Levels
Earn 2 stars to unlock the next level. 3 stars is a top performance. Your stars are saved on this device.
Safety first: this is a game about technique and rules. In real life, never practise breath-holding or long underwater swims alone or without a coach watching, and never hyperventilate (over-breathe) before going under. Shallow water blackout can happen without warning.
Keyboard: Space to kick, ↑ or Enter to break out.
Distance
0 m
Speed
–
Time
–
Your best
☆☆☆
Analogue version
- Streamline push and glide: push off in a tight streamline and see how far you glide without kicking. Measure with cones on the deck.
- Kick count: count dolphin kicks off each wall (e.g. 4 kicks, then break out). Keep the count the same in a set, even when tired.
- Breakout marker: a cone at 8–12 m. Break out before it every time. Never past the 15 m mark.
- Always supervised: underwater work only with a coach watching; no hypoxic or breath-hold games.
Coach notes Coaches only
- The model: each kick adds speed; drag slows you between kicks. Kicks that are too quick (small, rushed) add little. The best rhythm in the game is about 2 kicks per second. Good underwater kicking is faster than surface swimming, until your air runs low.
- 15 m rule: in freestyle, backstroke and butterfly the head must break the surface by 15 m after the start and each turn. Past 15 m underwater = disqualified. (Breaststroke has its own underwater rules.)
- Air: the air bar is a game mechanic to teach planning (break out while you still have speed and air). It is not a target for real breath-holding.
- Stars: time to 25 m compared with the best possible (perfect rhythm, best breakout point). 3 stars = within 0.3 s, 2 stars = within 0.8 s. Past 15 m = no stars.
← Knowledge Tests