In SKI (ALPHA), the fastest runs are not just about staying upright on the snow. The mountain is dotted with red spring pads that fling you high above the course, and once you are airborne you can deploy wings to glide across open sky. Together they turn a straight downhill descent into a series of long jumps and mid-air combos.
Quick answer: Red spring pads on the slope launch you skyward for a SPRING +45 bonus, and dark bat-style wings let you glide through the air afterward, scoring CHAINED +30 before you land back on the mountain.
Red spring pads and the launch bonus
Spring pads are red circular power-ups placed directly along the ski trail. As you approach one, the game marks it on screen with a distance label such as “POWER-UP – 16m” so you can line up your run into it while carrying speed. Descents in the game regularly climb past 200 mph, and hitting a pad at that pace matters.
Contact with the pad throws the skier hundreds of feet into the air and awards a “SPRING +45” notification. The launch is vertical and sudden, giving you the airtime you need to start gliding rather than dropping straight back onto the slope. The pad is a scoring event as much as a movement tool, feeding points into the run alongside the “POP” bonuses you earn just by leaving the ground.
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Once you are high enough, the character attaches large dark bat- or dragon-style wings to their back and glides through the open sky. Gliding extends the distance you cover in the air well beyond a normal jump, letting you cross gaps and travel down the mountain without touching the snow.
Staying in the air with the wings triggers a “CHAINED +30” indicator, part of the game’s chaining system that rewards linking one air move into the next. The longer you keep the sequence going, the more the chain builds on top of the spring launch that started it.
How landings affect the score
The air phase ends when you touch back down. Landings are graded, and a clumsy return to the surface shows a “BAD LANDING +0” indicator, meaning that touchdown adds nothing to your total. A clean landing keeps the momentum and the combo alive, while a poor one cuts the sequence short even if the launch and glide before it scored well.
After a glide runs its course, the skier respawns back in the snowy hub, where quest booths, crew stations, leaderboards, and Starter Pack offers surround the spawn point. From there you drop back onto the slope to line up the next launch.

The air scoring events in one place
| On-screen indicator | What triggers it |
|---|---|
| POWER-UP – 16m | Distance marker warning that a spring pad is ahead |
| SPRING +45 | Hitting a red spring pad and launching skyward |
| CHAINED +30 | Gliding through the air with wings deployed |
| BAD LANDING +0 | Touching down without a clean landing |
Read together, these mechanics form the airborne half of a SKI (ALPHA) run. Spring pads get you up, wings keep you there, and the landing decides how much of that flight counts. Chasing fast finishes and high combo scores means treating each red pad as the start of a sequence rather than a single jump.






