Neon Run

Tutorial course

A forgiving obstacle course. Stones, a walkway, floating islands.

What it is

Neon Run is the first course on the ladder and the one that exists to teach the jump. It runs almost entirely along one axis — 96 cells long and 11 wide — so there is never a question about which way to go, and the four checkpoints are close enough together that a fall costs seconds rather than the run.

The route

Stones across the opening gap, then a walkway, then floating islands for the last third. The solver crosses it in 18 jumps and the widest of them is 4 cells of air, comfortably inside what the character clears at a run. Nothing here is tight. The one thing that catches people is the pair of two-cell drops near the end, where the landing is lower than it looks from the takeoff.

How to approach it

Latch sprint before the first gap and leave it latched. Every gap on this course is sized for a running jump, and the standing jump that feels safer is the one that comes up short.

What it teaches: The jump, and that sprint is the default rather than an option.

By the numbers

Blocks380
Footprint96 × 11 cells
Height10 cells
Checkpoints4
Jumps on the solved route18
Widest gap4 cells
Total climb13 cells
Start to finish+9 cells
Biggest drop2 cells

Measured from the geometry the game builds for parkour, 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 3 places:

  • the second-fewest jumps of any course — 18 jumps
  • the third-smallest footprint on the ladder — 1056 cells of ground
  • the second-narrowest corridor of any course — 8.7 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
Author0:26.70
Gold0:30.70
Silver0:37.38
Bronze0:53.40

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 Tutorial courses

  • Harbour Steps — A causeway out, a climb, and a long shelf home. Nothing to fall off.
  • Lantern Row — A lit street with one turn in it. The route is visible from the start.
  • Meadow Rise — A long climb to a summit, with two staircases to rest on.