Hoop LeaguePreparing the forest court…

Hoop League

60 courts. Read the defense. Build a relay.

WeightPlay Original Game Guide

Hoop League

60 courts. Read the defense. Build a relay.

Backboard CircuitRelay SkylineFocus
GameplayDirect · Bank · Assist
GenreSports · Arcade · Animal
DifficultyEasy to learn, tighter by court
Estimated Play Time3–8 minutes

Public play

Hold. Find the green zone. Release. Finish ahead after the final shot. A basket earns 1; a perfect release earns 2 (3 on Bank Court). Keep the marker inside the green zone. The thin gold line is perfect. Space / Enter also work. Leaving the tab cancels your charge. From court 7, choose Direct or Bank before holding Shoot. A rim shutter blocks Direct; a board shutter blocks Bank. The green zone and dotted flight guide change with your route. Focus slows one released shot to 62% speed. Tokens are limited per match. Cancelling a charge spends no token. From 31, Pass spends one attempt and gives the rival its scheduled points, then stores two relay charges (capacity two). Assist spends one charge even on a miss, crosses every shutter and scores 2, or 3 for perfect. Pass breaks your scoring chain. Win by finishing ahead and meeting every displayed route, perfect, chain and final-route goal. A tie or missing goal loses. Records and unlocks persist; court 60 is the final court.

World and Mission

Backboard Circuit · 1–30

Relay Skyline · 31–60

How the Systems Work

From court 7, choose Direct or Bank before holding Shoot. A rim shutter blocks Direct; a board shutter blocks Bank. The green zone and dotted flight guide change with your route.

Focus slows one released shot to 62% speed. Tokens are limited per match. Cancelling a charge spends no token.

From 31, Pass spends one attempt and gives the rival its scheduled points, then stores two relay charges (capacity two). Assist spends one charge even on a miss, crosses every shutter and scores 2, or 3 for perfect. Pass breaks your scoring chain.

How to Play

  1. Hold. Find the green zone. Release.
  2. Keep the marker inside the green zone. The thin gold line is perfect.
  3. Space / Enter also work. Leaving the tab cancels your charge.

Campaign and Difficulty Growth

Win by finishing ahead and meeting every displayed route, perfect, chain and final-route goal. A tie or missing goal loses. Records and unlocks persist; court 60 is the final court.

Player and Save Information

Best stage progress stays in this browser. No account, purchase, online match, or cloud save is required; clearing site data can remove the local unlock.

FAQ

Goals
Win by finishing ahead and meeting every displayed route, perfect, chain and final-route goal. A tie or missing goal loses. Records and unlocks persist; court 60 is the final court.
Backboard Circuit
From court 7, choose Direct or Bank before holding Shoot. A rim shutter blocks Direct; a board shutter blocks Bank. The green zone and dotted flight guide change with your route. Focus slows one released shot to 62% speed. Tokens are limited per match. Cancelling a charge spends no token.
Relay Skyline
From 31, Pass spends one attempt and gives the rival its scheduled points, then stores two relay charges (capacity two). Assist spends one charge even on a miss, crosses every shutter and scores 2, or 3 for perfect. Pass breaks your scoring chain.