Jump from a helicopter at 500 metres, fly a wingsuit through a city, and pull

your canopy as late as you dare.

Speed is easy to gain and hard to shed. Once you commit to a dive you carry

that energy — there is no braking into a gap you misjudged. The only way to

slow down is to flare until you are on the edge of a stall.

Points come from the risk you take, not the distance you survive. Skimming a

tower pays by the metre for every second you hold the line, and every metre of

altitude left when your canopy opens is charged against you.

── CONTROLS ──

SPACE jump from the helicopter, then open the canopy

W / S pull up (flare) / push over (dive)

A / D turn

SHIFT boost, up to 350 km/h

1-4 camera: chase / first person / cinematic / wide

R restart

── SCORING ──

+ Distance flown

+ Peak descent rate

+ Risk — metres of clearance shaved off a tower, per second

− Canopy altitude — free below 15 m, charged above it

Crash into anything while gliding and the run scores zero.

Your best score is saved in your browser between sessions.

── TIPS ──

Dive early to build speed you will keep for the whole run.

The gaps between towers are wide enough — flying straight is not.

Pulling at 200 m is safe and worthless. Pull at 30 m.

Character and helicopter models were generated with VARCO 3D from

AI-generated reference images, then rigged, retextured and integrated by hand.

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