POWDERLINE
GUIDE · TRICKS

The trick book

Every rotation the game can name, and the arithmetic behind the points.

Snowboarder mid-frontflip with the board vertical above the head
Mid-frontflip, board over the head. Hold a spin through it and the game reads the whole rotation as a misty, a rodeo or a cork.

How a trick is read

Powderline does not ask which trick you meant. It reads the rotation you actually brought down and names it. A trick is credited in whole steps — one flip per full turn of pitch, one spin step per 180° of yaw — and a step only counts once you have come within the landing window of completing it: about 57° for a flip, about 63° for a spin. Anything short of that is the step below, never the nearest one. A 250° spin is a 180 landed long. Half a backflip is not a backflip; it is a wipeout.

Those two numbers are the same ones the landing uses to decide whether you survived (see landings), which is deliberate: what the popup names is exactly what came down rideable. There is no third state where an unfinished flip lands on its feet and gets a name anyway.

Flips and spins are integrated off-axis. Holding a flip and a spin together does not stack two tricks — it carves out one rotation with both components, and the name comes from the mix. Rotation spools up while you hold the key and is braked when you let go; the body's momentum carries you about a tenth of a turn past the release, more with a grab on, so a rotation has to be stopped, not just released. Flips wind up to roughly 400°/s and spins to roughly 300°/s.

The vocabulary

Every rotation the physics can produce has one name. Nothing is rounded into a neighbour.

ROTATIONNAMENOTES
one flipFRONTFLIP / BACKFLIPfits a kicker at cruising speed, no grab needed
two to five flipsDOUBLE · TRIPLE · QUAD · QUINT + the flip grabbed: a double from about 58 km/h into the kicker, a triple from about 94 km/h, a quad only off a top-speed hit. A quint fits no air on this mountain — past five the number speaks, 6X and up
spins, 180° stepsFS / BS 180 · 360 · 540 · 720 · 900 … frontside turns the board toward your chest, backside away; a 360 fits a kicker air, 540 and up want a grab or more speed
one flip + spinMISTY n / RODEO na single forward inversion with spin is a misty, a backward one a rodeo; n is the spin in degrees
two or more flips + spinFS / BS DOUBLE CORK n …counted like flips, named by total spin, carrying frontside or backside
any of the above, off switchSWITCH in fronttaken off riding backwards; pays extra — see below
any of the above, grabbedMUTE behindthe leading hand on the toe edge, held a quarter second or more

The grab is one grab, the mute, whatever else you are doing. Holding it pulls the body in, so you rotate half as fast again — it is the key to the multi-flip tiers, and the risk that pays for them: a grabbed flip commits you to more rotation, and you must open up in time to stop it.

Snowboarder in the air reaching down to grab the toe edge of the board
The mute grab: front hand to the toe edge, scored for as long as it is held.

The arithmetic

Points are assembled from parts, then adjusted, then paid. All of it is fixed and none of it is hidden.

  1. Air. Any air over 0.55 seconds scores its length squared, times four, rounded to tens. A one-second air is 40; two seconds is 160; three is 360. Air is worth more the longer it goes.
  2. Spin. 1.5 points per degree credited — 270 for a 180, 540 for a 360, 810 for a 540.
  3. Flips. 450 each. A double is 900 before anything else.
  4. Grab. Fifteen points for every tenth of a second held, rounded to tens — a full second of mute is 150.

Then the adjustments, in this order:

Finally the speed. A landed trick adds 0.006 m/s per point, scaled by how cleanly it was stomped, up to 7.5 m/s (27 km/h) from a single trick. Stepping off a whole rotation costs most of the payout; a perfect stomp pays all of it. Speed is how the next air gets bigger, which is how the run compounds.

Worked examples

A backflip off a kicker at cruising speed, 1.6 seconds in the air, landed clean: air 100 (1.6² × 4 = 10.24, rounded to 10, times 10) plus 450 for the flip is 550. Do it again straight after and it is halved for the repeat, then the combo it lands into pays a quarter back: 275 × 1.25 is 340. Do a frontflip instead — a new word — and it is 550 × 1.25, 690.

The same air, grabbed for a second and stomped perfectly, as the second trick of a chain: 100 + 450 + 150 = 700, times 1.15 for the stomp, times 1.25 for the combo, is 1010 — and about 6 m/s of speed on the way out.

A FS 540 mute off switch, landed sketchy: 810 for the spin, plus air and grab, times 1.25 for switch, then 40% of the lot. You keep the run and a fraction of the points; the combo and the boost are gone. Sketchy is survivable. It is not profitable.

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