#Stage Hazards
What ships out of the box, not counting bosses (see Bosses). Most gates along the course display a "Recommended level" sign — it isn't decorative, some hazards below deliberately time themselves off that exact number so a player at the recommended level for that gate can clear it with a small margin. If you retune a gate's recommended level (see Tuning Difficulty), those hazards rescale automatically.
#Rising floor traps (Stage 9, Stage 12)
A section of floor that looks solid sinks almost completely out of sight, then rises back up to full height, holds briefly, and retracts again — forever, on a fixed loop:
- Rises over 4 seconds
- Holds fully extended for 1 second
- Retracts over 3 seconds
- Waits fully hidden for 3 seconds
- Repeats
Touching it kills at any point in that cycle — rising, fully extended, or retracting. This one runs on a fixed timer, not tied to any recommended level.
#Vanishing bridge (Stage 7)
The bridge across the gap near Stage 7's midpoint doesn't stay put. Its sign shows a live countdown:
- Visible (safe to cross) for 3 seconds
- Fades out over 1 second — it stops being solid the instant the fade starts, not after it finishes disappearing
- Stays gone for 3 seconds
- Fades back in over 1 second — solid again the instant it starts reappearing
- Repeats
There's no separate kill trigger on this one: when the bridge is gone, there's simply nothing under it, and falling off the course kills the same way falling anywhere else does. Also runs on a fixed timer.
#Closing walls (Stage 10)
Two walls on either side of the track slide toward each other, each covering 45 studs, closing the gap between them down to nothing before opening back up.
This is the one hazard tied to the recommended-level system: the closing speed is calculated from how long a player at that gate's recommended WalkSpeed takes to run the length of the danger zone, plus a margin — not a fixed number of seconds. If the recommended level for this gate changes, the wall's closing speed changes with it automatically (see Tuning Difficulty). Touching either wall kills the whole time they're moving or fully closed.
#Falling ball (near Stage 3)
A sphere periodically drops from a spawner tower, grows to full size as it falls, rolls for a few seconds with a randomized push so it doesn't land in the same spot twice, then fades out before the next one drops. Touching it while it's alive kills — the timing is a simple fixed cycle (drop, roll, fade, pause, repeat), not tied to level.