Rev C · Whip Timing
Whipping Charts — All Tracks × All Leg Types
Every Rev C course, every running style. Numbers = distance-remaining markers to whip at. Whip the early markers, hold through the rest, unload the W-HIT markers to the wire. Front-runners weight the whip early to hold a lead; closers weight it late for the surge.
Riding tradition, not game rules. These charts follow the community's handbook whip-chart tradition, laid out by our race sim, which is a model and not the game. Checked against the ROM: there is no 16-whip budget (the 16 in the code is a 16-tick lockout between whips that count toward the hearts toll); instead, in a horse's first 35 races every 9th whip that counts costs 1 hearts point (a quarter of a heart), and hearts matter both for growth after the race and, a little, during it (a small speed bonus in the last 500 to 1300 metres). Whipping is also how you urge: while you whip, your horse aims for a higher speed but its gauge fills (more slowly with higher stamina), and a full gauge makes it ease off for a while. From a horse's 5th race on, whipping a lot (roughly 52 or more presses at 1200 metres, about 76 at 3200) also makes its next race start with the gauge part-filled. The code also says when a whip pays for particular externals: Spurt only counts while you whip in the final stretch (the last 280 metres, or 430 from 2000 metres up), and Out of the Box whenever you whip with three or more horses close. PERFECT is a whip in the first split second after the gates open, and only if you haven't pressed the whip just before the start. How much any of this changes results hasn't been measured at a cabinet. Whipping is grade-blind (one whip input, no light or hard whip). Measured on the arcade's cabinets, how closely a ride follows the handbook whip chart does not steadily predict where the horse finishes: on Rev D (3,894 races) it makes no difference, and on Rev C (21,261 races) only the lowest grade does slightly worse (it wins about 3 percentage points less), with no gradient above that. The one-line style descriptions below are the community's reading, not decoded behaviour. The old charts named two styles the other way round; the names here follow the game (差し = Last spurt, 追い込み = Stretch-runner), and each chart stays with its description.
Front-runner lead from the gate — whips weighted EARLY to establish and hold
Start dash sit just off the pace, early-to-mid weighting
Almighty versatile — an even spread across the trip
Last spurt range up from midpack, weighting shifts later
Stretch-runner come from the back, whips weighted LATE for the surge