GATEFALL is a real-time vision puzzle where gate stones advance down a narrow bridge, sometimes straight and sometimes diagonally. From later rounds, follow-up waves appear while the first stones are still falling. Their true faces appear only for a blink, then turn into shadows.
The core action is simple: tap an empty cell to place a seal where a stone will arrive. When a stone touches that seal, it cuts automatically. Purple and cyan stones should be cut; red forbidden stones should be allowed to pass.
▶ GATEFALL — Play free nowBefore your run, GATEFALL shows a short automatic demo. The first three playable rounds are intentionally slow. From Round 4, diagonal stones begin to appear, and from Round 5, follow-up waves can enter before the first wave is gone. Speed still rises gradually without sudden jumps.
Aggregated from 14 personal-best records stored on MIKIRI's own servers (as of 2026-08-07; one record per player, flagged runs excluded). The sample is still small, so read this as where early players are stalling rather than a settled trend.
The median is ROUND 5. Only 21% of players get past ROUND 13 (advanced).
| Result | players | share | |
|---|---|---|---|
| ROUND 2–3 | 4 | 29% | |
| ROUND 4–5 | 3 | 21% | |
| ROUND 6–7 | 3 | 21% | |
| ROUND 10–11 | 1 | 7% | |
| ROUND 20–21 | 3 | 21% |
GATEFALL demands three things at once: reading the trajectory of the approaching gate stones, the timing of where you place your mark, and the discipline to not cut the red forbidden stones. That last one — inhibition — is a different kind of load from games that reward constant reaction.
A stone's identity is visible only for an instant after it appears; after that it is a silhouette. So you memorise while you can and judge from memory afterwards. It looks like a reaction game but leans heavily on short-term memory.
Cutting the forbidden stones. The hand moves before the decision does, especially when a lane gets busy. Train yourself to pause the moment you see red — letting it through earns the CALM BONUS.
Placing marks too high. Diagonal stones land somewhere else. Marking lower buys you time to read the direction first.
Spending the afterglow slash early. Using it on an empty lane wastes it. Hold it for the moment two waves overlap.