Levels
Earn 2 stars to unlock the next level. 3 stars is a top performance. Your stars are saved on this device.
One button: tap the button, the picture, or press Space.
Turn
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Last turn
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Feedback
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Your best
☆☆☆
Analogue version
- 5 m in, 5 m out: put cones on the deck 5 m from the wall. Time from the head passing the cone on the way in to passing it on the way out. That's the turn time the game uses.
- T-mark awareness: swimmers call out when they see the T on the bottom, then flip. Find the stroke that lands the feet with knees at about 90°.
- Backstroke count: swimmers count strokes from the flags to the wall at race pace, and write their number on the whiteboard.
- Legal-turn checks: a partner judges two-hand touches and "on the back" pushes.
Coach notes Coaches only
- The model: turn time from 5 m in to 5 m out. Starting the flip at the right distance (about 1.7–2.1 m from the wall) gives a strong push. Too far = weak push; too close = jammed. A late push wastes time on the wall; the breakout works like the dive game.
- Rules in the game: breaststroke and butterfly touch with two hands at the same time. Backstroke: you may roll onto your front and take one continuous arm pull into the turn, but you must be back on your back when your feet leave the wall. At the backstroke to breaststroke changeover in the IM, touch on your back.
- Backstroke count: the flags are 5 m from the wall. In the game, roll as the count reaches 3. Real swimmers must find their own count.
- Stars: average turn time compared with a perfect turn. 3 stars = within 0.2 s per turn, 2 stars = within 0.5 s. An illegal turn = no stars.
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