Safe ground
Cream keys are the safest place in any room. They mark checkpoints and spots where nothing moves, so stop on them to read what comes next. Plain keycaps in the room's own colours are ordinary floor.
Below the course sits a pit of coloured liquid. Falling in costs you nothing but time: you keep your Speed and reappear at the last checkpoint you reached.
Keys that fall away
- DEL (red). The key flashes the moment you touch it and drops half a second later. Never stop on red: keep running and the row behind you can fall without you on it. Each key returns about three and a half seconds later.
- Lava (orange strips). Touching lava sends you straight back to your checkpoint, like the pit. Jump the strips or go around them.
Keys that launch
- ENTER (blue). A launch pad for gaps too wide to jump. Run straight onto it and let it throw you; steering in the air lines up the landing.
- Spring keys (blue, marked ⇑). They bounce you up onto the next deck. Step on, rise, then move forward as you reach the top.
- SHIFT (green). A short burst of extra speed. Hit one just before the longest jumps in the game, in Function Overdrive.
- Pistons (orange, marked ⇧). They lift you from one ledge to a higher one. Stand still on the piston while it rises.
Keys that move
- Arrow belts (yellow). They carry you in the arrow's direction. Belts that run sideways shove you toward the drop, so lean against them. Riding a belt earns no step Speed; only your own steps do.
- Shuttles (yellow, marked ↔). Keys that slide back and forth over the pit. Jump on as one arrives and step off when it reaches the far side.
- Wave rows (marked ~). Rows that rise and sink in turn. Run along the low part of the wave and jump when a high row lifts you.
Keys on a rhythm
- CAPS (purple). Two groups of keys take turns blinking on. Watch the pattern once, then hop to whichever group is about to appear.
- INS doors (orange). Doors lift one after another. Move up behind the open one and go when the next lifts.
Keys that push
- BACK blocks (orange). Heavy blocks sweep from side to side and knock you back if they catch you. Wait at the edge for the gap, then cross behind the block.
- Spinning spacebars (striped). Huge spacebars sweep round at knee height. Hop over each bar as it comes round to you.
- Key balls. Huge rolling keys come at you down three lanes. Pick an empty lane early; a late lane change is the usual way to get hit.
Climbing, kicking and swinging
- Ladders (yellow). Walk into one to climb. Let go of the controls to hang still, move back to climb down, and jump to let go.
- Kick walls (yellow). Once your Speed reaches 250 you unlock Wall Kick: leap at a yellow wall, press jump again as you touch it to push away, and zigzag between the two walls to climb.
- Cables. Narrow cable bridges cross the pit, and hanging cables swing over it. Jump at a cable's handle to grab it, push forward to build the swing and jump to let go.
- Violet rings. Inside them gravity drops to about a third, so you float. Use the slow fall to steer long jumps onto small islands.
Where you meet each key
| Stage | New keys |
|---|---|
| 1, First Keys | small gaps, steps and turns |
| 2, Delete Dash | DEL keys |
| 3, Enter the Sky | ENTER launches and spring keys |
| 4, Kick Canyon | kick walls (Wall Kick) |
| 5, Caps Lock Clock | CAPS keys, INS doors and pistons |
| 6, Shuttle Run | shuttles and side belts |
| 7, Backspace Alley | BACK blocks and ladders |
| 8, Spacebar Spin | spinning spacebars |
| 9, Wave Machine | wave rows |
| 10, Cable Crossing | cable bridges and swinging cables |
| 11, Low Gravity Lagoon | violet low-gravity rings |
| 12, Roller Rapids | key balls and backward belts |
| 13, Neon Gauntlet | spinners, sliders and doors together |
| 14, Function Overdrive | SHIFT boosts |
| 15, The Grand Enter | every key in the world |
Glass gates stand between the rooms. They are not keys: each shows a Speed number, and it shatters when you run into it with at least that much Speed.