PHOTO MODE · drag orbit · shift-drag pan · wheel zoom · H hud · P exit
TIME
0:00.0
CHAIN x1
POSITION
1/6
0
KM/H
NONE
READYF TO FIRE
FLIGHT
0.0
TAP · POLE LEFT
POLE RIGHT · TAP
STARTING0%
CAM
II

PAUSED

 

HOW TO PLAY

REFERENCE

FORMAT

FIELD6 racers. One run, top to bottom. No laps. CLEARFinish 1st, 2nd or 3rd. 4th or lower does not clear the track. UNLOCKClear all three tracks in a tier to open the next. TRACKS9 total, 3 tiers, 5.8–6.2 km each. OUTEnergy to zero = eliminated, classified last, no clear.

CONTROLS — ON THE SNOW

← →Steer. ↑ ↓Stance. UP = tuck (faster, less grip). DOWN = stand (slower, more grip). Tap steps one notch; hold sweeps. SPACEJump at a lip. A / DPole strike left / right. Edge-triggered. 3 hits downs a rival. FFire. Hold for rapid-fire weapons. CCamera, cycles three seats. BROADCAST sits back so you can read the next two corners. CLOSE is in tight. SHOULDER is right behind the rider's head — almost no lookahead, best on a track you know. MMute.

CONTROLS — IN THE AIR

← →Spin left / right. Front flip. Back flip. COMBINEDAny spin + any flip held together. Q / ELegacy spin / flip. Still supported.
TILT ↓Tuck. TILT ↑Stand. TILT ↔Steer. JUMPCentre pad. ▲ ▼Front flip / back flip. ↺ ↻Spin left / right. Hold with a flip to combine. TAPTap either side of screen for a pole strike that way. ◎ LEVELRe-centres tilt at the current phone angle. CAMTop-right button. Cycles three chase cameras: far, close, over-the-shoulder.

TRICK BOOST

Each completed rotation (spin or flip) fills one meter cell, maximum 5. Landing clean converts the meter to speed along your current heading. Crashing the landing pays nothing. A clean, low-impact landing multiplies the payout by 1.3.

+2.0360°
+4.4720°
+7.41080°
+11.01440°
+15.51800°

Base m/s added along your heading. A clean low-impact landing multiplies these by 1.3. Boost is also held for 0.50–2.45 s, scaling with rotation count. Some speed is scrubbed by the landing itself, so the net gain is a little lower than the figure shown.

Rotations above 5 still score style points but add no further speed.

LANDING STRAIGHT

Speed is kept if your skis point where you are travelling — or exactly the other way. Landing switch costs nothing and scores 25% more. Landing sideways costs up to 30% of your speed.

0–28°No penalty at all. The forgiveness band is wide on purpose: demanding a pixel-perfect landing would punish the trick it just rewarded. 45°About 4% — "CROSSED UP". 70°About 20% — "SIDEWAYS". 90°The full 30%. Fully sideways is the worst case. 180°Free. "SWITCH" — riding away backwards is a clean landing, not a mistake.

PADS

BOOST (gold chevron) — immediate speed. Consecutive pickups raise the chain multiplier.
ENERGY (mint cross) — +20 energy, capped at 100.
WEAPON (hot X) — random weapon, replaces current.

Pads must be crossed while grounded; they cannot be collected airborne. A collected pad re-arms after 1.15 s. Pads are placed in pairs either side of the racing line.

ENERGY

Starts at 100. The segmented strip beside the weapon disc shows current level and pulses red at or below 25.

WEAPON HIT8 base + 20% of weapon damage. The base component applies at most once per 0.4 s, so a burst does not stack it per round. POLE STRIKE9. Melee has a 1.2 s immunity window after any hit. CRASH22. ZEROEliminated. Classified last. Track not cleared.

WEAPONS

ROCKETS3 shots, 42 damage each. Fast projectile. MISSILE1 shot, 70 damage. Homing. Highest single hit. CANNON14 shots, 12 damage each. Hold F to sustain. PLASMA1 beam, 62 damage. Instant, no travel time. ICEWAVE1 release. A ripple sent FORWARD down the lane: half a metre wide at your skis, opening out to fill the corridor over the next 55 m. 52 damage at the narrow end falling to 12 once it fills the lane — the wider it has grown when it reaches someone, the less it hurts and the harder it is to slip past. The front runs at 96 m/s for 2 s, so it is very hard to outrun. Nothing behind you is ever touched. MINES4 drops, 40 damage each. Laid behind you, persist 22 s.

No weapon can be fired in the first 280 m by any racer. Rivals drop mines when you are closing from behind — an ICEWAVE only travels forward, so it is no defence against a tailgater and the leaders no longer reach for it.

TERRAIN

PARK JUMPSKickers roughly every 300 m on straights and open sweeps at least 12 m wide. CARVED TABLEOne large lip per track, around 55–70% distance, positioned at the entrance to that track's steepest section. RAILS & BOXESOff the racing line. Ride the lead-in on, steer to balance, SPACE to exit. POLESRed and white markers define the piste edge. HAZARD PAINTWarning band: the gradient drops sharply ahead. OFF PISTEOutside the red and white poles the snow is unpacked. It drags at any speed and bites harder the faster you are going, so a shortcut through the deep stuff costs you more the better your run was going. The penalty ramps in over about a quarter of a track width rather than switching at the line. CHEQUERSFinish line. CHAINConsecutive boost pads and takedowns raise the multiplier. It expires 2.6–3.0 s after the last pickup.
MAIN MENU
SPEED  /  TRICKS  /  WEAPONS  /  TEN MOUNTAINS  /  NO LIMITS
ALPEN DEATHMATCH RACINGTEN MOUNTAINS · NO MERCY

MODE SELECT

RACE YOUR OWN WAY

CHARACTER SELECT

TRACK SELECT

SETTINGS

hold the phone as you would a tray — level is set when you start

EXTRAS

ARROWSCARVE — hold the edge, or break it loose UPTUCK — hold to fold into the egg: faster, but it turns like a bus SWEDGE — hold to stand and plough: scrubs speed and buys back the sharpest turn you have SPACETAKE OFF at the lip W / SANGLE OF ATTACK in flight — find the lift band A / DSWING A POLE left / right — three lands a rival ARROWS  (in the air)LEFT / RIGHT spin · UP front flip · DOWN back flip · hold two for a spinning flip Q / ESHOULDER CHECK on snow · spin / flip in the air UP / SSTANCE — UP tucks, S stands you up and ploughs. Mid is the sweet spot FFIRE — grab a weapon pad and hold it down PARKRIDE THE LEAD-IN ONTO A RAIL · STEER TO BALANCE · SPACE TO POP OFF
TILT ↓LEAN THE PHONE FORWARD to sink into a tuck TILT ↑LEAN IT BACK to stand tall TILT ↔ROLL LEFT / RIGHT to carve JUMPcentre pad — take off ▲ / ▼FRONT FLIP / BACK FLIP ↺ / ↻SPIN LEFT / RIGHT — hold with a flip for a combo FIRElaunches whatever the button is showing TAPanywhere — left half swings the left pole, right half the right ◎ LEVELRE-ZERO THE TILT mid-run from however you are holding the phone
SELECT

RUN COMPLETE

ALPENGLOW DESCENT