Save your scores + win weekly prizes →!!! Sign up·Log in
🏆 Weekly Tournament
🪨 Top Rockers
⛳ Hole in 5
🎳 Pin Kings
🏆 Top 3
DISCLAIMER: This is a fictional game. Do NOT throw rocks, golf balls,
or any objects from bridges, overpasses, or at moving vehicles in real life. Doing so is
a felony in most jurisdictions and can cause serious injury or death. The developers do
not endorse, encourage, or condone any such behavior. Play responsibly.
You're standing on an overpass with a pile of rocks (or golf balls). Cars drive by below. Drop projectiles on them to rack up damage - measured in dollars of repair cost. You've got 60 seconds, extendable through bonus events. Biggest total score wins.
Controls (Desktop)
← →Move left/right along the bridge railing
↑ (3 taps)Tap 1: start the aim arc auto-sweeping. Tap 2: lock the aim, start the power meter. Tap 3: lock the power and throw.
SpacePause / resume mid-round. On the end screen, Space triggers Play Again.
RRestart the round (3-2-1 countdown)
Controls (Mobile)
Two large on-screen pads at the bottom for left/right movement. A dedicated THROW button - tap it three times to aim → power → release. Tap Restart / Home from the corner buttons.
The Round Timeline
0s - First throw
The 60-second clock doesn't start until you release your first rock. Move and aim freely before that.
0-30s - Wind ramps up
Wind picks a side at round start at about 1 mph and builds gradually to 15-20 mph by 30s. Compass arrow shows direction; chevron flow + color (green → red) show strength.
30s - "Starting to get windy"
Voice cue + dramatic pop. From here to 60s the wind smoothly rotates 180° to the opposite side. Recalibrate your lead.
40s - DeLorean appears
A rare time-travel Easter egg drives in. Hit it for Back in Time! +10s.
≤5s - Last throw
The banner fires and a beep-per-second cues your final throw.
Aim + Power (3-tap rhythm)
Tap 1 - aim arc auto-sweeps side to side. Tap 2 - locks the angle, starts the power meter (0 to 100 and back). Tap 3 - locks the power and releases. Max-power throws hit up to 3x harder than a tap-throw and travel further. Wind drifts the rock mid-flight; heavier projectiles drift less.
Projectiles
🪨 Rock
Heavy. Full damage (100%). Low wind drift. Shatters on landing. Best all-around pick.
⛳ Golf Ball
65% damage but bouncier, faster, more wind drift. Chains combos and flybacks more easily.
🎳 Bowling Pin
Full damage, tumbles end-over-end, slightly floaty. Bowls through rows of traffic for giant combos - Pin Kings territory.
HUD Legend
$ ScoreTotal damage so far (top-left)
TimerRound clock (top-right)
WindCompass + MPH readout, blowing from round start. Chevron flow + color: green calm, red gusty.
Pips · 3 dotsBackwards-hit progress - all 3 green = +10s bonus, then resets
Streak BoxConsecutive hit-throws + progress to the next tier. 2 = HOT (2x), 5 = SUPER (5x), 10 = MEGA (10x)
⚡⚡⚡ TripleMEGA streak reward - your next throw fires 3 projectiles in a tight fan
Hit LogTop-right under the timer - each hit shows car, panel, multipliers, and the running throw subtotal
Strategy Tips
• Lead the target - fall time is ~1 second at full gravity. Throw where the car will be. Add an extra lane of lead when wind is red.
• Max-power throws hit 3x as hard - catch the meter at the top, not the middle.
• Aim for hoods and windshields - center hits on flat panels pay best (see Scoring).
• Chase the streak - missing a throw breaks your streak back to zero. Fire thoughtfully once it's on.
• Backwards hits are time - every third one is +10s. Flybacks count too.
• Wall bounces DOUBLE the throw - each side-barrier ricochet retroactively doubles your running throw subtotal. Two bounces = 4x of original, three = 8x. No cap.
• Rail Grind = $5,000 - land a rock on TOP of a barrier (not a side bounce) for a flat $5k trick bonus. Stacks under subsequent wall bounces.
• Wind favors rocks for precision, golf balls for chaotic combos.
End of Round
All in-flight rocks finish their life before the round closes out. Placement message + leaderboard entry follow.
Scoring - The Full Nerd
Master Formula
Every single car-hit evaluates this formula, in this exact order:
MIN_PAYOUT is $200 - any hit pays at least this, even a pure edge graze. The floor is applied twice: once after combo, once after all remaining multipliers. Multipliers stack multiplicatively in the order shown.
Wall bounces and Rail Grind are separate - they add retroactive bonuses to the running throw subtotal (see their sections below), not per-hit multipliers in this formula.
Vehicle Repair-Cost Table (costMax)
Vehicle
Class
Max $
Porsche 911
Sports
$5,000
BMW M3 E30
Sports
$4,500
Mazda RX-7
Sports
$4,000
Chevy Corvette
Sports
$4,000
Audi RS5
Sports
$4,000
Crown Vic
Sedan
$3,500
Chevelle SS
Sedan
$3,500
Hummer EV
Truck
$3,500
Cybertruck
Truck
$3,500
School Bus
Truck
$3,000
Jeep Wrangler
SUV
$2,500
Grand Marquis
Sedan
$2,000
VW Golf GTI
Sedan
$2,000
VW Bus
SUV
$2,000
City Bus
Truck
$2,000
RV
Truck
$2,000
Saia Semi
Truck
$2,000
Mercury
SUV
$1,500
Ford F-150
Truck
$1,500
70s Pickup
Truck
$1,500
Bounder (RV)
Truck
$2,000 (fallback)
Unknown vehicles fall back by class: sports $4,000 · sedan $2,500 · suv $2,000 · truck $2,000.
Dead-center hood hits score the full repair cost. Edge grazes collapse toward $0 (clamped by MIN_PAYOUT). Front bumpers pay 30% more than rears.
Panel Zones (yRatio + zRatio)
Panel
Trigger
Bumper
zRatio < −0.3
Hood
zRatio < 0.15 AND yRatio < 0.6
Windshield
zRatio < 0.45 AND yRatio > 0.4
Roof
zRatio < 0.7
Trunk
otherwise
The panel label is only for the hit log readout - the dollar math uses xMult/zMult directly, not the named panel.
Power Multiplier
powerMult = 1 + power × 2 where power ∈ [0, 1]
power 0.0
Feather drop → 1.0×
power 0.5
Mid-meter → 2.0×
power 1.0
Max-charge → 3.0×
Combo Multiplier (per-throw)
comboMult = carHits [1st car = 1×, 2nd = 2×, 3rd = 3×, … no cap]
One rock, multiple cars. Each successive car on the same projectile multiplies the hit's damage by its position in the chain. A single rock hitting 5 cars stacks 5×, 4×, 3×, 2×, 1× on the respective hits.
Streak Multiplier (cross-throw)
Tier
Consecutive hit-throws
Multiplier
None
0–1
1×
🔥 HOT STREAK
2–4
2×
⚡ SUPER STREAK
5–9
5×
💥 MEGA STREAK
10+
10×
A "hit-throw" is any throw that scored at least one car hit. A miss (rock lands without connecting) resets the streak tier to 0. Reaching MEGA also grants a one-shot Triple Toss charge - your next throw fires three rocks in a tight 2.5° fan, all landing on-road for easy combo coverage.
Backwards Hit 5×
backMult = 5 if (carHits ≥ 2 AND velocity.z > 2 AND !_backwardsUsed)
After hitting a car, the rock deflects. If it has positive Z velocity (moving back toward the camera) when it hits the next car, that hit scores 5×. Only one backwards hit per rock. Counts toward the backwards-trio time bonus (see below).
Wall Bounce - Subtotal Double
on wall hit:
bonus = (current throw subtotal so far)
add bonus to subtotal // doubles it
add bonus to player score
When a rock ricochets off a side barrier, the entire running throw subtotal doubles retroactively. The bonus added equals everything earned on this throw up to that moment, so a second wall hit doubles the already-doubled total. Cars hit between walls aren't multiplied individually - they fold into the next wall hit.
Compounding effect: 1 bounce = 2× the subtotal, 2 bounces = 4× of original, 3 bounces = 8× of original, no cap. If the throw hasn't hit any car yet (subtotal is $0), the wall hit awards nothing - but future hits compound under later bounces.
Popups escalate: "DOUBLE THAT!" → "DOUBLE AGAIN!" → "TRIPLE DOUBLE!" → "INSANE BOUNCE!" → "GODLIKE!" → "UNREAL!". At 10/15/20 bounces in a single throw, a "Double McDoublesen!" stinger fires.
Rail Grind - $5,000 Flat Trick Bonus
if (rock lands on TOP face of either side barrier AND !_railGrindAwarded)
awardTrickBonus($5,000)
_railGrindAwarded = true // one-shot per throw
Landing on the top of a barrier (not a side bounce - the top face) banks a flat $5,000 Rail Grind trick bonus. Once per throw so chattering rails don't farm it.
Stacks with wall bounces: the $5,000 goes into the throw subtotal, so a subsequent wall bounce doubles it to $10,000, a second bounce $20,000, and so on.
Per-Projectile Damage Multiplier
Projectile
damageMult
bounceMult
throwSpeedMult
gravityMult
windMult
🪨 Rock
1.00
1.00
1.00
1.00
0.50
⛳ Golf Ball
0.65
1.60
1.15
1.40
1.00
🎳 Bowling Pin
1.00
0.90
0.95
0.90
0.70
Golf balls do 65% of a rock's damage but bounce 60% harder, fly 15% faster, and fall 40% quicker (heavier effective gravity = snappier cadence). They're also blown around by wind twice as much. Rocks win on raw damage; golf balls win on combo depth and unpredictable ricochets.
Bowling pins match rocks for damage but fly a hair slower and float longer (0.9× gravity) so you can watch them tumble end-over-end. They excel at mowing laterally through a row of cars: each pin hit becomes the next car's combo multiplier, and pins keep their momentum after impact - a well-placed throw can pick up 10+ cars in one go. Wall bounces are devastating with pins because the bounce code gives them an upward lift on each wall hit, keeping them airborne to compound through more subtotal doublings.
Flyback Bonus - +$20,000
If a rock that's already hit at least one car bounces back over the bridge deck (crosses Z = −5 going upward with Y above 6m, heading toward the camera), it's a Flyback. Flat +$20,000 bonus awarded once. Also counts as one tick toward the backwards-trio counter.
Time-Extension Bonuses
+10s · Backwards Trio
Accumulate 3 backwards hits (backwards-5× hits and flybacks both count) and the round clock gets +10s. Counter resets after each trio, so you can earn it repeatedly.
+10s · Back in Time!
The DeLorean appears once per round at the 40s-elapsed mark. Any direct hit awards +10s and plays "Back in Time!"
Wind Physics
activation from round start
direction random pure-left or pure-right at spawn, locked for 0-30s
magnitude ramp (mph displayed = mag × 5):
0-20s elapsed 1 → 5 mph (slow drift)
20-30s elapsed 5 → 15-20 mph (kick-up)
30s+ steady 15-20 mph
direction sweep:
0-30s fraction=0 (locked to original side)
30-60s fraction=0→1 (smooth 180° rotation)
60s+ fraction=1 (full opposite side)
per-projectile (only while airborne):
heightFactor = clamp(0, 1, (y − (ground+0.2)) / 5)
velocity.x += wind.x × projectile.windMult × heightFactor × dt
velocity.z += wind.z × projectile.windMult × heightFactor × dt
Wind is on from the moment the round starts but barely noticeable for the first 20 seconds. At the 30s mark it has fully ramped up and the "Starting to get windy" voice fires - from there the direction smoothly rotates 180° over the remaining 30 seconds, flipping the side you need to lead into.
Wind only affects airborne projectiles and scales with altitude: 0× at ground level, ramps linearly to full strength by 5 m above the road. Low bounces barely drift; high arcs get blown around. Rocks feel 0.5× wind, golf balls feel 1.0× (twice the drift on a golf ball at the same altitude), bowling pins sit between at 0.7×.
Bounce Limits (not scoring, but relevant)
Projectile
Max ground bounces
Notes
🪨 Rock
4
Shatters into debris afterward
⛳ Golf Ball
3 (or 5)
5 if any bounce had velocity.y > 3.0
Hitting a car resets the bounce counter - good combos can keep a rock alive almost indefinitely.
Worked Examples
Example 1 - Perfect Porsche hood at max power, cold start:
costMax=$5,000, xMult=1.0, zMult=1.0, powerMult=3.0, combo=1, back=1, streak=1, dmg=1, wall=1
rawPoints = 200 + (5000-200)×1×1×3 = $14,600
basePoints = 14,600 × 1 = $14,600
points = 14,600
Example 2 - Same shot but 3rd car of a combo on a SUPER streak with 1 wall bounce:
costMax=$2,500 sedan, xMult=1.0, zMult=1.0, powerMult=3.0
combo=3, streak=5, wall=1.5
rawPoints = 200 + (2500-200)×3 = $7,100
basePoints = 7100 × 3 = $21,300
points = 21,300 × 1 × 5 × 1 × 1.5 = $159,750
Example 3 - Backwards + MEGA on a truck:
costMax=$2,000, xMult=0.8, zMult=1.0, powerMult=2.5
combo=2, backMult=5, streak=10, dmg=1, wall=1
rawPoints = 200 + (2000-200)×0.8×1×2.5 = $3,800
basePoints = 3800 × 2 = $7,600
points = 7600 × 5 × 10 = $380,000
Score
$0
FPS: --
🔥
HOT STREAK
NEXT HIT 2x
1x
Wind15
Time
1:00
⚡⚡⚡ TRIPLE TOSS READY
Time's Up!
$0
Damage Per Throw
Leaderboard
👑
Claim Your Crown
You've dropped 5 rounds of rocks. Save your stats forever, climb the real leaderboard, and unlock the Babe Badge.
Bethany here - servers, emails, and voice lines cost money. Pick
a tier below and keep the rocks flying. Each one comes with a
perk and buys you quiet time from this nag.