Horseshoes
Five innings, two shoes each, against somebody who can pitch. Ringers cancel ringers — so a good shoe can be wiped out by a better one, and the wind changes between throws. The court and the opponent are the same for everybody today.
How it goes
Aim with the arrow keys or A and D; on a phone, the pads below. The flag at the stake tells you which way the wind is pushing and how hard.
Pitch with Space: the power bar sweeps up, and you press again to let the shoe go. The white mark on the bar is where the stake is — the wind does not move that, only your aim.
Only one of you scores an inning. You both pitch two, then the shoes are counted: ringers cancel ringers, and of what is left the closer shoes count. A ringer is three, anything else within six inches is one, and six is the most an inning can be worth. Four good shoes can cancel out to nothing at all.
The wind moves between shoes. Look at the flag before each one — the gust that caught the last throw is not the gust waiting for this one. It is given in miles per hour, with feet per second beside it, which is the unit the shoe is actually flying in.
Press V to look down on the pit and see whose shoes lie nearer, which is the thing the canceling turns on. You cannot pitch from up there; come back to the line first.
The turn matters. A shoe leaves the hand spinning flat and wants to arrive about one and a quarter turns later, open end first. Land it dead on the stake and it will.
or press Enter