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Power-ups

Pickups in the map that give you something: a full stamina bar, a double jump, fuel, a gravity flip. You run through one and it's yours. Any move can come as a power-up: a map that doesn't have double jumps everywhere can still hand you one for the jump that needs it.

The power-ups#

Power-upWhat it doesHow long
Staminarefills your stamina to full (stamina): no tired jumps for a whileinstant
Second windstamina doesn't drain5–10 s
Double jumpone extra jump in the air (double jump); several pickups stackuntil you use it or land
Walljump refillresets your walljump count, so you can chain more walljumps before landinginstant
Fuelfills the jetpack (jetpack); on maps without one, it is the jetpackuntil it's burnt
Gravity flipone flip: press the key and gravity turns toward where you look (gravity flip); it flips back when the power-up runs outone flip, back after 5–10 s
Grapple chargeone grapple shot (grapple)until you use it
Wall-runany wall becomes a wall-run wall (wall-run)5 s
Bounceevery surface bounces you (bounce surfaces)3–5 s
Dash chargeone dash, also in the air (dash)until you use it
Featherweightlower gravity: higher, longer jumps3–5 s
Gripnormal friction on ice: you can stop and turn sharply on slick ground3–5 s

Rules#

  • Your own pickups: every player sees and takes their own copy. Online, nobody can steal a power-up from you, and the crowd of ghosts takes theirs without touching yours.
  • Respawn: a power-up comes back after a few seconds (set per map), or once per run.
  • Fresh each run: starting a run resets every pickup and every active power-up, so every attempt is the same.
  • Shown in the HUD: active power-ups with a ring that runs down, and a sound when one ends.
  • In every replay: pickups are part of the simulation, so runs with them replay and verify exactly.

Feel and skill#

  • Routing: the fastest line is often the one that grabs the right power-up at the right moment, or skips one that costs time to reach.
  • Timing: a stamina refill just before a long sprint, a double jump saved for the jump that needs it, featherweight taken right before the big gap.
  • Risk: some power-ups sit off the line: a detour, a harder jump, a secret.

Readable#

  • Each power-up has its own shape and colour (green for stamina, blue for double jumps, orange for fuel, purple for gravity), floats and turns slowly, and has a sound you learn to recognise.
  • Taken power-ups fade until they respawn, so you see at a glance what's still there.

In maps#

  • Stamina maps: on maps where stamina matters, stamina pickups are the rhythm of the route: rest points you plan around.
  • Learner help: a double jump before the hardest gap of the easy route.
  • Puzzle lines: a gravity flip pickup at the foot of a wall, and the route continues up the wall.
  • Story: a Warden's dropped fuel cell, a heater's warmth as second wind.

Seen in: the stamina entities of the UJM jump servers (which set or refill stamina on touch), orbs and refills in movement platformers, jetjumps' fuel boxes.