This form will help you debug the game, and/or create a custom game that plays your way.
Streets with a pixel count below this value won't be shown to the player. You can set this absurdly high to instantly get a win screen, which can be useful for debugging that view.
The initial street to prompt the player for painting. Note that if it is smaller than the minimum street size, it won't be shown!
This will skip the intro splash screen, placing the user directly in the game. Note that audio on mobile browsers may not work when this option is in effect.
This preserves the game screen at its original size of 160x120, which is very tiny but may be useful if you want to take pixel-perfect screenshots.
This will prevent the "silhouette" of Manhattan's street layout from being displayed, which can make the game much harder.
This will skip the diplay of contextual historial information about relevant streets.
The player will never be asked to paint streets that don't have stories associated with them.
This presents streets in a predefined order that is roughly chronological, but also designed to aid in learning how the streets are laid out.
Scoring rewards precision: the player's score increases a lot when they paint a street without missing, and it only increases a bit if they miss.
Good news! This browser seems to support fullscreen mode.
Alas, this browser does not support fullscreen mode.
By default, the game uses a service worker to cache resources for offline play if browser support is available. Disabling offline mode will force the game to always use the internet to load its resources.
(This browser seems to support offline mode, so checking this box will forcibly disable it.)
(This browser does not support offline mode, so checking this box probably won't make a difference.)
A button at the bottom-left of the screen can be used to stop the recording and open it in a new tab.
By default, Amplitude is used to collect basic analytics about how the game is played, but this integration can be disabled.