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Ski Jumping

Take off · Fly · Telemark

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  • 免費
  • 無廣告
  • 無需帳號
  • 無需安裝,瀏覽器即玩

遊戲介紹

3D ski jumping with one finger: time the take-off at the edge of the table, hold the V against the wind and land a telemark. Six hills from K 90 to ski flying, a 36-level Tour, two-round competitions, team events and an endless Gauntlet.

Airporio Ski Jumping is the whole of a ski jump, played with one finger. Sit on the bar and watch the wind. Tap to push off, ride the in-run in a deep crouch, and tap as you reach the edge of the table: a few hundredths of a second early or late and your legs lift you less. Then you are flying. Slide your finger to lean forward over the skis or sit back, hold the pointer in the green band while the gusts push you about, and tap once more just before the snow to set a telemark.

Every jump is scored the way the sport scores it. 60 points at the K point (120 on a ski-flying hill) and points for every metre past it or short of it. Five judges mark the flight, the landing and the outrun out of 20, and the highest and lowest are thrown away. A headwind carried you, so it costs points; a tailwind gives them back. Your coach can ask for a lower start gate for points, but only if you still reach 95 % of the hill size. The score card after each jump shows all of it, and says what the judges took off.

The Tour is 36 levels on six hills: two normal hills, two large hills and two ski-flying hills where a jump is more than 200 metres and six seconds in the air, in a clear morning, falling snow, afternoon sun, floodlights, dusk and a storm front. Each hill has a training jump, drills for the take-off, the flight and the telemark, a qualifying round or a team event, and a two-round competition against eleven named jumpers in which the leader jumps last. Then the Gauntlet: one jump a stage to beat a mark that keeps rising in air that keeps getting rougher, with three lives and no last stage.

The jumper is a full 3D athlete in a jumping suit, helmet and goggles on long skis, and the flight is real: lift and drag from the angle of the skis, a wind that changes while you are in the air, hills built to the sport's own construction rules. Four camera views starting from behind the jumper, a hand-written orchestral theme with its own Music button, and eleven languages. One self-contained file with no network requests, so it plays offline at 38,000 feet.

玩法

  1. The bar. When the light turns green, tap to push off. Watch the wind: steady air is easier to fly in than gusts, and you have ten seconds.
  2. The take-off. You ride the in-run in a deep crouch. A white mark slides toward the edge of the table: tap as it reaches the gold. Early or late, your legs lift you less and the jump is shorter.
  3. The flight. Slide your finger up to lean forward over the skis and down to sit back; left and right keep you level. The green band on the gauge is where you carry furthest: flat early, more open as you come down. Lean past the red edge and the skis lose the air.
  4. The landing. Tap again just before the snow, as the height bar reaches its gold mark, to set a telemark: one foot ahead, knees bent, arms out. Too late and you land on two feet; much too early and you drop out of the sky.
  5. The outrun. Stay standing to the black line, then pull down to brake.
  6. Scoring. 60 points at the K point (120 on a ski-flying hill), plus or minus points for every metre. Five judges mark flight, landing and outrun out of 20; the highest and lowest are dropped. A headwind carried you, so it costs points; a tailwind gives them. A lower gate gives points too, but only if you still reach 95 % of the hill size.
  7. Camera. Four views: behind the jumper, close behind, from the helmet and beside the hill. The camera button changes it and the game remembers.

操作

觸屏One finger does everything: tap to leave the bar, tap at the edge of the table to take off, slide to lean in the air, tap again before the snow to land, and pull down to brake.
滑鼠Click to push off the bar, click at the edge of the table to take off, then hold and drag up to lean forward, down to sit back and sideways to stay level. Click again before the snow to land; drag down to brake. On-screen buttons change the camera, switch the music and pause.
鍵盤Space or Enter is the tap: off the bar, the take-off, the landing. Up and Down (or W and S) lean forward and back, Left and Right (or A and D) keep you level, Down brakes in the outrun. C or V changes the camera, N switches the music, M all sound, P or Esc pauses.
手柄A is the tap: off the bar, the take-off, the landing. The left stick leans forward and back and keeps you level; B, the right trigger or the stick pulled down brakes. Y, View or D-pad up changes the camera; Start pauses.

截圖

  • Seen from behind, a ski jumper in red flies in a V over a white landing hill with red lines across it.
  • Night on a floodlit hill: a jumper crouches low in the icy in-run track, the edge of the table just ahead.
  • From beside the hill, a jumper in blue lies flat over long skis high above the slope of a ski-flying hill.
  • Seen from beside the hill, a jumper lands in a telemark, knees bent and one ski ahead, next to the distance boards.
  • A score card over the outrun: the distance, five judges' marks with two struck out, wind points and a total.
  • Final standings of a two-round competition: twelve jumpers with their last distance and total points.

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