The inputs
Tricks only happen in the air, and the air has to be real: a jump shorter than about half a second (0.55 s, to be exact) never scores, no matter what you mash. Get airborne off a ramp, a cliff gap, or a well-timed Space press, then commit to one of three moves — or stack them.
Spins — hold Shift
Hold Shift alone while airborne and you spin. Your steer direction picks which way you rotate, and the harder you steer, the faster you spin. Spins are named by degrees: complete one full rotation for a 360, two for a 720, three for a 1080, and so on.
Grabs — hold the jump key
Hold your jump key (Space, W, or ↑) alone in the air and your rider reaches down into a grab. Your lean picks the style: lean left for a Method, lean right for a Mute, stay neutral for a Tuck Grab. Grabs are all about patience — you must hold at least 0.18 s for it to count at all, and the payout keeps growing until 1.3 s of hold.
Flips — Shift + jump together
Hold Shift and a jump key at the same time to flip. Lean left for a Frontflip; otherwise you get a Backflip. Keep rotating on big air and the game upgrades the name with Double and Triple prefixes.
Do more than one of these in the same air and they merge into a single combined trick, joined with a "+" — land something like "720 + Backflip + Method" and it scores as one glorious package.
Two honest notes. First: trick inputs are keyboard-only right now. On a phone you can steer with your finger and tap to jump, but there are no touch trick buttons yet — if you want the stunts, grab a keyboard. Second: there's no tuck key anywhere. Your skier tucks automatically at speed, which conveniently leaves your fingers free for Shift.
Base points
Every trick starts from a base value before any multipliers touch it.
| Trick | Input (airborne) | Base points |
|---|---|---|
| Spin — 360, 720, 1080… | Hold Shift, steer to rotate | 120 per full 360 |
| Backflip / Frontflip | Hold Shift + jump key | 150 per flip (Double, Triple…) |
| Method / Mute / Tuck Grab | Hold jump key, lean left / right / neutral | Up to 220, scaled by hold time |
Combined tricks simply add their parts: a 720 + Backflip is 120 + 120 + 150 = 390 base points. Then the fun begins.
The multiplier stack
Summit Rush runs your base points through a stack of multipliers, in this order:
- Air bonus — ×(1 + 0.4 per second of airtime), capped at ×1.8 for 2 seconds of air. Big air literally pays.
- Chain multiplier — +0.5 for each consecutive clean trick, capped at ×2.5. One sloppy landing or crash and the chain resets.
- Landing quality — a sloppy landing still scores, but at ×0.4. "Clean" means your sideways speed is under 85% of the maximum lateral speed, and any flip finished within about 0.9 radians of upright. Land straight, land level.
- Repeat decay — the exact same trick pays 0.5× what it paid last time, every time, floored at 0.1× of full value. The counter is per-run, so yesterday's 720s don't haunt today's.
- Spacing — tricks landed within 2.5 seconds of the previous trick pay pro-rata. Give each landing a beat to breathe.
- The global combo multiplier — finally, everything is multiplied by your current combo (up to ×3.0). Only a fresh, clean trick bumps the combo; repeats can't keep it alive on their own.
Worked example. You hit a ramp fast, hold Shift + Space, and land a clean 720 + Backflip after 1.5 seconds of air. Base: 390. Air bonus ×1.6 → 624. It's your second consecutive clean trick, so the chain sits at ×1.5 → 936. It's the first 720 + Backflip of the run and it's been more than 2.5 seconds since your last trick, so no decay and no spacing penalty. Your combo meter is at ×2.0 from gates and stars → 1,872 points, banked in one landing. And because the trick was fresh and clean, it bumps the combo another notch for whatever comes next.
If you want the full picture of where combo comes from — gates, stars, distance points, and the 3.2-second combo timer — the How to Play guide walks through the whole scoring system.
How to actually score big
Variety is the meta
Repeat decay is the quiet star of the system. Spamming the same 360 off every bump halves its value each time until it's paying 10% — and repeats never bump your combo. Rotate through your whole bag: spins one air, flips the next, a long Method on the big ramp. The chain multiplier rewards consecutive clean tricks, not identical ones.
Bank big singles on big air
The air bonus caps at 2 seconds, and ramp launch power scales with your entry speed — from 1.1× the standard jump impulse up to 2.1× at top speed — so the fastest line into the ramp buys the longest, richest air. One clean Double Backflip + Mute off a screaming ramp entry beats five nervous hops every time.
Land straight
A sloppy landing costs you 60% of the trick and your chain. Stop steering before touchdown, finish your flips, and take the clean ×1-plus-chain payout instead of the ×0.4 consolation prize.
Pick the right rider
The Freestyle Board (400 coins) is the trick pick: ×1.35 jump means more airtime on every launch, at the cost of looser turning and a hair less top speed. Feeling rich? The Daredevil (1,400 coins) starts every run with a free shield — one crash forgiven — which is a license to gamble on the sketchy line you'd normally skip.
Where tricks fit in the bigger run
Tricks are the score accelerant, not the whole recipe. Once your lines feel clean, see where you actually stand on the global leaderboard — and note that the weekly challenge puts everyone on the same shared mountain, resetting every Monday at 00:00 UTC, so trick execution is what separates the top 20. Just remember what you're skiing away from: the Yeti will not politely wait for you to finish your Triple Backflip.
The mountain's waiting. Go put a 1080 on the board.
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