“ | 🎿 SKI FALL 🎿
Check out the RINGUS DINGUS BROTHERS at the end 👀 |
„ |
~ Reveal Announcement (14 December 2020) |
Ski Fall is one of the levels in Fall Guys. It is a POINTS (previously COURSE) level and was first introduced in Season 3 (Legacy).
Course description[ | ]
Standard version[ | ]
Ski Fall has players score 20 (formerly 15) points by jumping through rings wheels. If playing in a Squad, points are shared between all squadmates and the qualification quota is multiplied by squad size.
All players start on a platform, which leads to a downhill icy slope. It is divided into 3 distinct sections, each with a variety of obstacles ranging from bumpers, to flippers, and a few strategically placed ramps for players to potentially gain height.
Dividing the first and second, and the second and third sections, is a giant rotating wheel with holes in them. The holes are colour-coded on their perimeters - a bronze ring is worth 1 point, a silver ring is worth 2, and a golden ring is worth 5.
The third section features Ringus Dinguses and fans at the end of the ramp. At the very end is another spinning wheel with holes, this time in the style of an archery target, where landing in the outermost circle is bronze (1 point), landing closer to the center is silver (2), and hitting the centremost hole is gold (5).
Falling off at any point of the map, including falling through the final spinning hole wheel, will respawn the player at the top of the first downhill icy slope.
Alternate versions[ | ]
Starting from the 2 February 2021 Season 3 (Legacy) mid-season update, the following variants may appear:
- A pair of Big Yeetuses may appear on either side of the slope leading to the first disk. [1]
- Donut Bumpers can appear in the second section in-between rings wheels.
- Alternate ending. This includes:
- The Ringus Dinguses being removed.
- The Slingus Flinguses flipping you forward.
- The Slingus Flingus after the first rings wheel can be missing.
Starting from the 1 May 2021, Dave update, the following variants may appear:[2]
- Punching Gloves can appear in the center of the first and second ramps.
- Slingus Flinguses on the outside flipping you inwards.
- A Low-Gravity Zone can be placed on top of the second ramp and a fan covers the second rings wheel.
- Ice tiles can cover over the last rings wheel.
Clan of Yeetus[ | ]
See also: Final Variant
In this playlist only:
- This round is named Ski Yeet.
- The entire round has been shortened; there is now only a single icy slope before the spinning wheel with holes at the very end.
- Starting from the slope, the entire round is surrounded in a Low-Gravity Zone.
- There are multiple Yeetus hammers. These all appear to rotate in the direction of the final wheel.
- A single Ringus Dingus is situated just in front of the spinning wheel.
Warped Ski Fall[ | ]
Warped Ski Fall features massive reworks and changes compared to the normal design. It is possible that some changes may not be listed here; this is most likely an accidental omission.
First section:
- Two bronze rings in the large wheel feature red wormholes that teleport you to the beginning of the third section.
- A blue wormhole located on each side teleports you to the second section on that side.
Second section:
- The old second section in the middle of the round has been removed and replaced with two separate sections on both the left and right of the map. These appear to be twice as long as normal.
- There are rings/hoops along these paths, not situated in the spinning wheels but rather alone (a la Hoopsie Legends).
- A green wormhole on each side leads to a silver ring directly after it.
- A yellow wormhole at the end of these sections leads back to the top of the second section.
- A blue wormhole located on the right side of the left section/left side of the right section teleports you to the third section in the middle.
Third section:
- There are blue and yellow wormholes leading to directly before the giant ring wheel.
- There is a moving green wormhole periodically moving between the two ramps at the end of the section that leads to the gold ring in the middle of the giant ring wheel.
- Directly after, and underneath, the giant ring wheel is a giant red wormhole that leads you to a new fourth section at the top, before the first section.
Fourth section:
- The standard archery-style ring wheel is present at the end of this section; falling through it will lead you back to the first section.
A pair of Big Yeetuses on either side of the slope leading to the first disk
Course strategy[ | ]
Standard version[ | ]
There are multiple strategies to qualify from this round, depending on your skill level. For all strategies, take note of where the flippers are positioned, as landing on them has a high chance to fling you off the course and ruin your strategy.
Slide-dive on the sides[ | ]
Instead of going through the rings in the giant wheels normally, slide-dive all the way on the left or right to skip past the giant wheels. You'll start gaining immense momentum, in which you can jump yourself off at the very end with the momentum (or use the fan to steer yourself towards the middle) and achieve 5 points from the gold ring at the very end. This strategy is very risky however, as multiple factors could change the outcome of each slide. For example, another player could stop your momentum, the Ringus Dingus Brothers could hit you in the air, you can have too much momentum and miss the gold ring, etc. This strategy takes a lot of practice, but if it's performed correctly, it can make you qualify relatively safely.
Jumping through rings[ | ]
However, the outright fastest strategy is still to slide down the hills and jump through the rings that you face. Bronze ring in the first wheel, silver ring in the second wheel, then gold ring at the very end for 1 + 2 + 5 = 8 points per run. Execute these 8-point runs thrice to score 24 points and qualify. It is not really advised to wait for a higher-scoring ring (a silver ring in the first wheel or a gold ring in the second wheel) as the extra points do not outweigh the additional time lost by waiting.
The key thing to take note of when using this strategy is to judge your jump height carefully. Jump only if a ring is high (usually higher than the player). If the ring is at your height or lower, dive through them to go through it.
Additional notes[ | ]
- Don't bother trying for the gold ring in the middle of the first wheel. It can only be reached via the flipper on the hill section directly after the cylinder, and the flipper trajectory is not consistent; or, by the Yeetuses and Punching Gloves, which are also inconsistent. Scoring points via other means takes considerably less time.
- For squad modes, always keep in mind that you can score more than your share to pick up the slack of your teammates. To that end, try to go for heavier point scoring over outright speed. The route described below in the section entitled Final Variant suffices for this purpose.
Alternate version[ | ]
- The Yeetuses can be used as a slightly more consistent way of getting the golden ring in the first holed wheel. This in general is still not worth the time.
- If you're going for the 5-point gold ring strategy, the donut bumpers shouldn't prove to be a hindrance, as slide-diving along the colored lines along the edges, then making a beeline for the middle ring means they cannot bump into the player.
- In fact, the removal of the Ringus Dinguses can make the fan jumps into the 5-point gold ring far more consistent and worth to take.
- The same goes for the Slingus Flinguses, which can now potentially fling you into the final holed wheel. Only the specific variant of flinguses that are positioned closer to the end of the ramp appear to do this.
- The removal of the flingus directly after the first wheel makes it slightly safer to go through the first wheel without the risk of being flung backwards.
- While it is possible to use "boost" provided by the punching gloves to reach the golden ring in the middle of the wheel, going around the wheels altogether and aiming for the 5 points golden ring at the very end remains a better strategy for this variant.
- With the Slingus Flinguses positioned along the edges, it is best to just clear the rings wheels by collecting any ring and then focusing on getting the 5 points ring at the end. It is still possible to just run along the sides and jump over the flinguses, but this requires perfect timing to clear the flinguses directly before the edge, while landing on the next section. (If the middle section is surrounded in the gravity zone, it makes dodging the flinguses by jumping slightly easier.)
- For the Low-Gravity Zone and Fan combo, it is possible to use the gravity zone to manouver around the golden wheel and clear the gap in order to reach the final section with the 5 points golden ring. The center of the fan makes getting the golden ring in the middle of the second wheel impossible and the rest of the rings on it harder, so it is best to avoid the whole thing altogether.
- For the Ice tiles variant, break the tiles in the middle of the floor if you happen to get there first (or jump into the hole if other players have opened the path for you). Afterwards, it could pay off to try and preserve the tiles as best as possible to ensure a path to the golden ring on your next attempts.
Course changes[ | ]
Starting from Season 5 (Legacy):
- Previously, only the gold ring in the final hoop was worth 5 points, with the rest being worth 3. As of 20 July 2021, they are all now worth 5 points.
Starting from the July '24 Update:
- The amount of points scored as been increased from 15 points to 20 points to account for the new slide-diving. Squads and Duos are also affected.
Starting from the Scrapyard Stumble Update:
Final variant[ | ]
A [[Final}} type variant was introduced in the Ski Fall High Scorers playlist on 13 July 2022. In this variant, all players that score 50 points within 2 minutes will win. The round will take the entire 2 minute duration, even if players have already qualified.
In Clan of Yeetus (called "Ski Yeet") and Silent's Memories (called "Skee Fall") playlist versions, all players that score 15 points within 1 minute 40 seconds will win. The round will take the entire duration, even if players have already qualified.
Ski Fall High Scorers[ | ]
Many of the same strategies apply to the final variant. On average, you'd need to take only 2.4 seconds or better to score a single point. In theory, this shouldn't be hard; in practice however, only a single digit number of players tend to make it. It is generally advised more to wait for higher-scoring rings.
A suggested path to completion would be: take either the bronze or silver ring in the first wheel, wait until you are in a position to get a gold ring in the second wheel, then carefully steer for the gold ring in the final wheel. This will net you 1 (or 2) + 5 + 5 = 11 or 12 points per run, meaning about 5 runs down the field.
As the Slide-dive mechanics was introduced, reaching 50 points is becoming more easily. Players can play Ski Fall High Scorers as normal just as they do in Core Games. If players can qualify with no mistakes, players can pass the level 20 seconds earlier than before even without any planning about how to score points efficiently as mentioned above.
The key factor to watch out for here is the presence of other players blocking your path (making you lose momentum) or shoving you off; being waylaid by a Flingus, a Glove, or a Dingus can also prove detrimental.
These specific variants feature in this final:
- Slingus Flinguses on the outside preventing running down the sides easily
- Punching glove in the center of the first and second ramps
- Ice tiles covering the last ring wheel
- Ringus Dinguses at the end of the last ramp have a chance to appear; this is not 100%.
Clan of Yeetus[ | ]
This version drastically changes up how you would normally play Ski Fall. The combination of the slippery ice slope and the low-gravity zone makes it surprisingly hard to line up good Yeetus hits, and without the generous time limit this would undisputedly be the most difficult of the four rounds. To best control your speed, jump. If you're running on the ice slope, controlling your character becomes way trickier.
There are some main Yeetus groups recommended; the initial group of 3 Yeetuses in the middle, and the Yeetuses positioned off to the sides nearer to the end of the slope. The slower the Yeetus, the easier it is to get a good hit. If you're struggling to get a good hit in when approaching from behind, then simply head for the slower Yeetus near the end but overshoot slightly, jump and move backwards in the air to cut your speed, then walk in the opposite direction to the swing and jump into the Yeetus to be hit. For all Yeetuses, do watch out for the Ringus Dingus carefully positioned directly before the wheel, and carefully steer yourself into the middle gold ring.
The Yeetuses at the very end of the slope are not recommended as it is harder to judge where you'll be flung, due to the difference in their rotation direction.
Silent's Memories[ | ]
Utterly trivial. Follow the aforementioned strategy to be used in normal Ski Fall instances - 1 point, 2 points, 5 points, repeat. This will qualify you with a lot of time to spare.
Known Bugs[ | ]
- Double Respawn*
- As of 15 December 2020: When respawning, sometimes the respawn will occur twice, so the player will spend a few more seconds not in control of their own character.
- No scoring Rings*
- As of 2 February 2021: Sometimes some rings will not award points, potentially costing a qualification. This appears to happen the most with the rings in the final wheel. A theorised workaround is to dive while going through them, but this may not be consistent.
*This name is a conjectural name and has not been somewhat uniformly agreed upon.
Medal thresholds[ | ]
- Gold - First place
- Silver - Top 20% of players in the lobby
- Bronze - Top 50% of players in the lobby
- Pink - Qualified, but outside of the top 50%
- No medal - Eliminated
History[ | ]
Released in Season 3 (Legacy)
History of Ski Fall | ||
---|---|---|
Season | Status | Map Theme |
Season 3 (Legacy) | Active | Standard and alternate versions |
Season 4 (Legacy) | Active | Standard and alternate versions. Exclusive to solo modes, not available in any squad-based shows |
Season 5 (Legacy) | Active | Standard and alternate versions. Exclusive to solo modes, not available in any squad-based shows |
Season 6 (Legacy) | Active | Standard and alternate versions. Exclusive to solo modes, not available in any squad-based shows |
Season 6.3 (Legacy) | Active | Standard and alternate versions. Introduced to Squads Show and Duos Show and no longer exclusive to solo modes |
Season 1 | Active | Standard and alternate versions |
Season 2 | Active | Standard and alternate versions |
Season 3 | Vaulted | Vaulted from all shows. As of 7 March 2023, available exclusively in The Vault show in Custom Show |
Season 4 | Vaulted | Vaulted from all shows, available exclusively in The Vault show in Custom Show |
Summer Breeze Update | Vaulted | Vaulted from all shows, available exclusively in The Vault show in Custom Show |
Fall Force Update | Vaulted | Vaulted from all shows, available exclusively in The Vault show in Custom Show |
Tool Up Update | Vaulted | Vaulted from all shows, available exclusively in The Vault show in Custom Show |
Power Party Update | Vaulted | Vaulted from all shows, available exclusively in The Vault show in Custom Show |
Shapes and Stickers Update | Vaulted | Vaulted from all shows, available exclusively in The Vault show in Custom Show |
Survival Update | Vaulted | Vaulted from all shows, available exclusively in The Vault show in Custom Show |
Fall Forever Update | Not Present | Not present. Completely removed from the game files as of the Fall Forever Update |
June '24 Update | Not Present | Not present |
July '24 Update | Active | Standard and alternate versions |
Scrapyard Stumble Update | Active | Standard and alternate versions available only in Classic Games |
Falloween 2024 Update | Active | Standard and alternate versions available only in Classic Games |
November '24 Update | Active | Standard and alternate versions available only in Classic Games |
Winter Update | Active | Standard and alternate versions |
Fall and Fantasy Update | Active | Standard and alternate versions available only in Classic Games |
Trivia[ | ]
- Ski Fall was the only round, that was tagged as a COURSE level to use a score system.
- At the launch of Season 2, Pixel Painters was erroneously tagged as a Course round, although it has been changed to Logic with the release of Season 4.
It's still tagged as Course in every game, outside of Duos.This has been fixed as of the Winter Update (at least for Squads).
- As of the Scrapyard Stumble Update this is no longer true, as it's been re-typed to POINTS.
- At the launch of Season 2, Pixel Painters was erroneously tagged as a Course round, although it has been changed to Logic with the release of Season 4.
- According to an interview, lead level designer, Meg Ralph designed this level, although there are not much more information.[3]
- The nature of the round as well as the name lightly references the Skee-Ball arcade game, with the final ringed wheel resembling the game the most.
- This reference is made more obvious during the Silent's Memories event when the round is just straight up called Skee Fall.
- Ski Fall, Hoop Chute and Airtime are the only Points levels where players can fall off the map and respawn.
Names in other languages[ | ]
Language | Name |
---|---|
Chinese (Simplified) | 雪山速降 (Xuěshān sù jiàng) |
Chinese (Traditional) | 舞洞飛揚 (Wǔ dòng fēiyáng) |
French | Piste Folle |
German | Skiflug |
Italian | Seggio-Scivolo-Via |
Japanese | スキーフォール (Sukī Fōru) |
Korean | 스키 점프 (Seuki Jeompeu) |
Polish | Loty Narciarskie |
Portuguese | Pista de Esqui |
Russian | Лыжепад (Lyzhepad) |
Spanish | Telelesilla |
Spanish (Latin America) | Telelesilla |
Gallery[ | ]
See also[ | ]
Hoopsie Daisy,
Hoopsie Legends and
Bounce Party which also feature jumping through hoops to score points.
Pixel Painters, a Logic round (tagged as Race in Squads by mistake) that also uses a score system.
Bounce Party, another round where the hoops don't disappear when players when through it.
Hoop Chute, the successor of this round.