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Steady Tunnel

one stroke through the narrowing tunnel

round
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Steering a line instead of hoping

A corridor winds across the sheet and narrows as it goes. You press inside the coral ring at its mouth and steer your line to the flag at the far end; any part of the line that leaves the corridor turns coral under your hand as it happens. Lifting is allowed, since reaching the flag in one drag is further than a trackpad physically travels — press again near where the ink stopped and the same run carries on, and a run that never reaches the flag is not scored at all. Three tunnels make a round, each tighter and curvier than the last.

The corridor is a smooth spline with its walls offset at a steadily shrinking half-width, which makes the middle of the tunnel exact ground truth, not an impression. What it asks of you is steering: looking at where the path is going instead of where your line already is, and committing to a curve while the room for error keeps closing. The slot is a fraction of canvas height and is widened for whatever you are drawing with — a fingertip needs more room than a pen — but the wiggle is widened alongside it, so an easier corridor still has to be steered rather than crossed with a straight line.

What inside and centred are worth

Two terms make the number, and the reveal prints both: inside, the share of your line that stayed between the walls, and centred, how close to the middle it ran — inside 92% · centred 71% · 84. Inside counts for three times as much as centring, 0.75 against 0.25, so a run that never touched a wall lands at 87.5 and reads as the clean run it was. Coverage is a gate you are told about, not a silent multiplier, and the round is the average of the three tunnels. Neither term involves AI: your samples are projected onto the Catmull-Rom path the corridor was built from and measured against its own walls.

More line & hand drills: Even Spacing · Line Weight · Warm Up · the whole catalogue