←
Score 0
Best -
Skatepark Run

Skatepark Run

Side-view skateboard run through a new park every session: tap to ollie cones, gaps and ledges, hold to grind rails, and swipe in the air for flips and grabs — but land before a trick finishes and you bail. The board only gets faster.

How to play

The skater rolls by itself; tap anywhere on the park to ollie, keep your finger down to hold, and swipe up, right, left or down while airborne for a trick. Hold while you drop onto a rail to grind it, and let go to pop off the end. A trick has to finish before your wheels touch down, or you bail. Keyboard: Space to ollie and hold, arrow keys for tricks.

More: full rules and tips

An ollie lasts 0.56 seconds and rises about 0.78 m. That clears cones, crates, benches and barriers up to 0.55 m tall, gaps in the concrete, and ledges up to 0.72 m high — hit an obstacle or the face of a ledge and you fall, and so does dropping into a gap. Stairs and wooden kickers launch you without a tap: a kicker throws you up along its slope, and an ollie pressed on the ramp adds a full ollie on top, often enough air for two tricks.

The four tricks are Shove-it (swipe up, 0.28 s, 80 points), Kickflip (right, 0.34 s, 120), Heelflip (left, 0.34 s, 120) and Grab (down, 0.42 s, 160). A grind is worth 50 points plus 30 per metre, and each rail can be ground once. Every value is multiplied by your speed factor — your current speed divided by the starting 7 m/s — so a kickflip at 14 m/s is worth 240.

Moves chain into a combo while you stay airborne or grinding and for 0.8 seconds after each landing; leave the ground again inside that window and the combo keeps growing. When you roll for longer, the combo banks: its points times the number of moves. Repeating the same trick in one combo halves its value each time, and only its first two uses raise the multiplier. A bail throws the open combo away and costs one of your 3 lives; you get back up at the next flat after 1.2 seconds and blink for 1 second, passing through hazards.

Speed starts at 7 m/s (25 km/h) and climbs 1.2 m/s every 100 m with no top speed. Gaps grow with it: at the start you have about 0.28 seconds in which a take-off clears the gap, and that window shrinks steadily until, beyond 2.4 km, no ollie is long enough — so every session ends. Your score is your banked trick points plus the metres you rolled. The first four features of every park are a cone, a rail, a kicker and a small gap, with on-screen prompts.

Tips & strategy

Time ollies off the obstacle, not the screen edge. A cone or crate wants the tap when its near side is a little under one body length in front of the board; a gap wants it right at the lip, because you can only take off while your wheels are still on concrete and the window is a fraction of a second. Tapping early is the classic mistake on gaps — you peak too soon and come down inside. Ledges need you higher when you reach the face, so tap slightly earlier for them than for a crate of the same height.

Only start a trick you can finish. A plain ollie gives 0.56 seconds of air; a swipe right after take-off leaves room for one Kickflip or Heelflip, and the 0.42-second Grab only fits if you swipe almost instantly. Kickers, stairs and drops from a ledge are where the big air is — press on the kicker ramp and you get the ramp's lift plus a full ollie, which fits two quick tricks. Watch the small ring above the skater: when it closes, the trick is safe.

The multiplier is where the points are. A combo of five moves pays five times its total, so linking matters more than any single trick. After landing you have 0.8 seconds — the yellow bar — to leave the ground again, and an ollie on flat ground is enough to keep it alive. Mix the four tricks, because the same trick twice in one combo is halved and stops raising the multiplier after its second use, and grab every rail you can: each rail is a new move and always counts.

Bank before the park gets mean. Everything you build is lost on a bail, and later in a session the gaps open up while the window to clear them closes, so a long combo flying into a gap is a big gamble. With speed climbing 1.2 m/s every 100 m, trick values keep rising too, which is why the best sessions save their longest chains for the stretch between about 1 and 2 km, where moves are worth roughly three to four times their base and the park is still fair.