The chute is round, and the bob rides up its walls: the faster it goes into a bend, the higher it climbs, and on its own it swings past where the bend would hold it, back down and across, losing speed with every swing. Lean out a moment before the bend, settle it where the bend holds it, lean back as the bend ends. A small wall gauge shows where the bend ahead will hold the bob at your speed; when that lies beyond a rim, the rim glows red and it is time to brake.
Sixty tracks in twelve halls each bring something new: frost runes that boost you if you ride through them, wall-to-wall S-bends, glassy glaze, low-rimmed hairpins that want the brake, slush to ride over, kickers into the air, the giant's breath streaming across the chute, and everything at once under the aurora at the Giant's Crown. Win gold, silver and bronze on every track and race your own best run, which rides beside you as a ghost. Each part of the mountain has its own music, composed for the game.