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-up | What it does | How long |
|---|---|---|
| Stamina | refills your stamina to full (stamina): no tired jumps for a while | instant |
| Second wind | stamina doesn't drain | 5–10 s |
| Double jump | one extra jump in the air (double jump); several pickups stack | until you use it or land |
| Walljump refill | resets your walljump count, so you can chain more walljumps before landing | instant |
| Fuel | fills the jetpack (jetpack); on maps without one, it is the jetpack | until it's burnt |
| Gravity flip | one flip: press the key and gravity turns toward where you look (gravity flip); it flips back when the power-up runs out | one flip, back after 5–10 s |
| Grapple charge | one grapple shot (grapple) | until you use it |
| Wall-run | any wall becomes a wall-run wall (wall-run) | 5 s |
| Bounce | every surface bounces you (bounce surfaces) | 3–5 s |
| Dash charge | one dash, also in the air (dash) | until you use it |
| Featherweight | lower gravity: higher, longer jumps | 3–5 s |
| Grip | normal friction on ice: you can stop and turn sharply on slick ground | 3–5 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.