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Triple Jump

Hop, step and jump. Three taps, each timed to the moment your foot hits the ground.

About the Triple Jump

The triple jump is three jumps joined together: a hop, a step and a jump. Each has to flow into the next. In this event, every phase has its own tap, and a weak one drags down the whole attempt.

How it works

The runner approaches at a fixed speed. Your first tap comes at the white board. As in the long jump, the closer you are the better, and going past it is a foul.

That launches the hop. While the runner is in the air, a white ring shrinks towards him, closing completely at the instant he lands. Tap at that moment to drive into the step. The same thing happens again: the ring closes, you tap on landing, and the runner takes off on the final jump into the sand.

Each of the three taps is scored on its timing. A perfect attempt reaches 18.50 metres. An attempt where you hit the board but miss both landings still counts, but is far shorter, because the missed phases add nothing.

You have three attempts, and the best counts.

Jumping further

Treat it as a beat. The hop and the step last the same time, so the second and third taps come at an even interval after the first. Think "board, land, land".

Watch the ring, not the runner. The ring tells you exactly when the landing is coming.

Tap a touch early if anything. The window stretches a little either side of the landing, but a late tap is easy to lose entirely.

Do not freeze after a bad first phase. The step and the jump are worth as much as the hop.

Make the first attempt a safe one, then attack.

It has more to it than most three-tap HTML5 games, and getting all three right feels as good as it should.