About Animal Racing
Animal Racing is the steeplechase of the dodge family, and it handles like one. Your mount jumps further than anything else here โ 820 milliseconds of air, against a plain runner's 640 โ which makes the fences the most comfortable obstacle in the category to clear.
Turning is the price. At 210 milliseconds the lane change is the slowest of the four runners by a clear margin, nearly twice Parkour's. That single number reshapes how the game is played: where the other runners let you sidestep a shape you couldn't read in time, here the sidestep has to be decided well before you need it.
The courses are built around that. These are the longest three-lane runs in the family, 800 to 2,600 metres, and the hazard mix is deliberately fence-heavy and block-light: you meet the obstacle your mount is best at far more often than the one it is worst at. You take the fences confidently, because the jump is generous, and you plan the lane changes carefully, because they are not.
Controls
The gallop looks after itself and keeps building. What you decide is which answer the next obstacle needs, and โ because the turn is slow โ how early to start it.
Swipe pad on a phone, arrow keys on a laptop:
- Change lane swipe left or right, or press โ โ / A D. The slowest lane change in the category at 210ms, and it can't be cancelled. Commit early.
- Jump swipe up, tap the track, or press โ / W / Space. Takes the fences, with the longest airtime of any body in the category.
- Duck swipe down, or press โ / S. Gets you under the low branches.
- Pause the Pause button, or Esc / P. The run also pauses if you switch tabs.
Solid blocks can't be jumped or ducked, however good the jump is. Change lane.
One hit ends the run. No lives, no checkpoints.
You can't jump twice in the air, and you can't switch from a jump to a duck midway.
Tips
- Jump when in doubt You have the longest air in the category and the slowest turn, which inverts the usual advice: on a fence-or-sidestep decision, the jump is the safer option here where in the other runners the sidestep would be.
- Start the lane change absurdly early 210ms is nearly twice Parkour's turn. If you begin the move when the block 'looks close', you'll arrive still crossing. Decide a full obstacle ahead.
- Branches are the real threat The generous jump makes fences easy and lulls you into jumping by reflex. A low branch needs a duck, and jumping into one ends the run just as fast as walking into it.
Frequently asked questions
What makes the horse different from the other runners?
The longest jump in the category โ 820ms of air against a runner's 640 โ and the slowest lane change, at 210ms against Parkour's 120. Confident over fences, cumbersome across lanes.
Can I jump the solid blocks?
No. However long the jump, a solid block can't be jumped or ducked. The only answer is another lane, and with this turn speed you need to decide early.
How many lives do I get?
One. A single hit ends the run and you restart the level.
Why do I keep clipping things while changing lane?
The slow turn. A lane change that would clear in any other runner is still in progress here โ start it a full obstacle earlier than instinct suggests.
Can I play Animal Racing on my phone?
Yes. Swipe left/right to change lane, up to jump, down to duck, or tap to jump. Any modern mobile browser, no download.