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Long Jump

Long Jump

A track-and-field long jump where the run-up is a rhythm game. Tap on the beat to build speed down a 30-metre runway, take off from the white board without stepping past it, and hold to pick your take-off angle. Three jumps per round to reach the qualifying mark — and every round the beat gets faster, stricter and the mark moves further out.

How to play

Tap STRIDE each time the shrinking ring closes on the blue circle — the closer to the beat, the faster you run. When your runner reaches the white take-off board, press and hold JUMP: you plant your foot the instant you press, the take-off angle climbs while you hold, and letting go launches the jump. Aim to let go in the green band of the gauge.

More: full rules and tips

The runway is 30 metres long and the board is 20 centimetres wide. Every jump is measured from the front edge of the board, so taking off half a metre early costs half a metre. Pressing JUMP after your foot has passed the board, or running through the board without jumping, is a foul with no mark.

Your first tap starts the run. After that a stride is scored by how far it is from the beat: a tap right on the beat pushes you toward the top speed of 10.5 m/s, while a tap at the very edge of the window only holds about half of it, so sloppy strides slow a fast runner down. A tap too early, or a beat that passes with no tap, costs 14% of your speed. The beat speeds up as you get faster, from about 0.44 seconds per stride at the start to 0.29 at top speed.

While you hold JUMP the angle rises 50 degrees per second; at 50 degrees, after one second, you take off by yourself. The green band runs from 22 to 32 degrees and the longest jumps come at about 27. Holding also costs a little speed, 12% for every second on the board.

Each round gives you three jumps to reach the qualifying mark, shown as a dashed yellow line in the sand. The first jump that reaches it sends you straight to the next round; three jumps short of it ends the game. Round 1 asks for 4.50 m and each round adds 0.40 m. Each round the beat window also shrinks by 10% (from ±110 ms in round 1) and the beat gets 3% faster.

Your score is the number of rounds you cleared, then your longest jump in millimetres, shown as R3 · 7.124 m. A legal jump can never pass about 8.33 m, so round 11 (8.50 m) is out of reach for anyone and every game ends by then.

Tips & strategy

Speed is almost everything. Planted on the board at the best angle, a runner at 8 m/s lands about 5.4 m, at 9 m/s about 6.5 m and at 10 m/s about 7.7 m. You only get around eleven strides before the board, so the first few matter as much as the last: a single early tap or a skipped beat costs 14% of your speed, and there is not much runway left to win it back. Watch the ring, not the runner — the ring turns green while you are inside the timing window.

The ring keeps its own rhythm. A late tap does not push the next beat back, because the next beat is timed from the beat you were meant to hit. So if you are late once, don't wait to resync — tap the next one when the ring closes. Mashing does nothing useful: any tap more than the window ahead of the beat counts as early and slows you down.

The board is where marks are won and lost. At top speed you cover about a metre every tenth of a second, and the board is only 20 cm deep, so hitting it exactly is hard. Every centimetre you take off before the board is a centimetre off your jump, but stepping past it is a foul worth nothing. The distance readout turns yellow in the last 3 metres; on your first jump of a round, plant a little early to bank a safe mark, then attack the board when you need the extra distance.

The angle is forgiving: at top speed, 25 and 30 degrees both give about 8.29 m against the best of 8.33 m at 27, while 20 degrees drops to 7.94 m and 40 to 7.34 m. That is a hold of roughly half a second. In later rounds the beat window narrows from ±110 ms to under ±60 ms by round 7, so the rounds you can clear depend on keeping your speed on a tighter and tighter beat.