Clear Round
Show jumping in one button. Time each take-off, keep the rails up and beat the clock. There is a new course every week.
- Faults 0
- Time 0.00
- Fence 1/1
Pace 3 of 5
Result
How to play
- Take off: tap the arena or press Space as the horse reaches the right spot. That is about one fence-height in front of the fence, and further back for a wide one.
- Grades: perfect, good and close all leave the fence up, but a poor jump costs speed. Further out, a rail falls: 4 faults. Leave it far too late and the horse stops: a refusal is 4 faults and lost time, and the third ends the round.
- Pace: Steady and Push on (or the ↓ and ↑ keys) shorten and lengthen the stride. More pace means a faster time and less room for error at take-off; wide fences need some pace.
- Combinations: fences marked A, B and C stand one or two strides apart. Keep the rhythm.
- Scoring: one fault for each second, or part of a second, over the time allowed. The fewest faults wins, and the faster time decides between equal faults.
- Keys: Space to take off, ↑ and ↓ for pace, P or Escape to pause.
Your rounds
No finished rounds on this course yet.
Medals: gold for a clear round inside the time, silver for 4 faults or fewer, bronze for 8 or fewer.
Weekly bests
| Week | Faults | Time | Medal |
|---|
These are your own rounds, kept in this browser only. There is no online leaderboard: to compare with someone, share your result. Everyone rides the same weekly course.