
Hoop League
60 courts. Read the defense. Build a relay.
Hoop League
60 courts. Read the defense. Build a relay.
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
- Hold. Find the green zone. Release.
- Keep the marker inside the green zone. The thin gold line is perfect.
- 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.


