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  3. Whack-a-Mole
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Whack-a-Mole

Click-based reflex game. Whack moles for points, grab golden moles for bonus, avoid bombs! Combo system

Moles pop up from holes at random, whack as many as you can before time runs out! Fast reflexes and quick target acquisition are the name of the game.

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A sample round

A mole pops up in the bottom-left hole for a brief window.

Input

Click/tap the bottom-left hole within ~0.6 s
Whack-a-Mole produces

Result

Hit registered, +1; pop-up interval shortens as the round progresses

Scoring is a pure reaction-time test, and the appearance interval shrinks over time so difficulty scales with your success. Watching the centre of the grid with soft focus (not staring at one hole) improves peripheral detection and average response time.

About this game

Moles pop up from holes at random, whack as many as you can before time runs out! Fast reflexes and quick target acquisition are the name of the game.

How to play

  1. 1Click or tap moles as they appear.
  2. 2Each successful whack scores a point.
  3. 3Moles appear faster as the game progresses.

Why play it

  • Reflex warm-up

    A quick round gets your clicking reflexes primed.

  • Kids' entertainment

    The simple tap-to-play mechanic is perfect for young players.

Controls and rules

  • Progressively faster mole appearances
  • Score and time display
  • Fun whack animations and sound effects

How it works

This Whack-a-Mole runs on an HTML5 canvas (450x400, rendered with a requestAnimationFrame game loop and a fixed 60fps-normalized delta of deltaTime / 16.67) over a 3x3 grid of nine holes. Seven mole types spawn from a weighted table, each with its own point value, up-time, and hit-points: Normal (+10), Golden (+50, glows and stays up only 0.8x as long), Speedy (+25, 0.4x up-time so it's the fastest to disappear), Helmet (+30, takes 2 hammer blows to clear), Ninja (+40, 0.6x up-time), King (+100, 3 hit-points and 2.0x up-time), and the Bomb (-100), which you must NOT hit. Bombs are the skill ceiling: clobbering one triggers a 15-frame screen shake, a 20-particle explosion, and instantly resets your combo to zero, so the game is as much about inhibitory go/no-go control as raw clicking speed.

Scoring stacks two multipliers. A consecutive-hit combo adds 1 + floor(combo / 5) * 0.5 to every hit (so points scale up every fifth mole, and an Nx COMBO! banner pops on each multiple of five), while the doublePoints power-up multiplies the result by 2; both compound, so a Golden mole on a hot streak can pay out far more than its base 50. The combo resets not only when you smack a bomb but also when a non-bomb mole falls back down un-whacked, so letting moles escape actively costs you. Hitting a Golden or King mole has a 30% chance to drop one of four short-lived power-ups (timeFreeze, doublePoints, slowMo, hammerSize); hammerSize widens the hit radius from 40 to 60 pixels and slowMo stretches both the spawn interval (1.5x) and mole up-time (1.8x), giving you breathing room.

Difficulty is set before the round (Easy/Medium/Hard) and reshapes both the spawn table and the clock: Easy gives a 45-second timer, up to 2 moles at once, a gentle 1200ms spawn interval, and only a 5% bomb weight; Hard runs 90 seconds with up to 4 simultaneous moles, a 650ms spawn interval, a 13% bomb weight, and unlocks Ninja and King moles that never appear on Easy. On top of that, an internal wave/level system ramps things further: each wave advances after 10 + level*2 kills, every third wave bumps the level, and rising levels shrink mole up-time, tighten spawn timing, and (past level 3) skew the table away from harmless Normal moles. The audio is fully synthesized in real time with the Web Audio API (oscillator tones per event type, not sample files), high scores persist in localStorage, and the whole thing is keyboard-friendly: Space/Enter start, pause, or restart, Escape pauses, and M toggles mute.

Frequently asked questions

How long is each round?

A standard round lasts 30 to 60 seconds, depending on the mode.

Do moles get faster?

Yes, they appear and disappear more quickly as the round progresses.

Related tools and how they differ

  • Snake Game: Drive a snake around a grid collecting food without trapping its tail; pick it for route planning instead of fast tap-or-skip choices.
  • Flappy Bird: Tap to flap a bird through pipe gaps against gravity; choose it for rhythmic timing rather than discriminating which target to hit.
  • Breakout: Position a paddle to bounce a ball and break bricks at chosen angles; use it for aim and control, not pop-up target reactions.

Private by design

The game runs entirely in your browser. No account is needed and no gameplay data is collected.