The six zones
Ignition (from 0 m) has shards, triangular spikes standing on the floor or hanging from the ceiling. Be on the other rail when you reach one.
Breach (from 250 m) adds breaks in the rails. If the rail under you ends, flip before you fall through. You still get a brief moment to flip after running off the edge, and landing on the broken edge of a rail ends the run.
Drifters (from 600 m) adds blocks that swing steadily from one rail to the other. Time your pass for when the block is on the far side.
Lattice (from 1000 m) adds lasers along a rail. Each one blinks a dashed outline for half a second before it switches on, then turns off again after a moment. Some come in pairs on both rails that take turns.
Lockfield (from 1500 m) adds lock fields, shaded stretches marked with a padlock where gravity cannot be flipped. Pick your rail before you go in. A press near the end of a field is held and carried out as you leave it.
Zenith (from 2200 m) adds nothing new but mixes everything together at full pace, with a small milestone every 500 m after that.
