Pick your ride. Read the draft. Stick it.
Read the draft before you charge.
Hold the launch pad or Space. Release to send it.
Garage & wind: choose one of five cars. Light cars rotate faster and get pushed around more; heavy cars resist the draft and take longer to finish tricks. Acceleration changes how long to charge and how fast the car runs down the ramp. A left vent gives a tailwind, and a right vent gives a headwind along the jump. Read the direction and strength before charging. The direction holds through the attempt, with a gentle gust; a fresh forecast appears after every attempt. Turn the vents off to practice. Expand Ramp angle & aim for tuning.
Launch: hold the orange launch pad with the left mouse button, or hold Space. More time builds more power. Release to launch. The pale band adjusts for your car, the draft, ramp angle, and aim. The 60-second run starts on your first charge.
Airborne: tap W / ↑ for a frontflip, S / ↓ for a backflip, A / ← or D / → for a 360° twist, and Q / E for a barrel roll. Each tap performs one full trick. Mix axes for a named combo: flip + roll is a Corkscrew, flip + twist a Rodeo, twist + roll a Tornado, and all three a Triple Threat. Start early and finish upright before touchdown; a bad landing explodes and loses the whole attempt's points. Touch users can tap the on-screen trick buttons.
Score: landing accuracy earns up to 500 points, completed tricks earn style and combo bonuses, and quick landings earn up to 200 time points. Clean landings in a row build a streak: each one adds ×0.25 to the next landing, up to ×2. A crash or a reset car mid-jump breaks the streak. Only safe landings bank points. Slow motion uses the same real-time clock. A car already airborne at the buzzer may finish its jump.
Courses: use ‹ › in the header, or [ and ], to switch between the Desk Jump, the Panel Run along the back wall, the High Dive off the tall panel, and the Chair Lift. Switching starts a fresh run.
Bonuses: fly through the gold ring for +500, or drop the car into the coffee mug for a +2,000 hole-in-one. Both pay only when the jump ends safely, and the streak multiplies them. The ring moves after every jump.
Hazards: sweeping fans push light cars across the jump, a pen rolls along the Panel Run track, and a robot vacuum crosses the High Dive landing. Watch them and time your launch. Untick Hazards to practice.
Missions & unlocks: each run has three missions. Every one you finish earns a star; stars unlock paint jobs and, at 10★, the Rocket Stapler.
Replay, ghost & top 5: press V after a jump for a slow-motion replay (the clock waits). Your best jump on each course races beside you as a ghost car. Finish a run with a top-5 score to add your initials; TOP 5 shows each course's board.
Camera: drag to orbit, right-drag or Shift-drag to pan, scroll or pinch to zoom. WASD and Q/E move the camera while the car is parked. Chase cam follows the car through the jump. C cycles the cameras and F resets the view. R resets the car, N starts a new run, and P pauses the game and clock while the camera stays free.