000

Long Jump

Two taps: one for your run-up speed, one for the take-off. Three attempts.

About the Long Jump

The long jump comes down to two things: how fast you arrive at the board, and how close to it you take off. This event gives you one tap for each.

How it works

First comes the run-up. A marker sweeps up and down the speed meter. Tap to stop it. The nearer the top, the faster your run, and the yellow zone marks the best of it.

The jumper then runs towards the pit, at whatever speed you set. Tap again to take off. The distance you lose depends on how far short of the white board you jumped: a take-off right on the board loses nothing, while one well short can cost more than a third of the jump.

If your tap comes after the jumper has reached the board, it is a foul, and the attempt scores nothing. The same happens if you do not tap at all.

You have three attempts. Each result is listed at the bottom, and the best one is your score. The furthest possible jump is 8.50 metres.

Jumping further

Speed matters most. A slow run-up limits the jump however well you hit the board. Take your time with the first tap and wait for a pass where you are confident.

Remember that a fast run reaches the board sooner. The quicker your run-up, the earlier the second tap has to come. Many fouls follow a great first tap.

Bank a safe jump first. On your opening attempt, take off a little early and make sure you have a distance on the board. Then go for the edge on the second and third.

Watch the board, not the jumper. Fix your eyes on the white line and tap as the runner arrives.

A foul teaches you something. If you were late, go earlier by the same margin next time.

For timing-based HTML5 games, two taps is about as distilled as it gets.