Score
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Best
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Hold to spin, let go to stop. Land on a half turn or go down — ten walls make a run.
You ride a halfpipe from wall to wall, and every wall throws you into the air. There is one control: hold anywhere to spin, let go to stop spinning. Your rotation freezes the instant you release.
You land cleanly only if the total rotation ends near a half turn — 180, 360, 540 degrees and so on. The gauge at the top shows how far you are from the nearest one. Land a little off and it is sketchy: you stay upright but bleed speed. Miss by more and you go down, and the run ends there.
Speed is the whole economy. The faster you are going, the longer you hang in the air, and the bigger the spin that fits. Clean landings add speed, sketchy ones take it away, so a greedy trick you cannot land costs you the two after it as well. Over ten clean walls you climb from 360s through 540s to 720s.
Every time you beat your biggest spin of the run you get a bonus on top of the trick, so the score rewards climbing rather than repeating. Not spinning at all is always a safe landing worth nothing, and it is the right move when you have just been shaken up and need the speed back.
The gauge is the only thing worth watching, and beginners watch the rider instead. The needle shows your distance from the nearest half turn, not your total rotation, so it sweeps past the centre once every 180 degrees. Release as the needle crosses the middle and you are clean regardless of how many turns you have already banked. Once you train yourself to read the needle rather than count spins, the tolerance stops feeling tight.
Speed compounds, so the first three walls decide the run. A sketchy landing costs you a quarter of a point of speed, which is roughly two clean landings of progress, and it pushes your next possible trick down a full half turn. That means the correct opening is conservative: land three clean 360s before you even think about a 540. Players who open with the biggest trick they can theoretically fit almost always finish below players who open small.
Use the straight air deliberately, not as a panic button. Zero rotation always lands clean, which means it always adds speed, and it costs you only the points of one trick. After a sketchy landing you are both slower and rattled; taking one straight air puts the speed back and lets you restart the climb on the next wall. Over ten walls, one straight air at the right moment is usually worth more than two shaky attempts at the same trick.
The bonus only fires on a new biggest spin, so plan where your upgrades go. Repeating a 540 four times pays much less than going 360, 360, 540, 720, because three of those walls carry the bonus. Since speed only reaches 720 territory around the eighth wall, the ideal shape of a run is a staircase: climb as early as the speed allows, then hold the top trick to the finish.
One detail that matters on a phone: the rotation is fixed at the moment your finger leaves the glass, not at the next frame, so the game plays identically on a slow phone and a fast one. If you are missing consistently in one direction, it is your timing and not the device; adjust by about a tenth of a second and the gauge will tell you immediately whether you overcorrected.