Levels
Earn 2 stars to unlock the next level. 3 stars is a top performance. Your stars are saved on this device.
Tap the GO button, the picture, or press Space. Turn your sound on.
Start
–
Last
–
Average
–
Your best
☆☆☆
Analogue version
- Ruler drop: a partner holds a 30 cm ruler above the swimmer's open fingers and drops it without warning. Read where it was caught: 10 cm ≈ 0.14 s, 20 cm ≈ 0.20 s, 30 cm ≈ 0.25 s.
- Starts on the whistle: practise full starts with a whistle or starter beep; vary the time in "Take your marks" so swimmers react to the sound, not a rhythm.
- Relay takeovers: in pairs, practise changeovers with a coach watching the feet and the touch. Start safe, then tighten.
Coach notes Coaches only
- What it measures: the time from the start signal to the tap. Screen and touch delay add a little, so compare swimmers on the same device.
- One-start rule: any movement before the signal is a false start and disqualification. The game treats a tap before the signal as a DQ, and Level 3 adds fake-outs (flashes, noises, "stand up").
- Relay takeovers (Levels 4–5): the outgoing swimmer's feet must not leave the block before the incoming swimmer touches. A takeover of 0.00–0.15 s after the touch is excellent, which is faster than you can react, so swimmers must anticipate from the last strokes. A negative takeover is a DQ.
- Stars: Levels 1–3 use the average of 5 starts (3 stars under 0.30 s with sound, 0.32 s with the light). Levels 4–5 use the average takeover time with no DQs.
← Knowledge Tests