Compare Ultimate Ski Jumping 2020 prices across 50+ stores and find the best deal. Developed by Blue Sunset Games. Published by Forever Entertainment S. A.. Released on 4/3/2020. Available on PC, Xbox. Genres: Action, Casual, Indie, Simulation, Sports.

A retro-flavored arcade ski jumper with local multiplayer that's genuinely fun for ten minutes a session, but collapses fast once you realize the feedback loop is broken.

I came to this one specifically because the local multiplayer tag caught my eye, and honestly that framing is the only context in which I can imagine recommending it to anyone. Ultimate Ski Jumping 2020 is a side-scrolling arcade sports title built around a single event: launching a skier down a ramp, timing a jump button at the lip, adjusting body position in the air with the analog stick for aerodynamics, then nailing a landing press before impact. There are two control schemes on offer, a simplified classic mode driven by a single button, and an advanced mode that splits your two legs across separate inputs for style-point bonuses, which is a neat idea on paper. The problem is the gap between those two modes is paper-thin, and neither one gives you consistent, readable feedback on what actually changed your result. The core issue critics kept landing on is that the cause-and-effect loop feels randomized. You can replicate the same input timing across three jumps and get wildly different distances, with no UI element or visual cue to explain why. Wind direction flags exist on-screen and the game does factor in aerodynamic positioning through the thumbstick, but the connection between what you do and what the scoring system rewards is murky enough that competing against AI on the higher of the five difficulty levels feels more like a coin flip than a skill expression. For anyone coming from competitive games where tight feedback is expected, this will read as a design failure rather than a feature. Content depth is also thin. The campaign follows a character called Andrew Sturck from backyard ramps through international circuits, and the whole thing can be wrapped up in around twenty minutes if you are moving with purpose. Tournament and Quickplay modes let you pick hills and opponent counts, and there is a training mode for drilling the jump timing. The hill variety is the one genuine bright spot: venues range from standard winter slopes to summer dirt hills to a reduced-gravity moon stage, which is a fun gimmick for local sofa play. Cosmetic customization lets you kit out your jumper with unlockable helmets, suits, gloves, boots, and skis using in-game currency earned through play, which adds a thin progression hook. Online multiplayer supports up to fifty players technically, but the player population has been effectively dead since launch, so treat that feature as non-functional. On Steam the game carries a Very Positive rating from a small sample of reviews, which tells you the audience that bought it largely knew what they were in for: a budget arcade throwback with pixel art visuals and a 90s-arcade-style soundtrack. That audience is real and the price point reflects the scope. But if you are hoping for something with the timing depth of a proper sports sim, or online play that actually fires up, this will frustrate you within the hour. The local co-op and local PVP modes for couch sessions are where the game earns its marginal goodwill, specifically the kind of fifteen-minute party rotation where no one is invested enough to get annoyed by the inconsistent physics. Fred, Scout Team

Ultimate Ski Jumping 2020
ActionCasualIndieSimulationSports

Ultimate Ski Jumping 2020

Apr 3, 2020Blue Sunset GamesForever Entertainment S. A.
GamerScout Says

A retro-flavored arcade ski jumper with local multiplayer that's genuinely fun for ten minutes a session, but collapses fast once you realize the feedback loop is broken.

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About Ultimate Ski Jumping 2020

I came to this one specifically because the local multiplayer tag caught my eye, and honestly that framing is the only context in which I can imagine recommending it to anyone. Ultimate Ski Jumping 2020 is a side-scrolling arcade sports title built around a single event: launching a skier down a ramp, timing a jump button at the lip, adjusting body position in the air with the analog stick for aerodynamics, then nailing a landing press before impact. There are two control schemes on offer, a simplified classic mode driven by a single button, and an advanced mode that splits your two legs across separate inputs for style-point bonuses, which is a neat idea on paper. The problem is the gap between those two modes is paper-thin, and neither one gives you consistent, readable feedback on what actually changed your result. The core issue critics kept landing on is that the cause-and-effect loop feels randomized. You can replicate the same input timing across three jumps and get wildly different distances, with no UI element or visual cue to explain why. Wind direction flags exist on-screen and the game does factor in aerodynamic positioning through the thumbstick, but the connection between what you do and what the scoring system rewards is murky enough that competing against AI on the higher of the five difficulty levels feels more like a coin flip than a skill expression. For anyone coming from competitive games where tight feedback is expected, this will read as a design failure rather than a feature. Content depth is also thin. The campaign follows a character called Andrew Sturck from backyard ramps through international circuits, and the whole thing can be wrapped up in around twenty minutes if you are moving with purpose. Tournament and Quickplay modes let you pick hills and opponent counts, and there is a training mode for drilling the jump timing. The hill variety is the one genuine bright spot: venues range from standard winter slopes to summer dirt hills to a reduced-gravity moon stage, which is a fun gimmick for local sofa play. Cosmetic customization lets you kit out your jumper with unlockable helmets, suits, gloves, boots, and skis using in-game currency earned through play, which adds a thin progression hook. Online multiplayer supports up to fifty players technically, but the player population has been effectively dead since launch, so treat that feature as non-functional. On Steam the game carries a Very Positive rating from a small sample of reviews, which tells you the audience that bought it largely knew what they were in for: a budget arcade throwback with pixel art visuals and a 90s-arcade-style soundtrack. That audience is real and the price point reflects the scope. But if you are hoping for something with the timing depth of a proper sports sim, or online play that actually fires up, this will frustrate you within the hour. The local co-op and local PVP modes for couch sessions are where the game earns its marginal goodwill, specifically the kind of fifteen-minute party rotation where no one is invested enough to get annoyed by the inconsistent physics. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopachievementscloud-savestier:indieRetro ArcadePixel ArtParty GameCouch Co-opTiming-BasedShort CampaignDead OnlineCasual Sports

System Requirements

Minimum

OS
Windows 7 / 8 / 10
Memory
2 GB RAM
Storage
4 GB available space
Graphics
DirectX Compatible graphics card with at least 128MB of video memory
Processor
Core i3 2x1.8 GHz

Reviews & Ratings

No ratings available

Game Info

Developer
Blue Sunset Games
Publisher
Forever Entertainment S. A.
Release Date
Apr 3, 2020

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