Train mini-game controls and visual cue
| Question | Answer |
|---|---|
| What button jumps? | Spacebar. |
| What part of the train should I watch? | Try the bottom of the wheels as a player-reported visual cue. |
| Is the exact hitbox known? | No. A player describes the useful point as the bottom pixel “I think,” so treat it as a visual cue rather than measured game data. |
Step-by-step timing method
- Put your attention on the lowest visible part of the wheels.
- Keep the next obstacle in view while using the wheel bottom as your fixed reference.
- Press Spacebar as that reference approaches the obstacle.
- If you collide, move the next Spacebar press slightly earlier.
- Keep watching the same part of the wheels on every attempt; switching between the train's roof, nose, and wheels makes timing inconsistent.
The source does not provide a frame count or a fixed distance from the obstacle. Adjusting one jump at a time is more reliable than copying an invented timing number.
Why the full train sprite is misleading
The train's roof and front extend beyond the point players use to judge a collision. Watching the entire sprite can make the obstacle look closer than it is.
The player report suggests that the collision point may be near the bottom of the wheels, and another player responds that the tip helped. This makes it a useful visual cue to try, but it does not prove the exact location, size, or shape of the hitbox.
Sources and verification
- Steam discussion: “the train minigame” — players report Spacebar as the jump control and the bottom of the wheels as the useful collision reference.
Checked on July 28, 2026. The control and visual cue are player-reported. Exact collision geometry and timing windows remain unknown.