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Airtime docs

These pages describe Airtime as it will be: the finished game, how it plays, its world and how it's built.

PathWhat
vision.mdDream the dream big: what Airtime is
references/Other jump and movement games, and what each one teaches us
gameplay/What you do in the game: runs, speedruns, ghosts, teams, competition
world/The setting, the story mode, and the concept design (ice, skates, the look)
tech/Technical design: the map format, replays, timing

Words used everywhere:

WordMeaning
RunOne attempt from a start to a finish, timed
RouteOne path through a map, with its own start, finish and leaderboard (UrT players call it a "way": ut_jumpstart "type")
LeetAn exit of a shared jump that only opens at higher speed
SecretA hidden area you can only reach by doing a jump differently than intended (another line, a trick, a hidden walljump)
RaceA live event on a server: online players start a route together, one attempt each; drop out and you're out
GhostA replay of a recorded run, drawn see-through
CrowdA set of ghosts running around the map together, so it never feels empty
PlayerA real person in the game right now
ReplayAirtime's own recording: the inputs of a run, played back through the same simulation
DemoA recording from Urban Terror (.urtdemo, .dm_68): snapshots, not inputs