About the 110 Metre Hurdles
In the hurdles, the running takes care of itself. Your whole job is ten jumps, and the difference between gold and nothing is when you make them.
How it works
The runner builds up to full speed without any help. Ten hurdles stand between the start and the finish at 110 metres. Tap, and the runner leaves the ground for half a second.
If he is in the air when he reaches a hurdle, he clears it. If he is on the ground, he clatters into it, turns red and loses most of his speed. It then takes a second or more to get back up to pace.
There is a catch on the other side too. While the runner is in the air he is not driving forward, so he slows slightly. Every moment spent airborne costs a little time.
Running a clean race
Jump late. The ideal jump starts just before the hurdle, so that the runner is over it at the top of his leap and back on the ground quickly. Jumping early means landing well before the hurdle, or spending the whole jump approaching it.
Do not jump twice. Tapping constantly will clear every hurdle, but you will spend the entire race in the air and post a slow time.
Find the beat. The hurdles are evenly spaced, so once you have the timing for the second, the rest follow the same rhythm. Count it: land, stride, stride, jump.
Watch the gap, not the runner. The runner stays in one place on screen and the hurdles come to him. Fix your eye on the space just in front of him.
If you hit one, do not panic. Let him get back to speed and make sure of the next.
A clean run with late jumps wins gold. Among timing-based HTML5 games, it rewards calm more than quick fingers.