Learning: finishing a jump for the first time
Much of Airtime is about racing. But for a new player, racing comes second. **The first goal is to finish a jump at all.** On a hard icy map that can take days, sometimes a week. That's not a flaw in the game: it's a real skill with a real learning curve, the same one the UrT jump community has climbed for twenty years.
Airtime treats this phase as a first-class part of the game, not a hurdle before the "real" game starts.
What a new player has to learn#
Roughly in this order (each one is a page in mechanics):
- Moving at all: run, sprint, jump, and the fact that jump must be pressed again each time.
- Strafe jumping: gaining speed in the air with A/D and the mouse. The biggest hurdle: it feels wrong at first and takes hours to click.
- Ice: no friction, steering with almost no grip, sprinting in arcs.
- Walljumps: the timing window (only while falling), the wall rules, chains.
- Drop-ins: landing on curves at the right spot and angle to keep speed.
- Crouching and the power slide, ledges, stamina (on maps that use it).
- Combining it all in one flowing line, which is where the week goes.
Finishing comes before timing#
| Stage | What counts | Tools |
|---|---|---|
| Learning a jump | getting through one jump or section at all | save / load anywhere, rewind, slow motion, every training aid |
| First finish of a route | reaching the stop gate once, with saves and loads allowed | the same; the number of loads is shown, not judged |
| Clean finish | the whole route in one go, no loads | practice tools off, timer on |
| Racing | finishing faster | splits, ghosts, boards (runs.md, competition.md) |
- First finishes are tracked: per jump, per section, per route. The game remembers the day you first made a jump.
- The first finish is celebrated more than a personal best: a moment, a sound, a mark on the map ("Finished"), and it's the first medal of every route, before bronze.
- Loads aren't failure: a finish with 300 loads is still a finish. The count is shown so you can watch it go down over the days.
Seeing progress#
Learning a jump for a week is only fun if you can see that you're getting better.
- Per jump: attempts, the furthest point you reached, your best attempt as a ghost, the day you first made it.
- Per map: jumps learned ("7 / 12"), routes finished, leets and secrets found.
- Over time: how far you get on the hard jump today compared with last week.
- Your ghost vs your old ghost: race the version of you from three days ago.
Help that teaches (without spoiling)#
- Ghosts as teachers: watch the jump done by someone else, in slow motion, with their keys, their strafe HUD and their path line.
- Training aids: the strafe HUD (how to gain speed), the walljump helper (when the window is open), drop-in ratings (where to land), the ice arc coach, hidden-surface views.
- Practice tools: save / load anywhere, rewind, slow motion, set your speed, start a practice run from any point of a ghost.
- Hints on request: "what am I doing wrong?" Compare your last attempt with a ghost: you were 120 ups too slow at the take-off, or you jumped 30 units early.
- Off by default in races: none of this ever changes the physics, and tools mark the run as practice.
A path from easy to hard#
- Difficulty tiers for every route (1 = first day, 6 = months), set by the author and adjusted by players who finished.
- A suggested next jump: the game knows what you've finished and suggests something one step harder.
- The story mode is the guided path: each chapter teaches one mechanic and tests it (world/story.md).
- Easy routes on hard maps: many jump maps have a "noob" route next to the main one. Maps should be designed with an entry path for beginners and leets for experts (see routes and leets).
Tone#
- Respect the learning curve: the game never pretends it's easy, and never makes a beginner feel slow. Your own progress comes first on every screen; the top 10 is one click away, not in your face.
- Never alone while learning: the crowd of ghosts shows that everyone fell off this jump a hundred times too, and that it can be done.