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

Blocks415
Footprint89 × 13 cells
Height8 cells
Checkpoints3
Jumps on the solved route21
Widest gap4 cells
Total climb12 cells
Start to finish+7 cells
Biggest drop2 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.

MedalTime
Author0:27.58
Gold0:31.71
Silver0:38.61
Bronze0:55.16

Controls

What you need to start

MoveWASDArrow keys work too.
JumpSpace
Sprint / lock onShiftA 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.