Cinder Gap
Medium course
A broken causeway, an S-bend, and a descent that opens up.
What it is
Cinder Gap is a broken causeway in a corridor 89 cells long and 13 wide, with an S-bend in the middle and a descent at the end that opens out. Twenty-one jumps, widest gap 4 cells, and only three checkpoints — the sparsest cover in the Medium tier.
The route
The causeway is broken rather than absent: the pads are the remains of a path, so the line through them is obvious and the spacing is not. The S-bend forces two direction changes back to back. The descent at the end drops 2 cells at a time and widens, which makes the last third both the fastest and the easiest part of the course.
How to approach it
The S-bend is one movement, not two. Committing to the second turn before you have landed the first is how the fast runs are made.
What it teaches: Back-to-back direction changes at speed.
By the numbers
| Blocks | 415 |
|---|---|
| Footprint | 89 × 13 cells |
| Height | 8 cells |
| Checkpoints | 3 |
| Jumps on the solved route | 21 |
| Widest gap | 4 cells |
| Total climb | 12 cells |
| Start to finish | +7 cells |
| Biggest drop | 2 cells |
Measured from the geometry the game builds for gap, not estimated. Route figures describe the course, not a human run.
Medal times
Derived from this course's own geometry, not typed in — how the times are worked out.
| Medal | Time |
|---|---|
| Author | 0:27.58 |
| Gold | 0:31.71 |
| Silver | 0:38.61 |
| Bronze | 0:55.16 |
Controls
What you need to start
| Move | WASDArrow keys work too. |
|---|---|
| Jump | Space |
| Sprint / lock on | ShiftA latch, not a hold: tap once to arm sprint and a camera lock-on together, tap again to release both. Neither carries over into the next world you open. |
Sprint is a latch rather than a hold — tap it once and it stays on. Every control, keyboard and touch, including respawn, restart and the camera keys, and all of them rebindable.
Other Medium courses
- Ratchet — A climb that changes axis on every hop. No straight line until the top.
- Switchback Yard — Beacon Climb's tower, with the turn taken on the pad and no deck to walk.
- The Turnpike — One hard corner, and a plunge on the far side you arrive at already turned.
- The Narrows — Ordinary jumps onto beams one cell wide. Precision, with no clock on it.