Score
0
Best
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Spin in the throwing circle with a rhythm of taps: hit the green arc to drive and gain speed, then release on the gold arc so the discus lands between the sector lines. Three throws per round to beat a qualifying mark that rises 4 m every round.
Tap the big button (or anywhere on the field) to start the turn. The discus circles you counter-clockwise: tap as it crosses the green arc behind you to drive, and tap as it crosses the gold arc in front to release. Up to three drives per throw, then release.
Each drive adds spin. A tap in the exact centre of the green arc adds the full 0.30 turns per second; the gain falls off toward the edges of the arc, which reaches 30° either side of the white tick. You start at 0.70 turns per second, so three perfect drives take you to the top speed of 1.60. Tapping in the back half but outside the arc is a stumble that costs 0.12, and letting the discus pass the arc without a tap costs 12 % of your spin. Both use up that turn.
The discus flies off along the tangent, so the moment you release sets the direction. The gold arc marks the release points that land inside the 34.92° sector, and the dashed aim line turns green when a release right now would be legal. Releasing away from the centre of the sector also costs up to 20 % of the distance. You may release after the first or second drive if you want a slower, easier throw, but after the third drive you must release on that pass — if the discus swings past the front without a tap, it is a foul.
The wind changes every throw: up to 2.5 m/s along the throw and up to 2.5 m/s across it. A headwind adds 1.2 % of distance per m/s (a discus planes better into the wind) and a tailwind takes it away. A crosswind bends the flight by 1.2° per m/s, and the gold arc already slides to account for it.
Each round you have 3 throws to reach the qualifying mark. It starts at 30 m and rises by 4 m every round, with no upper limit. Your first throw that reaches the mark clears the round and its distance is added to your score; if all three fall short, the best of them is still added and the meet is over. Fouls score 0. The score is the total of your round marks, to the centimetre.
Think of the spin as a metronome that speeds up every time you hit it. At the starting 0.70 turns per second a lap takes 1.43 seconds; one perfect drive cuts that to 1.0 second and a second one to 0.77. So the gap between your taps must shrink on every beat — players who tap at a steady tempo end up late on the second drive and early on nothing. Watch the discus come round once, then feel the next lap arrive sooner.
Know what each drive is worth. With a clean release, one perfect drive throws about 27 m, two give about 46 m and three about 70 m, because distance grows with the square of your spin. That means the 30 m opening mark already needs two good drives, and from the fifth round (46 m) on two drives are only enough if both are perfect and the wind helps — plan on all three. A sloppy drive is still worth taking — a centred-ish tap gains more than you lose by skipping it.
The release is the hard part at speed. The gold window is the 34.92° sector divided by your spin: about 97 milliseconds wide at 1.0 turns per second but only 61 milliseconds at the top speed of 1.60. You cannot react to the aim line turning green in time; release on the beat instead. The release comes exactly half a lap after your last drive, so tap drive, count half a beat, tap release.
Each round ends on your first throw past the mark, and that throw is what you score, so a big first throw is worth more than a safe one. Use the round's spare throws as insurance: go for full speed on throw one, and if you foul, settle for two strong drives and a clean release when the qualifying mark still allows it. In the late rounds there is no safe option left — the mark climbs past what two drives can reach, and above 72 m nothing can reach it at all.