WebTug Classic guide. The controls, scores, and shared character rules on this page describe Classic. The six science arcade games have their own controls and simplified physics.
THE FOUR VALUES THAT DEFINE A VERTICAL PATH
Canvas coordinates increase downward, so the negative held acceleration moves the spider up and the positive released acceleration pulls it down. Each animation step updates velocity, clamps it to the two limits, and then updates position. The forest moves left at the same time, creating the appearance of forward travel.
SPIDER PROFILES NEVER ENTER THIS EQUATION
WebTug’s species-inspired profiles change the rendered silhouette, palette, markings, and released-silk drawing only. They all keep the same eyes, normalized weight, collision box, held and released accelerations, speed caps, 0.12-second web travel, and spider-body movement clock. This keeps scores comparable and prevents an educational species fact from becoming a hidden advantage.
THE WEB STRAND AND THE LIFT ARE RELATED, BUT NOT IDENTICAL
When a hold starts, the visible strand takes about 0.12 seconds to extend toward its contact point. Upward acceleration begins immediately; the strand’s contact animation does not gate the force. That distinction matters when interpreting a micro-tap: it does create a small impulse even if the line never visibly finishes extending.
HOLD STARTS0.12 s
FULL REACH
WORKED EXAMPLE: A 0.07-SECOND TAP FROM LEVEL
Using game simulation units, starting from rest, and treating upward displacement as negative, a 0.07-second hold changes velocity to roughly 80.5 pixels per second upward and moves the spider about 2.8 pixels up during the press. After release, the fixed downward acceleration needs about 0.0875 seconds to cancel that upward speed and adds roughly 3.5 more pixels of lift. The total rise before the path turns down is only about 6.3 pixels.
That can be an excellent fine correction near the center of a gap. It is rarely enough to rescue a developed fall. The phrase “too short” therefore describes the situation, not a universal ban on short taps.
WORKED EXAMPLE: 0.55 SECONDS WITHOUT LIFT
Using game simulation units, starting from rest, and taking downward displacement as positive, the fixed downward acceleration reaches the +440 pixel-per-second cap in about 0.478 seconds. By 0.55 seconds the spider has fallen roughly 137 pixels: about 105 pixels while accelerating and another 32 pixels at the capped speed. A hold at that point must first cancel the downward momentum before it produces a visible climb.
This is why recovery depends on horizontal room. Starting the correction while the opening is still ahead gives the curve time to flatten. Waiting until the trunk is beside the spider turns the same movement values into a much harder rescue.
WHY THERE IS NO PERFECT TAP LENGTH
A useful hold depends on current vertical speed, current height, the next gap’s center, and the gap after it. Two visually identical spider positions can need different inputs if one is rising and the other is falling. Use position plus momentum, not position alone.
Know which model you are using
Separate Classic's fixed movement, six science challenges, and Lab demonstrations before interpreting a result.
Jump to a chapter
Original WebTug explanation with animated teaching diagrams and credited still photographs. On-screen text carries the lesson; there is no audio narration.
Diagrams simplify the science. Animation timing and diagram dimensions are illustrative, not measurements of live spiders.
Read the science-and-play boundary →Read the full transcript
- What does this model actually test?
Real spiders use different silk strategies. WebTug presents those ideas through photographs, science challenges, Lab demonstrations, and a separate Classic timing game.
- Classic has fixed movement rules
During active Classic play, holding gives −1,150 px/s² acceleration; releasing gives +920 px/s². Screen coordinates increase downward.
- Classic profiles share the same physics
Classic profiles change appearance and silk drawings. They share accelerations, speed caps, and a collision box; species choice provides no movement advantage.
- Six science games ask different questions
The six separate science challenges use distinct simplified mechanics. Read each game's goal and assumptions before comparing its outcomes.
- Lab controls belong to the lab
The Spider Physics Lab compares simplified silk-use models. Its controls do not modify Classic or the six science games.
- Record the claim you can support
Choose a Lab experiment. Change one control, record the response, and name one real-world factor the model leaves out.
Scientific sources and media credits
Araneus trifolium — Araneus trifolium and its web with fog droplets.jpg by Brocken Inaglory, CC BY-SA 3.0. Photograph fitted within the video without changing its composition; labels and animated diagrams added around it. The photographer combined multiple focus planes (focus stacking).
Deinopis spinosa — Deinopis spinosa foraging at night.jpg by Jstaf13, CC BY-SA 4.0. Photograph fitted within the video without changing its composition; labels and animated diagrams added around it.
Script, diagrams, animation, and editing: WebTug, September 27, 2026. This video adaptation is available under CC BY-SA 4.0; individual photographs retain their credited licenses.