Chair up to the park, heli into the backcountry, or ride the gondola to the top of the resort. Pick a board and your kit for each. Caesars and wings at the bottom. Last call 1600 hrs.
Colours on the rider are close, not exact. Tap View to see the real thing. Every board rides the same in the game.
| PHONE | KEYBOARD | |
|---|---|---|
| CARVE | Slide left or right | ← → or A D |
| JUMP | Tap | Space or ↑ |
| TUCK | — | ↓ (on the snow) |
| BUTTER | Hold still: nose and tail presses. Slide while holding: spin it | Hold B or Shift · ← → while holding to spin |
| SPIN | Slide in the air | ← → in the air |
| FLIP | Swipe up in the air | ↑ in the air |
| GRAB | Tap in the air | Hold Space or ↓ |
| PAUSE | Pause, top right | P or Esc · M sound |
| PARK · CHAIRLIFT | Tap to lift the bar as you reach the top station. On time is a smooth unload, 300. Early and the liftie notices. |
|---|---|
| BACKCOUNTRY · HELI | The heli crosses the ridge. Tap to jump when it's over the rust X. Clean exit 500, close 200. |
| RESORT · GONDOLA | Tap as the cabin doors open at the top. On time is a clean exit, 300. Too early and it's your face on the glass. |
Let go of a spin and the rider finishes it to the nearest half turn, and just before touchdown the rider straightens out whatever you're doing, so landings flow. Jumps and cliffs speed-check you on the way in, so you land in the sweet spot.
Some jumps have a speed boost on the way in: rust chevrons on the snow. Ride over them and you go bigger. The landing still catches you.
Clip a tree, a sign or a skier and you get knocked sideways and slowed down, not put on the snow. Two knocks inside a second, or a trunk dead-on, and you're down.
Butters keep a combo going on the flats between jumps. Rails: come off the snow ramp lined up with the rail, or drop onto it from above. In the park, ride up the log jumps and pop off the top. In the backcountry, downed logs cross the run: ollie them.
The superpipe: carve up a wall and you launch straight up above the lip. Spin and grab, then drop back in and carve to the other wall. The gap at the end of the park sizes your speed for you: just send it over the snowcat.
Three bails allowed. The fourth, patrol takes you down in the sled. In the park, skiers cut across the flats, but never while you're lined up on a rail or a jump. On the resort's groomers some skiers come at you: the ones flagged rust. Move off your line when they commit. In the backcountry the slope lets go behind you ten seconds after the drop: outrun it to the bottom of the bowl. In the Super G, the local races you to the bottom of the course. Miss a gate and two seconds go on the clock. Pass a patroller in the slow zone over 50 km/h and it costs you. Each second you beat last call is 100 points.
Each scene is a run of a minute and a half or so with its own way up, its own terrain, its own threat and its own kit. The park starts off the chairlift, the backcountry is a heli drop with an avalanche behind you, the resort starts off the gondola with a race in the middle. All three finish on the Crystal Lounge patio, and the score comes back as a bar tab.
Draft 03 is faster and harder to fall: riding speed is up about a third, landings straighten themselves out at the last moment, jumps and cliffs speed-check you to their sweet spot, and a glancing hit knocks you aside instead of putting you down. Hold to butter on the flats, so the combo never has to stop.
Draft 04 adds speed boosts in front of some of the jumps, and a cut scene at the end: your rider, in your kit, at a table on the Crystal Lounge patio with hot wings, burgers, fries and Caesars. In the backcountry the Sasquatch followed you down, and he wants the wings.
| Scene | Way up | Zones | Boards |
|---|---|---|---|
| 01 Park | Chairlift (bar up at the top) | Drop-in, jump line (six tables, S to XL), rail garden (boxes, rails, a down rail, two log jumps), the superpipe, side hits, then a gap over a parked snowcat. Skiers cut across the flats. | The park and daily-driver twins: Pioneer, Ranger, Rover, Sentinel, Live, and the women's Pioneer, Ranger and Live |
| 02 Backcountry | Heli drop (time your jump onto the X) | The ridge and a pow bowl with the avalanche on your heels, a cliff band, old growth with downed logs and a Sasquatch, a creek run-out | Powder and exploring boards: Archetype Pro, Free Ranger Pro, Trooper Pro, Scout, Scout Pro |
| 03 Resort | Gondola (step out as the doors open) | The peak's lips, a cliff band, Super G (11 gates) racing the local, a booter line (three tables), groomers where skiers come at you, the cat track | Charging boards and the true-twin daily drivers: Maverick, Apollo, B.O.D. Pro, B.O.D., B.O.D. Women's |
| Subway Surfers | One thumb, chase camera, a run you finish in a coffee line. |
|---|---|
| Alto's Adventure | Flow before difficulty. Spins finish themselves once you let go. |
| SkiFree | Skiers, trees and humour. The Sasquatch lives in the old growth now. |
| Wordle | New mountains every day, the same for everyone, and a result you paste in the group chat. |
| Tony Hawk's Pro Skater | Manuals link tricks into one combo. Butters do the same job on snow. |
| Temple Run | Something always on your heels. The avalanche is ours. |
| Snow Rider 3D | Runs in a browser tab. No install, so the link is the whole funnel. |
| Ride up | Smooth chair unload 300 · clean heli exit 500 · clean gondola exit 300 |
|---|---|
| Wings · Caesars | 100 · 500 |
| Spins | 180: 200 · 360: 500 · 540: 900 · 720: 1,400 · 900: 2,000 |
| Backflip | 1,200 each, up to three |
| Grab | 250 + 500 a second held. Double with Transform gloves. |
| Cliff drop · air | 120 a metre · 120 a second |
| Butters | Nose or tail press 150 · butter 180: 300 · 360: 650 · 540: 1,000 |
| Pipe · gap · log jump | Pipe air 200 plus height · the snowcat gap 1,500 · log pop 250, all on top of the trick |
| Avalanche · race | Outrun it 1,000 (300 if it buried you on the way) · beat the local 1,000 |
| Rails | 200 + 380 a second. Boardslide ×1.5. |
| Gates · logs · close calls | 250 · 150 · 100. Jumping a skier: 300. Spotting the Sasquatch: 1,000. |
| Combo | Every two moves in a row adds ×1, up to ×5. A bail, or four seconds on the snow without a move, resets it. |
| Last call | 100 for every second left before 1600 hrs. |