Run through six courses of approaching obstacles. The first has nine obstacle groups; later courses have twelve. Adjust your horizontal position one character at a time: dodge walls sideways, jump over gaps, and stay on the ground under low beams. Every course has three full-width gaps that require jumping.
A/D moves left/right one character at a time. Hold to keep moving; you can steer in midair. W or RETURN jumps. Land before jumping again.
Obstacles look small in the distance and grow as they approach. The next obstacle is also visible, so plan where to move after clearing the current one. Walls cannot be jumped. Stay grounded under low beams and time your takeoff at full-width gaps.
Directions work on the keyboard or pad; the pad button also acts as RETURN. SPACE opens confirmation to restart this stage. NO is selected initially. Choose with A/D, confirm with RETURN, or cancel with SPACE. Play pauses during confirmation. CTRL+C returns to BASIC.
There are 27 horizontal positions across each of the six courses. Semigraphic scenery matches the title, with shaded walls, gaps, and low beams growing toward you. Optional crystals in dangerous positions improve your rating. Running, jumping, and impacts have animation and sound. Wait until an animation ends before pressing again.
HULL is remaining durability, GATES counts obstacles passed, and CRYSTALS counts crystals collected. Three collisions cause failure; the message identifies whether a wall, gap, or low beam was responsible.
Crystals also appear in narrow passages and above gaps. Choose between a safe finish and a risky collection route. Course 1 requires five crystals for SILVER or seven for GOLD; later courses require six or ten. Obstacle order and horizontal arrangement change, and approach speed increases for courses 3–4 and again for 5–6.