PROJECT AIRDUNK CONTEST
PLAYERAIR 01
ATTEMPT01
PERSONAL BEST00/50
READY TO FLY?Hold ↑ / W or RUN. SPACE / tap JUMP at the line.
ONE-HAND SLAMMAX 40
POWER 0%

CHOOSE YOUR GAME

YOUR PROGRESS

Made dunks
0
Different dunks
0
Best dunk
0 / 50
Best contest
0 / 150

YOUR PLAYER

PLAY AS AN APP

iPhone / iPad: open this game in Safari. Choose Share → Add to Home Screen, enable Open as Web App if shown, then tap Add.

Android / desktop: use Install app or Add to Home screen in your browser menu. Some browsers also show an install icon beside the address bar.

Open the app while connected and wait for OFFLINE READY. Then Quick Dunk, Practice, Contest, replays, and saved records work without a connection. Browser storage must remain available.

Updates wait for you. UPDATE reloads the game; finish your current contest first. Clearing browser data removes downloaded assets and local records.

HOW TO DUNK

Keyboard: hold ↑ or W to run. Press SPACE to jump, SPACE again to dunk, then SPACE to land. On your phone, hold RUN and tap the JUMP / DUNK / LAND button.

MODE switches between Quick Dunk, slower Practice, and a three-round Contest. Each contest round has two dunks; the better score counts. Active contest dunks cannot be restarted. Use NEXT DUNK after scoring; changing mode ends the contest. Practice never changes records or unlocks. PLAYER changes your jersey and number before an attempt.

Five judges score out of 10 each. Execution counts for 35%, difficulty 25%, style 15%, height/distance 10%, landing 10%, and freshness 5%. A first-time basic slam can score 40; a clean combination can reach 50. Miss the basket and the score is zero.

  1. RUN UP THE COURT

    Hold RUN, ↑ or W to build momentum. Release to coast; ↓ or S brakes on keyboard. A stronger approach gives more lift and range.

  2. JUMP ON THE LINE

    Tap JUMP or press Space when your feet reach the yellow takeoff line.

  3. SLAM IT HOME

    Tap DUNK or press Space again when the prompt lights up at the rim.

  4. STICK THE LANDING

    After the dunk, wait for LAND to turn green. Tap it or press Space once before your feet touch down. An early tap uses your chance. Simple dunks land easily; harder combos need more control.

In the air: ↑ adds speed, ↓ slows you down. On touch, hold the court to run and swipe up to jump. Lift your thumb, then swipe right for a 360 or left for a reverse. Drag up/down to change airborne speed. Tap the court to dunk or land when the prompt turns green. Buttons work alongside gestures.

While airborne, use the trick buttons or Z (360), X (windmill), C (pump), V (hand switch), B (reverse). Combine a rotation and a ball action at the same time. Each move counts once. 360 and Windmill need strong jumps; start them early. Pump is short and cleanest near the apex. Switch is quickest and rewards following another ball move. Reverse narrows the dunk window and finishes slightly later. WAIT means that lane is busy, LOW means the jump is too weak, and RISK warns of a late move. Finish every move before dunking: rushing can lose the ball. A clean 360 + Windmill tops out at 47.9; adding a well-timed Reverse can reach 50. R retries Quick Dunk or Practice, or advances after a contest dunk.

WATCH REPLAY plays your last attempt at half speed. BACK TO SCORE or Escape ends it. Replay does not change your score or freshness. SFX adds dribbles, rim impact, crowd reactions, and score tones. Motion effects follow your device’s reduced-motion setting.

VIBE adds optional vibration where your browser supports it. Switching apps or rotating the phone releases held controls; touch RUN again when you return.

Repeating a made combo gradually reduces freshness, by up to 2.5 points. Freshness history starts over when you change modes or start a new contest; Practice resets it on every retry. Misses do not use up freshness. Personal bests, made dunks, unlocked colors, and player settings save on this browser when storage is available. An unfinished contest does not resume after reloading.