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Music Theory

High Jump: A Game to Sing Intervals

Sing two notes: the first is the run and the second is the jump. The game gives you an interval (for example, a major 3rd). You sing the first note for 3 seconds to build up speed, then the second note, at that distance, for another 3 seconds to take off. The longer you stay in tune, the higher the bar goes and the higher your musician clears it. There is nothing to install: it works in the browser on your phone or computer.

When you press “Let’s jump!”, your browser will ask for permission to use the microphone. The audio is not recorded or sent anywhere: it is analyzed on your own device.

How to play

  1. Choose a musician, type your name and pick the difficulty and the intervals you want to practice.
  2. Listen to the interval. The two notes play one after the other (a melodic interval). In Easy mode you also see their names.
  3. Sing the run: the first note, for 3 seconds. A needle tells you whether you are too low, in tune or too high.
  4. Sing the jump: the second note, for another 3 seconds. The bar rises while you are in tune.
  5. See how high you jump. You start at 0.50 m; every second in tune on the run adds 0.30 m and every second in tune on the jump adds 0.40 m. With both notes perfect you clear 2.60 m, and the high jump world record is 2.45 m. If you are in tune for less than 0.6 seconds in total, it is a no jump.

You can sing in whichever octave is comfortable: the game compares the note name, not the octave, so the second note counts whether you sing it above or below the first. That is why only intervals from a 2nd to a 7th appear: an octave would mean singing the same note again.

The intervals

You choose which intervals can come up. They are all measured from the first note, which is C, D, E, F, G or A:

IntervalsWhich onesHalf steps
2nds and 3rdsminor 2nd, major 2nd, minor 3rd and major 3rd1, 2, 3 and 4
4ths and 5thsperfect 4th and perfect 5th5 and 7
6ths and 7thsminor 6th, major 6th, minor 7th and major 7th8, 9, 10 and 11
AllAll of the above1 to 11

If you do not remember how intervals are counted, review musical intervals and the difference between a whole step and a half step (UK: tone and semitone). The best approach is to start with 2nds and 3rds and work your way up.

The three difficulties

The difficulty changes the help you get and how strict the tuning is, measured in cents (a half step is 100 cents):

DifficultyMarginHelp
Easy±50 centsYou see the note names (for example, C → E) and hear both notes.
Normal±30 centsYou see the name of the interval and hear both notes.
Master±15 centsOnly the first note plays; you have to work out the rest yourself.

With ±50 cents, any note within half a half step of the right one counts; with ±15 you have to nail it and hold it. In Master mode you build the interval by ear, which is the most demanding way to train.

What this game is for

Singing an interval makes you measure a distance with your voice, not just repeat a note. It is a classic ear-training exercise: first you hear and sing 2nds and 3rds, then 4ths and 5ths, and last 6ths and 7ths, which are the hardest to sing in tune. Here you have it as a game, with a needle that tells you at once whether you are above or below the pitch.

If you would rather practice one note at a time, start with the long jump; and if you prefer to sing the three notes of a chord, try the triple jump. To review intervals on paper, there are the interval exercises.

Tips for singing in tune

  • Listen to the distance, not just the notes. Notice how far the second note moves from the first.
  • Hold each note with steady air. If your intensity changes, the pitch moves.
  • Sing “ah”, “oh” or “oo” instead of consonants: the microphone detects a long vowel better.
  • Find a quiet place. A TV or several voices at once confuse the pitch detector.
  • Start with Easy and the 2nds and 3rds and move up when you have mastered them.

Frequently Asked Questions

Which intervals appear in the high jump?
Ascending 2nds, 3rds, 4ths, 5ths, 6ths and 7ths (minor, major or perfect as appropriate). You can choose only 2nds and 3rds, 4ths and 5ths, 6ths and 7ths, or all of them.
How is the height of the jump calculated?
You start at 0.50 m. Every second in tune on the first note (the run) adds 0.30 m and every second in tune on the second (the jump) adds 0.40 m. With both notes perfect you clear 2.60 m; the world record is 2.45 m.
What changes between Easy, Normal and Master?
The tuning margin (±50, ±30 or ±15 cents) and the help: in Easy you see the note names, in Normal the name of the interval, and in Master only the first note plays and you build the interval by ear.
Do I have to sing the second note above the first?
Not necessarily. The game compares the note name, not the octave, so you can sing the second note in whichever octave is comfortable, above or below the first.
Why are there no octaves or unisons?
Because the game ignores the octave: an octave would mean singing the same note again, and it would not train the size of any interval.

Piano audio: Salamander Grand Piano samples by Alexander Holm, licensed under CC BY 3.0.