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Ski Jumping is an event in the Wii and DS versions of Mario & Sonic at the Olympic Winter Games and in Mario & Sonic at the Sochi 2014 Olympic Winter Games. It takes place at the Whistler Olympic Park (Russian Ski Gorki Jumping Center in the Sochi version). In this event, the players must ski down a take-off ramp to fly as far as possible to compete for points, based on combined jump distance and from both in mid-air and landing.
Individual Large Hill
8 characters compete for 1st place in this type of event (4 characters in the DS version as well as in the Wii version if played in multiplayer). Here, the player gets two chances to jump and score points based on Distance, Balance and Landing. This is the only type available in the DS version as well as the Sochi version.
Team Large Hill
This event is similar to Individual Large Hill, except it is in a team of 4. All four characters try to combine for the best score possible. 4 teams compete, and the team with the highest score wins the event. This type only appears in the Wii version.
Human player teams can contain CPU players, but only when played in Single Match. If that is the case, the distance and balance score for the CPU players in human player teams is randomly generated, instead of showing a performance of them on the jump.
The player starts by flicking the Wii Remote down, or waiting for 10 seconds after the word Start! has disappeared. They then twist the Wii Remote to balance before takeoff, and balance by moving the Wii Remote left and right. Going off-balance can result in a shorter distance. To land, the player has to flick the Wii Remote down just before landing to get the maximum points for the jump.
If the player swings the Wii Remote too late in the takeoff portion, they will fall down to the ground, which results in 30 points for the whole jump (in some cases, 29.5 points is awarded instead). If the player's timing is late in the landing, the character will lose balance, resulting in a lower balance score.
In the DS version, it is referred to as Ski Jumping LH, which is exactly the same as the Wii version except there is no balancing before jumping. Players get to jump twice in this event. The Touch Screen and the are used in this event. To get a boost at the start of the jump, the player must touch and hold the screen on "2", and then stroke up when the countdown ends. Jump by stroking up just before the edge of the hill. To balance, they must touch the two foot pads, then land by stroking down near the ground. Again, players get points for distance, balance, and landing.
If the player strokes up too late in the takeoff portion, a "Bad" is given and the distance is significantly reduced, resulting in a lower score. If the player's timing is too late in the landing portion, a "Bad" is given and no points are awarded for the landing.
In this version, the player must use the windsock before starting and use the updrafts during the jump to increase their final score. The player has 2 rounds and the sum of the scores in both of the rounds is the player's final score.
To start, the player looks at the windsock at the left of the screen and swings the Wii Remote Plus down when it is pointing towards the left. The maximum wind speed is 10.00 m/s; a wind speed of 8.00 m/s or higher is considered "perfect timing" and will increase the takeoff speed and in turn, the distance of the jump. The time limit is 10 seconds, after this, the player will take off automatically, though with the wind speed at the time the timer reached 0.
The player will charge up when they reach the yellow portion of the ramp to increase their distance of the jump, and swing the Wii Remote Plus at the end of the ramp. The closer to the end the character is without overshooting the ramp, the more distance the character can cover, but if the player fails to swing the Wii Remote Plus before reaching the end of the ramp, they will tumble and will not be able to catch any updrafts. In addition, they will only travel between 30 to 40 meters if that happens, and will only receive about 10.4 points for Distance and no points for Balance except the landing part.
After jumping, the player tilts the Wii Remote Plus up, down, left and right to control their character. The objective of this phase is matching the angle of the character's skis to the angle of the updraft while aiming for the center of the updraft. The rumble of the Wii Remote Plus determines the difference in angle and how far the character is to the center of the updraft, the lower the difference, the less the Wii Remote Plus will rumble and the faster the meter at the bottom will fill. After exiting the updraft, the player will see a "Perfect", "Great", or "Good" depending on how much the gauge at the bottom was filled up. The better the rating, the higher the character will jump up, the more distance the character can cover, and the more points awarded for Balance. The process repeats until the player falls very close to the ground; at this point, the player will swing the Wii Remote Plus at the right time to strike a pose when they land. Perfect timing in the landing portion will add 40 points to the jump, but if the player is too late, the character will tumble and no points will be awarded for the landing. The landing portion is worth two-thirds of the whole Balance score; the highest possible score for Balance is 60 points.
After landing, the player will be given a score based off Distance and Balance, along with a letter grade from C- to A+ for both attributes. The player with the highest score after both jumps wins the event.