The Turnpike

Medium course

One hard corner, and a plunge on the far side you arrive at already turned.

What it is

The Turnpike is one hard corner and a plunge on the far side of it that you arrive at already turned. Twenty-nine jumps, the biggest footprint in the tier at 74 by 96 cells, and five checkpoints.

The route

The run into the corner is long and fast. The corner itself is the course — it is taken at speed with a 4-cell gap in it — and the plunge immediately after gives you no section to recover on. Everything before the corner is setup and everything after it is descent.

How to approach it

Start the turn before the pad, not on it. This is the one corner on the ladder that rewards turning in the air, because the landing after it is a drop rather than a stop.

What it teaches: Committing to a corner at full speed.

By the numbers

Blocks462
Footprint74 × 96 cells
Height11 cells
Checkpoints5
Jumps on the solved route29
Widest gap4 cells
Total climb15 cells
Start to finish+7 cells
Biggest drop2 cells

Measured from the geometry the game builds for turnpike, 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-largest footprint on the ladder — 7104 cells of ground

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
Author0:40.21
Gold0:46.25
Silver0:56.30
Bronze1:20.43

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