Score
0
Best
-
Circle your finger to wind up the hammer, then let go when it points into the landing sector. Spin faster and it flies further — but the window to release gets shorter every turn.
Drag your finger in circles anywhere inside the ring. The hammer follows your hand: keep circling and the spin builds, stop and it bleeds away. The orange arm shows where the hammer is pointing right now.
The shaded wedge at the top is the landing sector. Lift your finger while the hammer is inside it and the throw counts (the button does the same); release anywhere else and it is a foul worth nothing. Distance grows with the square of your spin, so a small gain in speed is a large gain in metres.
Watch the balance bar. Spinning past the safe speed drains it, and if it empties you step out of the circle for a foul. Easing off below the safe speed lets it refill, so a fast throw is really a question of how long you can hold the speed before you have to let go.
Three attempts, best one counts. Because the hammer sweeps through the sector faster the quicker it spins, the release window shrinks as you wind up — that is the whole gamble.
The single number that governs this game is how long the hammer spends inside the sector, and it is simply the sector angle divided by your spin. At a gentle speed the hammer sits in the wedge for a quarter of a second, which is comfortable. Near the top of the dial that shrinks to barely a tenth, which is about as fine as human timing gets. Every extra bit of spin buys metres and sells you time, in that exact proportion.
Because of that, do not aim to release the moment you see the arm enter the sector. At speed you will already be too late — by the time you react the hammer has swept out the far side. Instead find the rhythm: the arm passes the front on a fixed beat, so count it round two or three times and press on the beat rather than on the sight of it. Anticipating is the skill this game actually tests.
Spin is worth more than it looks because distance goes with the square. Going from a comfortable speed to a merely brisk one roughly doubles your throw. That is why the safe, controlled throw is not the winning one — but it is the one that guarantees you a mark, which matters enormously on your first attempt.
So play the three attempts as a set, not as three identical throws. Open at a speed you can release cleanly and bank a distance. With a mark in hand the second and third attempts are free to gamble: wind past the safe line, watch the balance drain, and take the biggest window you dare. A foul costs you nothing you were not already willing to lose.