How to play
SKI MOUNTAIN is one endless downhill run through a snowy valley that never ends, and the further you go the faster you fly. You land straight in a run. Steer with A and D, the arrow keys or just by moving the mouse. W tucks for extra speed and S brakes.
To jump, hold Space or the left mouse button and let go to pop. In the air, move the mouse left and right to spin and up and down to flip (A D W S work too). Shift, E or right click grabs, and each new grab picks the next one. Ride onto a rail, log or fence lined up with it to grind, then balance with A and D or the mouse and jump to pop off. The scroll wheel swaps between skis and a snowboard at any time, even in mid-air. Click once to lock the mouse so spins don't run the cursor off the screen.
You have three lives. Hitting a tree, rock, log, fence, snowcat or hut at speed, landing hard or landing crooked costs one, and you come back on the line a few metres back, already moving. R restarts, Esc opens the home screen and M mutes.
Tips and strategy
- Look for the gap. Rows of trees, rocks and fences cross the slope, and there is always a clear way through. Orange poles mark the gap in a wall of trees.
- Land straight. A spin has to finish within about 35 degrees of straight and a flip within about 50 degrees of upright. Stop moving the mouse and the rider eases to the nearest clean landing by itself.
- Let the combo bank. Tricks only count once you have been back on the snow for two seconds. Wipe out before that and the whole combo is lost.
- Let go of the grab before you land. Landing while still grabbing halves the trick.
- Distance is worth more the further you get. Points per metre climb the whole run, and banked combos get a multiplier of x1.5 from 3.5 km, x2 from 7 km and x2.5 from 10.5 km. Staying alive is often worth more than one risky trick.
- Hop low obstacles. Fallen logs can be jumped, and so can the orange snow fences with a full pop.
- Bend your flight. A and D in the air nudge your line, which helps on long airs over a curving slope.
What's in it
An endless valley built as you ride. It winds, gets steeper, narrows and fills with more trees and bigger kickers the further you go. Speed keeps rising with distance and never levels off.
Two kinds of gear. Skis turn tighter, grip harder and brake better. The snowboard slides more, pops 8% higher and spins 12% faster.
Tricks: 180s to 720s and beyond, front and back flips, corks and rodeos (a spin and a flip together, worth x1.3), switch tricks, and four grabs per gear: Indy, Melon, Nose Grab and Tail Grab on the board, Mute, Safety, Japan and Tail Grab on skis. Perfect landings are worth x1.5. Grinds score by time.
Sixteen challenges, from landing your first trick and riding 1, 3, 5 and 10 km to hitting 200 km/h and scoring 150,000 in one run. They unlock five more outfits: Tangerine, Glacier, Ultra, Gold Rush and Nightshade.
All the sound is made in the browser: wind and carving that rise with speed, grind scrapes, landing thumps and chimes that climb with your combo.
Questions
Does the run ever end?
Only when you lose your third life. The result card then shows your distance, tricks, time and total score. Press Enter or GO AGAIN for a new valley.
Why does the speedometer feel slow?
It reads a little under your real speed on purpose. The wind, the camera and the speed lines all follow how fast you are really going.
Can I play on a phone?
Yes. Drag on the left half to steer, up to tuck and down to brake. Hold and release on the right half to jump, drag there in the air to spin and flip, use the GRAB button, and tap the gear chip to swap skis and board.
Does it save?
Yes, in your own browser: your best score, furthest distance, top speed, challenges and outfits. Clearing your browser's site data clears them.