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OK, I'm ready to play!


Welcome to the main circus tent where you get to be part of the Teeterboard Act!

The circus performer is standing on the left side of the teeterboard, waiting for you and your friends to climb up the ladder on the right and jump down onto the teeterboard. Your goal is to propel the circus performer onto the platform on the left edge of the screen. If the performer lands exactly on the platform, clams will shower down from the bag on the ceiling!

  1. Pick a ladder perch to jump from. It's best to first go up to the level of your perch and then move left onto the perch. If you click directly onto a perch from the ground, you might get stuck on a lower perch on your way up.
  2. Specify your jump angle by saying angle and a number between 0 and 80. angle 0 will land you far from the ladder. angle 80 will land you the close to the end of the teeterboard. angle 90 would make you jump straight up in the air, which doesn't do anyone any good, so it's not allowed.
  3. Watch the clock count down to 0. When that happens, everyone automatically jumps at the right time to hit the teeterboard at the same time.
  4. If the performer doesn't land properly, Chaim will tell how far off he was, which is useful information for your next try.
  5. If the performer lands on the platform, clams will fall! You won't be able to move, but they will fall right on you, don't worry.


  1. This game, like real life, obeys the laws of physics. The higher you jump from, the more momentum you'll gather, and the higher you'll propel the circus performer.
  2. Again, just as in real life, more weight (read friends) landing on the teeterboard will also lead to more momentum, so if a performer is too heavy for you to flip by yourself, brings some friends to jump with you.
  3. A teeterboard works just like a lever. The farther you land from the fulcrum (the point around which the teeterboard moves), the more force you apply on the other side.
  4. There are four circus performers of different sizes. Naturally, the heavier the performer, the more force it'll take to propel the performer.
  5. For the purpose of this game, each Whyvillian weighs 45.5 kg.
  6. After each clam storm, a new challenge starts. The performer might change, the position of the fulcrum might change, and the height of the platform might change too.

OK, I'm ready to play!