

Action Input
Jump Arrow up, W, Space, the Jump button, or a tap on the upper part of the game
Slide Arrow down, S, the Slide button, or a tap on the lower part of the game
Pause Pause button, P, or Escape

On a touch screen, a tap in the upper 62 percent of the canvas jumps. A tap on the lower part slides. The Jump and Slide buttons do the same thing.

After a crash

The crash card shows your distance and your best. Play again starts over at the opening speed.

Continue is offered once, and only when a rewarded ad is viewed. If no ad plays, it is not granted and the card says so. A granted continue clears obstacles already beside the rider, puts the rider back on the road, and ignores hits for 1.4 seconds. Then the run is live again and Continue stays hidden.

Name the obstacle before it reaches the rider, jump orange crates from the ground, and slide pink bars with your feet down. Save an air slide for a bar that appears while you are landing. Near top speed, those two timings are the whole game.