
Arrow Range
Draw, breathe, release

Hold the tuck down the in-run, let go at the very edge of the table, fold into the V against the wind and tap as the snow arrives. Four hills, five judges and a scoreboard that counts distance, style, wind and gate exactly like the real thing.
Did you like Ski Jump?
Ski Jump is a side-on ski jumping game about four moments. On the in-run you hold the button to stay tucked, which keeps the speed up but slowly eats your balance, so you have to sit up once and settle before the table. At the edge you let go: within a metre and a half of the lip is a perfect take-off, and everything earlier or later costs you height and speed. In the air you hold to fold forward into the V and release to come back, hunting the narrow band where the skis carry best. As the hill comes up you tap once for the telemark; late gives you a two-footed landing and fewer style points, and very late puts you down on your back.
Four hills are built from real ski jumping geometry: Pinewood is a small hill with a K point at 68 metres, Silverhorn is the championship normal hill at K 95, Storfjell is a large hill where you leave the table at nearly a hundred kilometres an hour, and Vindheim is a flying hill where the flight lasts seven seconds and the slope is still running away underneath you. Each one can be played in bright day, floodlit dusk or heavy snowfall, and each remembers your longest jump on a red marker painted into the snow.
The scoreboard is the sport's own. Distance points start at sixty at the K point and move by the metre, five judges hand in style cards and the best and worst are struck out, and the wind and the start gate are compensated on the broadcast strip so a lucky headwind never wins a round on its own. Jump once, take on nine rivals over two rounds with a full standings table, work through a career of twelve competitions that opens the bigger hills, or pass the phone around for two to four players. Replays run from the hill camera, touch and keyboard both work, P pauses and M mutes.
Ski Jump comes down to four moments, and each one can be practised on its own. On the in-run, holding the tuck keeps your speed up but slowly eats your balance, so sit up once and settle before the table rather than holding it all the way down. Let go within a metre and a half of the lip for a perfect take-off; anything earlier or later costs you height and speed.
In the air, hold to fold forward into the V and release to come back, hunting for the narrow band where the skis carry best rather than leaning as far as you can. As the hill comes up, tap once for the telemark. A late tap gives a two-footed landing and fewer style points, and a very late one puts you down on your back. Start on Pinewood, the small hill, and remember that the wind and gate compensation means a lucky headwind will not win a round on its own, so a clean jump is what counts.
Each jump in Ski Jump uses one button at four moments. On the in-run you hold to stay in the tuck, which keeps your speed up but slowly drains your balance, so you sit up once to settle before the table. At the edge you let go to take off, and releasing within a metre and a half of the lip gives a perfect take-off. In the air you hold to fold forward into the V and release to come back up, looking for the narrow band where the skis carry furthest. As the hill rises to meet you, a single tap sets down the telemark landing.
On a computer, Space or W tucks and jumps and the arrow keys lean in the air. On a phone or tablet you hold, let go, hold and tap. Clicking a jumper's name lets you type a new one, and R restarts.
A jump is scored in the manner of the real sport: distance points start at sixty at the K point and change by the metre, five judges give style marks with the highest and lowest struck out, and points are adjusted for the wind and the start gate. You can make a single jump, take on nine rivals over two rounds with a standings table, work through a career of twelve competitions that opens the bigger hills, or pass the device round for two to four players.
Ski jumping is a winter sport in which jumpers race down a steep in-run, leave a take-off table and fly down a landing slope, marked on both distance and style. Ski Jump, made by Kiloo, follows its conventions closely: hills sized by their K point, the V-shaped flight, the telemark landing, five style judges and compensation for wind and gate.
The four hills climb in size from Pinewood, a small hill with its K point at 68 metres, to Silverhorn, a normal hill at K 95, Storfjell, a large hill where you leave the table at nearly a hundred kilometres an hour, and Vindheim, a flying hill where a flight lasts seven seconds. Each can be jumped in bright day, floodlit dusk or heavy snowfall, and each keeps your longest jump as a red marker in the snow. It suits anyone who likes timing games with a clear number to improve, and winter sports fans who want the scoring to make sense. A single jump takes seconds, while the career gives a longer goal.
Yes. Ski Jump is free to play in your browser on Kiloo. There is nothing to download and no account to create. Your longest jump on each hill is saved in your browser and shown as a red marker in the snow.
Yes. On a phone or tablet you hold to tuck, let go at the edge, hold to lean and tap to land. On a computer you hold Space or W to tuck and jump and use the arrow keys to lean in the air.
The career of twelve competitions opens the bigger hills as you work through it. The four hills run from Pinewood, a small hill with its K point at 68 metres, through Silverhorn and Storfjell to Vindheim, a flying hill.
Distance points start at sixty at the K point and move by the metre. Five judges hand in style marks, and the best and worst are struck out. The wind and the start gate are compensated too, so conditions alone do not decide a round.
The K point is a mark on the landing slope that each hill is built around. In Ski Jump a jump that lands on it earns sixty distance points, and every metre past it or short of it adds or takes away points, so it is the line to beat.
Yes. Ski Jump has a pass and play mode for two to four players, who take turns on the same device. Click a jumper's name and type to rename them, then press Enter, so the standings show who jumped furthest.
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Ski Jump
Tuck, launch, lean, telemark