Viviana Arcade

Arcade games

24 games in this category

Cover art for CarsArcade

Cars

0.0 · Rating carried over from the source catalogue

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Cover art for BashorunArcade

Bashorun

0.0 · Rating carried over from the source catalogue

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Cover art for JagoArcade

Jago

0.0 · Rating carried over from the source catalogue

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Cover art for Mad FishArcade

Mad Fish

0.0 · Rating carried over from the source catalogue

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Cover art for PlumberArcade

Plumber

0.0 · Rating carried over from the source catalogue

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Cover art for RobotexArcade

Robotex

0.0 · Rating carried over from the source catalogue

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Cover art for SmilesArcade

Smiles

0.0 · Rating carried over from the source catalogue

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Arcade games

Every arcade game ends. That sounds obvious until you notice it is the only thing all 24 titles on this shelf have in common, and that the way a round ends is the part you will either enjoy or resent. Sorting the shelf by ending turns out to be far more useful than sorting it by artwork, so that is what this page does.

Endings by collision: you were fine until you were not

Crazy Runner puts a road along a seafront behind two power poles, a runner in front, and a red pickup truck behind. One button. The button never gets harder to press — the road gets faster, until you are pressing faster than you can see. The round ends the instant you touch anything, and the next one starts about two seconds later, which is why these titles suit a queue or a lift. Santa Run and Super Cowboy Run are built on the same frame with a different character walking through it.

Endings by clearance: the board has to empty

Brick Out is dressed as a candy village — purple mushroom houses, swirl lollipops, a floor of violet goo — and it is one of the harshest things on the shelf. You control a paddle and nothing else, and the ball's rebound angle is decided by where on the paddle it lands. The habit that actually raises scores is refusing to chase: pick the spot the ball is falling towards and be standing there early. Brick Breaker Unicorn asks the same of you in different colours.

Endings by cash-out: one release, then wait

Gold Miner splits the screen in half, sky and rock above, dark brown earth below, a treasure chest planted where you can see it. The entire game is one decision made at one moment: when to let the hook go. Miss, and the machinery spends three seconds hauling up a worthless boulder while the clock keeps going. Gold Miner Jack is the same rhythm in another skin. If you like decisions that are rare and expensive rather than constant and cheap, start here.

Endings by timer, in scenes that never stop moving

Fishing Frenzy opens on bright blue water with cartoon fish of several sizes crossing the screen continuously and coral along the bottom edge. There is no track and no correct route. Things drift past and you decide which one is worth going after, which makes it the most forgiving group for anyone who dislikes being marched along a fixed path. Mad Fish and Mad Shark share the water with it.

A route through the shelf on a first visit

Take the collision group first, then clearance, then cash-out, and leave the open scenes until last, because choosing targets is a skill that takes longer to build than pressing at the right instant. If the free time you actually have is closer to three minutes than thirty, skip the browsing entirely and take something from the three-minute set.

Before you click something at random

Is everything on this shelf free to play?

Yes. Every title opens in the browser with nothing to install and no account to create, and we keep no record of how you did.

How many arcade games are there?

Twenty-four, which makes this the largest of the fourteen shelves by a wide margin. The number on the grid above is read from the system at build time, so it moves when the catalogue moves.

Which group works best on a phone?

Collision and clearance, because both want taps rather than precision. The cash-out group is fine too. Open scenes are the ones where a bigger screen genuinely helps, since you are picking targets out of a moving crowd.

How is this different from the skill shelf?

Arcade mixes mechanics under one label; the skill shelf holds one mechanic studied closely. Arcade asks for a better score, skill asks for better timing. If you want something you can put down without a score chasing you, try the casual shelf instead.

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