The Narrows

Medium course

Ordinary jumps onto beams one cell wide. Precision, with no clock on it.

What it is

The Narrows is ordinary jumps onto beams one cell wide. Nothing about the distances is hard — the widest gap is 3.5 cells, the same as Lantern Row in the tutorial tier — and all of the difficulty is that the landings have no margin sideways.

The route

Twenty-six jumps across an 85 by 66 footprint, climbing 7 cells with no drops at all. The design point is the separation of the two things a jump asks for: distance and accuracy. This course asks only for accuracy, which is why it sits in Medium despite looking harder than the Hard courses in a screenshot.

How to approach it

Aim at the centre of the beam, not at the near edge. A jump that is slightly long still lands; one that is slightly off to the side does not.

What it teaches: Lateral accuracy, with the distances kept easy on purpose.

By the numbers

Blocks267
Footprint85 × 66 cells
Height8 cells
Checkpoints3
Jumps on the solved route26
Widest gap3.5 cells
Total climb7 cells
Start to finish+7 cells

Measured from the geometry the game builds for narrows, not estimated. Route figures describe the course, not a human run.

How it compares to the rest of the ladder

Ranked against all 23 courses on the same measurements, this one holds one place:

  • the second-least climbing of any course on the ladder — 7 cells gained

Outright places only — ties are not claimed.

Medal times

Derived from this course's own geometry, not typed in — how the times are worked out.

MedalTime
Author0:41.43
Gold0:47.64
Silver0:58.00
Bronze1:22.86

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

  • Cinder Gap — A broken causeway, an S-bend, and a descent that opens up.
  • 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.