Movement Objects

Movement objects are simply objects that can affect the player character's movement in the game. This can range from things like rails used for combos and tricks, billboards used to increase the current combo's multipliers, and stairs which can cause players to drop a combo by forcing them to get off their movestyle.
Note that this is not a specific term mentioned in the game itself, but instead a category used for this wiki in order to better organize certain aspects of the game.
==Rails==
Rails are the main method by which players can start and build up a combo. Once a player character is close enough to a rail, such as by jumping onto it, they will start grinding on it with their chosen movestyle, making them move forward along the rail. They can then press the trick buttons to add points to their combo.
Some rails have a definite end point, where the player will fall off. Other rails end at a wall or other non-rail object, at which point the player character will automatically turn around to grind on the rail in the other direction. Some rails may also form a loop, either by being connected all the way around, or otherwise ending at a non-rail object on both ends.
Rails can sometimes have corners along the way. If the player leans into the corner while not doing a trick at the same time, this will add to their current combo's multiplier. This only occurs for what the game refers to as "hard corners", i.e. sharp angled corners. Regardless of adding to the combo multiplier, leaning into a corner also gives a small boost to the player's current movement speed.
Rails can look different between the different game locations, with most of them being for horizontal movement. Some are actual guard rails, fences, and the like, found along the ground. Other rails are suspended in the air, such as certain pipes and wires. Vertical rails can sometimes be found on large pipes and other objects. However, sometimes a vertical light pole or other object can be grinded on like a rail without an actual visible rail on them. There are also upside-down rails that the player can travel across in certain spots.
File:Rail_Example.png|Example of a simple rail
File:Wires.png|Wires, which are treated as effectively suspended rails
File:Rail_Vertical.png|Example of what is effectively a vertical rail, in this case a pole
File:Rail_Upsidedown.png|Example of an upside-down rail
==Billboards==
Billboards are objects that the player can run across, either on foot or on a movestyle, in order to add to the current combo's multiplier. Riding on a billboard is referred to as a wallrun while on foot, and a wallride while on a movestyle.
Sometimes, two billboards will be next to one another, allowing for a longer wallride, but still acting as a separate multiplier per billboard. In other cases, there is just one long billboard, but due to its length it will still count as multiple multipliers in one wallride.
==Quarter Pipes==
Quarter pipes are objects that the player can ride on to get up in the air. Riding a quarter pipe add to the current combo's multiplier. In some spots, two quarter pipes will be placed right across from each other, effectively creating a half pipe. Each side of a half pipe counts as a separate multiplier.
File:Pipe_Quarter.png|Example of a quarter pipe
File:Pipe_Half.png|Example of a half pipe
==Launchers==
Launchers are objects that will launch the player high into the air, if they press the jump button while moving over them. Some launchers are flat, while others are angled. The angled launchers are usually meant to point the player to jump in a particular direction.
The game also has super launchers, which are red in color. These will launch the player character even higher into the air than a normal launcher.
File:Launcher_Angled.png|Example of an angled launcher
File:Launcher_Flat.png|Example of a flat launcher
==Sliding Paths==
Sliding paths are parts of the ground where the player can do an infinite slide, as long as they are on the path. This is indicated by how the meter for a slide goes away while sliding along the path. Note that can only be done with a regular slide on foot, not with the inline skates manual (the game calls it a Cess Slide).
Some sliding paths are in a loop, allowing the playing to slide indefinitely as long as they slide on the path. Other paths have a beginning and end. Once the player reaches the end, the slide meter will come back. If the player has a combo going, it's important to find a nearby rail or multiplier object in order to be able to continue the combo.
==Inclines==
Inclines are parts of the ground that are sloped. If a player goes downhill on an incline while doing a manual, the manual will be infinite as long as they're still moving down the incline. This is indicated by the manual meter in the game's GUI disappearing. The meter will come back once the player is back on flat ground. Players can still move up an incline with a manual, it will just drain the meter the same as if they did a manual on flat ground.
==Stairs==
Stairs affect game movement mainly in a negative way. If a player tries to go up or down a set of stairs while on a movestyle, the game forces them to automatically get off their movestyle. So for regular movement, the player can only move up and down stairs on foot. The only way to move over stairs while staying on your movestyle is by doing a manual. Even then, manuals will only keep going if the player is moving down the stairs, so then they act the same as a regular inclined surface.
Note that stairs can look different across the boroughs. Some of them have the individual steps modeled, while others are just flat inclines with the "steps" being part of the stairs' texture. Escalators do not count as stairs and are treated the same as regular inclines.
==Gallery==
File:SlidingPathTex.png|Texture for sliding paths in the hideout and Millennium Mall
File:SlidingPathIslandTex.png|Texture for sliding paths on Pyramid Island
File:SlidingPathMataanTex.png|Texture for sliding paths in Mataan
File:SlidingPathMallTex.png|Texture for sliding paths in the sliding challenge area of Millennium Mall
File:LauncherTex.png|Texture for launchers
File:LauncherSuperTex.png|Texture for super launchers
==Trivia==
* The actual sliding path texture files are labelled "speedPath". The paths themselves are not referred to with any particular name in-game, so the wiki is using "sliding path" as a more descriptive term than "speed path".
* As seen in the gallery above, in the texture files the sliding paths have different color schemes meant for a particular area: one each for the hideout, Millennium Mall, Pyramid Island, and Mataan. The mall actually has two texture files associated with it, one for the sliding challenge area specifically as well as certain parts of the mall (the red path), and the other for the rest of the paths in the mall (the same texture as the hideout paths).
* The texture file for the red launchers is labeled "LauncherSuperTex", hence the use of "super launcher" on this page.
Category:Game Mechanics