🤾 Javelin Throw
Click or tap the canvas (or press Space) to lock power, then lock angle. Timing is everything.
How to play
Javelin Throw is an athletics timing duel played in two quick stages. You get 6 throws, and only your best distance counts — so one perfect launch beats five mediocre ones. Stage 1 — Power: a meter bounces between 0% and 100% faster on every throw; click or tap to lock it. Higher power means a faster release, but the meter gets twitchy as the rounds go on. Stage 2 — Angle: a needle sweeps between 10° and 70°; lock it to release the javelin. Around 42–45° is the textbook sweet spot, but the real secret is the third factor: wind. Each throw rolls a wind reading up to 3 m/s — a tailwind carries the javelin farther, a headwind drags it down, so on windy throws you may want to flatten the angle a touch. Once released, real projectile physics takes over: drag slows the spear and gravity pulls it down, so the camera chases it down the field until it sticks in the turf. Distance is measured from the foul line to the metre.
Controls
- Mouse / touch: click or tap anywhere on the field to lock the power meter, then click or tap again to lock the release angle. The javelin launches automatically after the angle locks.
- Keyboard: press Space to lock power and then angle — one key plays the whole throw. Press Enter to start or restart the match.
- New Game restarts all 6 throws instantly with fresh wind for every attempt.
Tips & strategy
- Aim for power above 85% — but don't chase 100% on later throws, where the meter moves so fast that a 100% lock often turns into an 80% one.
- Lock the angle as the needle sweeps up through 42–45°. Going steeper looks dramatic but the extra hang time rarely pays; flatter than 35° and the javelin dives early.
- Read the wind before you lock. With a strong tailwind, flatten a few degrees below 42° to let the wind do the work; into a headwind, add a couple of degrees to buy loft.
- Your first throw is the calmest — the meters are slowest then. Use it as your banker and take risks with the remaining throws.
Scoring
Each legal throw scores its distance in metres from the foul line. After 6 throws the game reports your best distance as your final score — anything over 50 metres is a genuinely great throw on these meters.