How to play
Swim Race
Press when the needle is on the green to swim. Touch the wall first.

At a glance
- Players
- 1–4 at once
- Ages
- 5 and up
- Round
- About thirty seconds
- In the packs
- Core, Party, Little Kids, Big Kids
Controls
This one uses only the big button.
| What you press | What it does |
|---|---|
| Button 1 — the big button | stroke — time it to the green |
How a round goes
No clock: the first swimmer to touch the pad wins. A needle sweeps across a bar under your lane. A press on the green is a big pull and a chime; on the yellow, a small one; anywhere else you stall, head up, for most of a second.
Every press restarts the sweep, so the green comes back about a third of a second later. Find the rhythm and your swimmer glides; lose it and they stop.
Scoring and winning
First to the wall wins.
Alone you race Robo in the next lane, who is beatable with steady green hits. If Robo touches first, nobody wins.
Tips
- Rhythm is the pacing. You cannot press faster than the green comes round, so there is nothing to gain from mashing.
- A red flash is a stroke out of time. Wait for the next green rather than pressing again.