Thumb on the snow to steer Β· hold β€΄οΈ to crouch, let go to jump, hold it again to land
β β steer Β· β tuck Β· β brake Β· Space: hold to crouch, let go to jump, hold to land Β· X grab
Penguin Meadow
βΈοΈ Paused
The mountain is waiting.
π Finished!
π Riding
Put a thumb down anywhere on the snow and a stick appears. Push it left and right
to steer. Push it forward to tuck and go faster; pull it back to brake. On a
computer: the arrow keys (or A and D to steer, W to tuck, S to brake). Groomed snow
is fast, deep powder at the edges is slow, and blue ice hardly holds an edge at all.
β€΄οΈ Jumping
Hold β€΄οΈ to crouch and let go to jump (Space on a computer). The longer the crouch,
up to half a second, the higher the jump. Let go right at the lip of a ramp.
π Tricks
In the air, push the stick left or right to spin. Half a turn is a 180, a full
turn a 360, and three full turns is the 1080. Turn the stick the way you mean to
spin while you are still crouched and the spin starts faster. Push the stick
forward or back in the air for a flip. Hold β (X on a computer) to grab the
board: the stick's direction when you press it picks the grab (Indy, Mute,
Stalefish, Nose grab, Tail grab), and a longer hold scores more.
π¬ Landing
The board has to point the way you are moving when you come down β forwards or
backwards both count. With Faithful riding you must also be holding ‴οΈ
when you land a real jump, and you must have let go of a grab. Get it wrong and
you tumble, and π’ fills up; when it is full the run is over. Forgiving
lands much more and never ends a run. Arcade never tumbles from a landing.
Change it under Settings.
π Match Race
Race one rival to the bottom, run after run: 4 on Easy, 5 on Normal, 6 on Hard.
Win to move on. With Faithful riding you have three tries for the whole ladder.
β±οΈ Time Attack
Alone against the clock. Your best run comes back as a see-through rider to race.
π₯ π₯ π₯ for the times on the sign before you drop in.
β Trick Attack
Points for every trick you land before the clock runs out. It has two places of
its own: π The Pipe, where you ride up a wall, fly and come back down it, and
π Big Air, one run-in and one enormous jump.
Three events, one after another, and the points add up: a slalom, Big Air and
The Pipe. In the slalom, ride between the two poles of every gate: 300 points a
gate, points for every second under the time on the sign, and tricks count too.
Easy, Normal and Hard set which run it is and how narrow the gates are.
βΎοΈ Endless
A mountain with no bottom and no clock. A sign every kilometre, and the light
changes as you go. Tumbles never end it. π Menu keeps the ride for Continue;
βΈοΈ then π End ride, tapped twice, ends it. Easy, Normal and Hard set how
steep and narrow it gets.
π Boards
Five boards, and each changes how the rider rides: All-round, Freestyle (spins
and jumps), Alpine (fastest, slow to turn), Powder (floats in deep snow, lands
softly) and Park (turns sharpest). The rider on the menu turns to show what you have picked. Then the colour. Pink is Amelia's.
π§ Penguins
Penguins live on Powder Peak. The ones with a pink flag want a high five: ride
close past them. Free Ride has no clock, so it is the place to find them all.
Clear a Match Race and Pip the penguin will ride for you.
π Sound
π at the top turns it off, and it stays off in every other game here too.