How to play
- Goal
- Jump as far as you can from each hill and land standing.
- How it ends
- A jump ends when you touch the snow: set your landing in time and you stand, too late or too far and you fall.
- Record
- The longest standing jump on each hill.
- Press Go to leave the bar (it opens by itself after twelve seconds). Down the in-run, keep the balance needle in the green with ▲ and ▼. A ring closes on the Jump button and a gold band marks the table: press Jump as the ring lands for the full spring.
- In the air the angle gauge shows your body's angle to the air. It runs away on its own: keep the needle in the green with ▲ (lean forward) and ▼ (lean back); into either red and you fall. Level a roll with ◀ and ▶ (banked hard you lose lift), and bank toward a rune ring to fly through it.
- As the snow comes up a ring closes on the Land button: press Land as it lands to set the telemark. A little late and you land two-footed, much later and you fall; earlier is safe but ends the flight short. Past HS no landing holds, so when the call says land now, land. The red line is K; the gold, silver and bronze lines are painted at the sides.
Controls
| Go · Jump · Land · Space · Enter | The one action, named for the moment |
|---|---|
| ▲ ▼ Lean · ↑ ↓ · W S | The balance on the in-run, the body's angle in the air |
| ◀ ▶ Level · ← → · A D | Level a roll, bank toward a rune ring |
| R | Jump again |
| Escape | Pause |
Tips for Wizard Ski Jump
- Stay in the green The longest flights keep the angle gauge's needle in the green the whole way down; catch it early, before it runs toward the stall or the dive.
- Land as the ring lands An early telemark ends the flight metres short; the ring lands at the last moment that still stands.
- Choose your moment On the Shifting Skies hills the wind changes while you wait on the bar: watch the dial and go when it blows toward you.
Questions about this game
Why did my jump not count for the Top 10?
Only a standing jump counts, and only one flown without a pause after Go; a fall has no distance.
What are K and HS?
K is the hill's mark, the red line; HS is the hill size, past which the slope flattens and no landing holds.
The frost wizard is a warehouse rigged figure whose flying, tuck and telemark poses are baked for the game, the towers and pines are warehouse models, and the hill, its painted lines and the snowy valley are drawn by the game with three.js; the flight, the wind and every fall come from the game's own physics, the same arithmetic the records worker uses to fly a jump again before it ranks the distance. The music is four beds composed for the game in the Morass music repository, and the sounds and fonts come from the Morass warehouse. Your progress stays in this browser under morass.wizard-ski-jump.v1. No ads or analytics run inside the game.
About Wizard Ski Jump
A ski jump in full 3D among the towers of the College of Winds, where frost wizards ride the air. You sit on the bar at the top of the ice tower, push off, hold your tuck down the in-run, spring from the edge of the table and fly the hill, then set the telemark as the snow comes up.
The flight is yours all the way down. The body's angle to the air never stays put: left alone it runs back into a stall or forward into a dive, so you hold it in the gauge's green with small leans while the air pushes. Crosswinds roll you and must be levelled, and leaning into a roll slides you sideways through glowing rune rings for a lift. A ring closes on the button at the best moment to spring, and another as the landing comes; land late and you come down two-footed, too late, or past the hill's limit where the slope flattens, and you fall.
Sixty hills in twelve venues grow from the Novice Slope to flying hills past 250 metres under the aurora, each venue with its own wind: a headwind that carries you, a tailwind that drops you short, gusts that change by the second while you wait on the bar, a gale that would carry you past the hill, a rough in-run. Every hill keeps the Ten longest standing jumps, and the site flies each jump again before it keeps a place; your best jump and the record fly beside you as ghosts and are painted on the snow. Each range has its own music, composed for the game.







