Overclock

Expert course

Single-block landings, the whole way. One jump sits on the limit.

What it is

Overclock is single-block landings the whole way, in a corridor 119 cells long and 9 wide. One of its jumps sits on the limit of what the character can clear. Thirty jumps, six checkpoints.

The route

It is flat in aggregate — 15 cells climbed, 3 net, a 3-cell drop — so unlike every other Expert course the difficulty is not height. It is that every pad is one block and the corridor leaves nowhere to put a bad landing. The 4.1-cell jump is the one on the limit.

How to approach it

Six checkpoints on an Expert course is generous, and they are there to be used as practice segments. Learn it a checkpoint at a time; nobody learns the limit jump by arriving at it tired.

What it teaches: Working at the edge of the jump arc, repeatedly.

By the numbers

Blocks217
Footprint119 × 9 cells
Height9 cells
Checkpoints6
Jumps on the solved route30
Widest gap4.1 cells
Total climb15 cells
Start to finish+3 cells
Biggest drop3 cells

Measured from the geometry the game builds for overclock, 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 narrowest corridor of any course — 13.2 to 1, long side to short

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
Author0:37.32
Gold0:42.91
Silver0:52.24
Bronze1:14.64

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 Expert courses

  • Filament — Flat single-cell landings, turning the whole time. One long jump up.
  • Arc Light — A single-cell spiral almost straight up, then the whole way back down.
  • Lattice — Ninety degrees into a one-cell target every hop, with two plunges to rest.