1 · First Flight
The tutorial jump. A 29 m ramp, 7 seconds of gas and one goal: come down on your wheels.
Level 1 · First Flight
Triple flip
Space or Enter to retry
Level 1 · First Flight
Flips only count if you land on your wheels.
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A new car unlocks each time you open up the next level.
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How to fly
Three amber lights drop down the launch tree, then the green one comes on. Hit Space or the Thrust pedal the moment it does. A 0.30 s reaction gets you about 145 km/h at the foot of the ramp; every tenth of a second you lose costs about 3.5 km/h.
The curved ramp bends the car from flat to nearly vertical and pulls around 7 G at the bottom. You don't steer here. Just hold on.
Once airborne, hold A/← to lean back or D/→ to lean forward. A flip counts when the car comes all the way round to upright. Fly through the glowing rings for bonus points.
Hold Space to fire the four thrusters under the car. They push through the roof line, so level the car first; hold S (Gyro) and it levels itself. Watch the sink rate at the top of the screen and touch down slow and flat.
| Grade | Touchdown | Angle from level | Multiplier |
|---|---|---|---|
| Perfect | ≤ 3 m/s | ≤ 6° | ×2 |
| Clean | ≤ 6.5 m/s | ≤ 12° | ×1.5 |
| Hard | ≤ 11.5 m/s | ≤ 28° | ×1 |
| Wipeout | Anything rougher, or hitting the ramp | Flips void | |
| Source | Points |
|---|---|
| Flips | The nth flip in a jump is worth n × 1,000 (a triple is 6,000) |
| Altitude | 16 per metre of peak height |
| Airtime | 200 per second off the ground |
| Rings | 1,000 each, added after the multiplier |
| Landing pad | 1,500 for touching down on it |
Levels
The tutorial jump. A 29 m ramp, 7 seconds of gas and one goal: come down on your wheels.
Three rings, each set a little higher above your natural arc. Tap the rockets on the way up to reach them.
Your first landing pad, 22 m wide and 22 m past where the car drops on its own. Tilt forward on the burn to reach it.
A 22 m kicker set at 62 degrees with a light tailwind. Land with at least 2.5 of your 6 seconds of gas left.
The first trick level. Spin two full flips off a 37 m ramp and touch down at 6.5 m/s or slower.
Four rings step up from 79 m to 114 m above the sand. Fly through all of them and climb past 112 m.
A long 66 degree ramp into a steady headwind that cuts about 50 m from the flight. Land clean on a 16 m pad.
The first tower ramp: 49 m tall, 80 degrees and 190 km/h on the run-up. Land three flips on a 24 m pad.
A 65 degree ramp and a strong tailwind send you about 235 m downrange. Land two flips on the farthest pad on the range.
An 82 degree ramp, 55 m tall, at 200 km/h. Stretch the flight past 11.5 seconds and land two flips.
The smallest pad on the range, 14 m wide, with a light headwind. Land perfect: 3 m/s or slower and within 6 degrees of level.
210 km/h off a 60 degree kicker. Five rings sit just under your arc. Land two flips with 1.5 of your 5 seconds of gas left.
Six rings string up the climb. Land three flips and score 20,000; a perfect landing doubles your flip, height and air points.
A 59 m tower at 80 degrees and the top run-up speed of 215 km/h. Chase three rings past 160 m and land three flips.
The final jump. Spin four flips off a 53 m ramp into a headwind and land perfect on a 14 m pad.