How to play
Skirun
Skirun is a downhill ski game. Your skier starts at the top of the slope and keeps sliding down: steer around trees, rocks, stumps and other skiers, use the kickers to fly and do tricks, and in Endless mode stay ahead of the giant snowman for as long as you can.
Controls
| Keyboard | ← → turn one step · ↓ point straight down (fastest) · ↑ turn across the slope to brake · P or Esc pause · A S D W work like the arrows |
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| Mouse | Point where you want to go and the skier turns towards it; pointing level with the skier, to the side, brakes. |
| Touch screen | Touch and hold where you want to go, slide the finger to change direction; let go and the skier keeps going that way. |
| In the air | ← or → (swipe left / right) = spin · ↑ or space (swipe up) = flip · you cannot steer while flying |
Straight down is fastest (about 67 km/h at top speed). Pointing sideways is slower but easier to dodge with, and across the slope you brake to a stop.
Three modes
| Endless | A new random slope every run that never ends; the further you go the busier it gets. After 450 m or 30 seconds the giant snowman starts chasing you and keeps getting faster until it catches you. Score = distance in metres. |
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| Slalom | The same course for everyone with 20 gates (pairs of red or blue flags): pass between the two flags. Every missed gate adds 5 seconds. Score = time including penalties, lower is better. |
| Freestyle | The same course for everyone, full of kickers and moguls. Do tricks until the finish line. Score = trick points. |
Slalom and Freestyle must reach the finish within 3 minutes; a run that runs out of time gets no score.
On the slope
- Pine trees, dead trees, stumps, rocks: hit one and you fall, losing almost a second. You get up facing sideways and can pass through obstacles for a moment.
- Other skiers and snowboarders start moving when you come close; bump into one and you both fall.
- Moguls give a small hop at speed.
- Wooden kickers launch you high - the faster you go, the longer you fly. You clear stumps and rocks, and small trees if you are high enough.
Tricks and points
- One spin = 100 points · one flip = 150 points.
- The second trick of the same jump counts ×2, the third ×3, and every second in the air adds 15 points.
- Points count only when you land: touch down in the middle of a trick and you fall and lose that jump's points.
The leaderboard
- When a run ends, the browser sends all of that run's controls to the server, which plays the run again from the same start. Only when everything matches does the score count.
- Add a name (2-20 characters: letters of any language, numbers, spaces and . _ - ') and choose your country. The board shows the best score of each name and country.
- Names and countries are public - a nickname is fine; unsuitable names are hidden.
- You can play without a connection, but such a run does not reach the board. Your own bests are kept in your browser.
Tips
- Look far ahead and turn early: a slight angle costs little speed.
- When the snowman chases you, the arrow at the top shows where it is and how far behind. Do not fall - every fall lets it come much closer.
- Slalom: line up for the next gate before you reach the current one, so you never need a hard turn.
- Freestyle: hit a kicker at full speed to fly long enough for two tricks.