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Walkthrough pt. 2
The game will start without any obstacles.
Do not panic, they will appear. Itʼs probably
best not to do too many “practice” or
pointless jumps at this point as you should
be prepared for the obstacles ahead.
The first obstacle has approached.
Itʼs usually a wall. Press the space
bar to jump about 0.5 seconds after
the wall spawns and when around
3cm before the wall for an ideal jump
over these slow obstructions.
3cm(not to
scale)
As a result of this jump, you should
land 50mm of the way onto the wall.
Landing on the wall at the point
furtherest to the left as possible
allows you to bide more time to
prepare your next jump.
The next obstacle is significantly
faster, itʼs a sports car. Donʼt jump
when thereʼs no more than 2.5cm
between you and the car and no
more than half a second before it
spawns and....
just like the wall, you should be able to land just a
few mm onto the car. The best thing to do when
these obstacles appear is not to hesitate with you
jump and when you decide to jump, commit and do
it!
These walls arenʼt as long so you wonʼt have to
worry about landing them early on as itʼll make
little difference. However, youʼll need to jump
earlier and make it a double. A way to judge this
to hit the space bar twice when the wall is just
left of being under the highscore points.
The relatively taller and longer walls will require
you to jump earlier and higher to get the full
benefit of clearing them. If you happen to get
onto these walls early, avoid jumping aimlessly
off them when you get a bit of time on the wall...
...as it hinders your ability to efficiently prepare
for new obstacles and...
...you may just not make the grade.
Overall, it is best to be fair to yourself and give Chad as much time
to ride freely between obstacles as possible. Multiple jumps can be
advantageous if you have a clear view of the obstacles ahead,
however, the rule of not being able to double jump multiple times
could let you down if you plan to work solely in the air.

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Walkthrough pt2

  • 1. Walkthrough pt. 2 The game will start without any obstacles. Do not panic, they will appear. Itʼs probably best not to do too many “practice” or pointless jumps at this point as you should be prepared for the obstacles ahead. The first obstacle has approached. Itʼs usually a wall. Press the space bar to jump about 0.5 seconds after the wall spawns and when around 3cm before the wall for an ideal jump over these slow obstructions. 3cm(not to scale) As a result of this jump, you should land 50mm of the way onto the wall. Landing on the wall at the point furtherest to the left as possible allows you to bide more time to prepare your next jump. The next obstacle is significantly faster, itʼs a sports car. Donʼt jump when thereʼs no more than 2.5cm between you and the car and no more than half a second before it spawns and.... just like the wall, you should be able to land just a few mm onto the car. The best thing to do when these obstacles appear is not to hesitate with you jump and when you decide to jump, commit and do it! These walls arenʼt as long so you wonʼt have to worry about landing them early on as itʼll make little difference. However, youʼll need to jump earlier and make it a double. A way to judge this to hit the space bar twice when the wall is just left of being under the highscore points.
  • 2. The relatively taller and longer walls will require you to jump earlier and higher to get the full benefit of clearing them. If you happen to get onto these walls early, avoid jumping aimlessly off them when you get a bit of time on the wall... ...as it hinders your ability to efficiently prepare for new obstacles and... ...you may just not make the grade. Overall, it is best to be fair to yourself and give Chad as much time to ride freely between obstacles as possible. Multiple jumps can be advantageous if you have a clear view of the obstacles ahead, however, the rule of not being able to double jump multiple times could let you down if you plan to work solely in the air.