
Score
0
Barry Martin attractor · flight deck
Hopalong Drift
Fly seven long Hopalong trails across five deep orbit levels. Chase the color-coded mote route, skim dense strands for samples, weave knots, and clear each gate. Fresh a–e parameters keep reshaping the field ahead.
- Best score
- 0
- Deepest sector
- 1
- Flights
- 0
- Motes
- 0
Flight log
No flights logged yet. The void is patient.
Every formation follows the linked visualizer's Hopalong step: x′ = y − sgn(x)·(d + √|b·x − c|) + e, y′ = a − x. Seven near-starts diverge into separate colored trails, repeated on five spaced depth levels. Dust, motes, hazards and gates are sampled from those points.
Paused
Esc or P resumes
New record
Flight over
0
- Best
- 0
- Sector
- 1
- Motes
- 0
- Best chain
- 0
- Time
- 0:00
- Distance
- 0
- Bounties
- 0
Flight manual
Controls
- Hold the on-screen arrows to move up, down, left, or right. Release to settle. The view stays level; hold BOOST for speed.
- Arrow keys or WASD move up/down/left/right · Shift or Space boost · E phase · Esc pause
- Collect motes, graze rocks and weave knots to charge PHASE; press E or tap the ring at full charge to pass through solids.
Scoring
- Motes sit on lit Hopalong iterations, colored to match their orbit trail. Glide close to collect, build your chain, refill boost and charge PHASE. Their pickup field is forgiving, but they stay on track.
- Dense Hopalong strands light the sample meter and build a little speed flow. Follow the actual orbit dust through each open sheet. The field edge is a soft danger, not a wall.
- Rocks are outer orbit nodes. Shave past one for graze points and phase energy, or stay in the clear middle. Hit one and the chain dies with you.
- Knots are short continuations of the same Hopalong walk. Their visible trace is hazardous: weave past the line for points and PHASE, or touch it and take a hit.
- Orbit-sampled lime shards patch your hull. A rose charge lights overdrive: double score, no damage taken, and a hotter ride for a few seconds.
- Every gate follows the orbit's current radial silhouette. Fit through for points and hull repair; pass cleanly for a perfect bonus.
- Stray past the field edge and the void quietly eats your hull.
- Each sector sets a 4–6 mote bounty from the live Hopalong parameters. Clear it before the gate for score, a little hull and phase energy. Missing it has no penalty.
- A full PHASE ring gives you a brief ghost run. Touch a rock or knot during it to clear the hazard and score a phase hit.
The attractor
Each field follows the Hopalong implementation in the linked visualizer. Seven nearby starts run long enough to diverge into distinct trajectories; each gets its own hue, then the same five depth levels carry the point clouds far into the distance. Dust, motes, knots, rocks and gate outlines all come from those iterations.
hopalong · x′ = y − sgn(x)·(d + √|b·x − c|) + ey′ = a − x · seven starts · five depth levels40,000 iterations per trail · seven hues · five additive depth levels
The linked page's JavaScript adds d/e offsets to the simpler formula shown in its About text. This flight uses that implementation, refreshes bounded a–e packs as you travel, and keeps the five repeated levels far apart. No alternate maps or synthetic geometry are mixed in.