000

Javelin

Stop the power meter high and the angle meter in the zone, and watch it fly. Three throws.

About the Javelin

A javelin throw needs two things to go right at once: as much speed as possible, and the correct angle of release. Too flat and it dives into the turf. Too steep and it climbs, stalls and drops short.

How it works

The first meter is power. Its marker moves quickly, and the yellow zone is at the very top. Tap to stop it.

The second meter is the angle, from flat at one end to straight up at the other. The yellow zone sits a little below the middle, which corresponds to a release of just under forty degrees. As the marker moves, the javelin in the thrower's hand tilts to match, so you can see the angle as well as read it. Tap to throw.

Distance is power multiplied by how good the angle was. A perfect throw is 92 metres. Every step away from the ideal angle takes distance off quickly, and a throw released almost flat or almost vertical goes practically nowhere.

Three throws, best one counts.

Throwing further

Power is harder than angle. The power marker moves faster and its sweet spot is at the end of its travel, where it turns round. Tap just as it arrives at the top, not after it has started back.

On the angle meter, aim for the middle of the yellow zone. The marker is slower here, so be patient and let a pass go if you are not ready.

Watch the javelin itself during the angle phase. Some people find the tilting picture easier to judge than the sliding marker.

Do not rush between the two taps. There is no time limit on either meter.

Get a solid throw on the board first. Then take risks.

Among two-tap HTML5 games it is a classic format, and the flight of a good throw is its own reward.