A dinosaur runs across a strip of desert while obstacles scroll toward it. Seven times in ten the obstacle is a cactus of one of two heights, which you jump; otherwise it is a bird flying at chest height or above, which you duck under or jump over depending on how high it sits. One touch ends the run and there are no lives. Obstacles arrive every 0.7 to 1.6 seconds and the world speeds up the longer you last.
Your score rises by 1 every six frames, so it measures distance rather than anything you do. That figure also sets the pace: scroll speed is 4 plus 0.003 per point, and the Speed readout above the canvas shows the current value. At 1000 points the world moves at 7, nearly twice the starting rate. The Best readout keeps the highest score of the session and resets when you reload the page.
No. A jump is only accepted when the dinosaur is on the ground, so there is no double jump to rescue a badly timed one.
No. Speed is tied directly to your score with no cap, so every run ends eventually.
Yes — on a touch screen the game shows on-screen buttons, and games played with a mouse work by tapping.