Tightrope Trial

Arrive on the bamboo lobby slab, gather your runners and use the central console to start. Each stage asks you to jump from a landing pad onto a narrow beam, cross it without stepping off, then reach the lit finish gate. Clearing a gate sends you to the next stage and records your progress.

Begin with wider landings among bamboo, roots and birch, then line up sideways jumps onto smaller pads. Rooftop Rail raises the crossing, Cavern Span and Strata Shelf dip below the starting deck, and Crown Crossing ends the course on a raised beam. Every rail has open sides and base supports beneath its ends. A fall adds 5 seconds and returns you to the start of your current stage.

Allow 10–28 minutes for the twelve stages, with 1–4 runners keeping separate times and fall counts. The lowest completed time including penalties wins. Personal bests survive Save & Quit; reopening an interrupted run resumes at the stage each runner reached. Late arrivals wait for the next heat. Adventure mode keeps the course intact.

Open the .mcworld file to import Tightrope Trial, then choose it from Play > Worlds. No experiments or pack setup are needed.
Gather every runner on the lobby slab and use the central console, or crouch beside it until the countdown starts.
Jump onto the beam, cross its narrow top and follow the landing pads to the lit gate. Each gate sends you to the next stage.
After a mistake, restart your current stage with 5 seconds added to your time. Complete all twelve stages to post a time; once everyone finishes or leaves, use the lobby console for another heat. To leave a run, crouch in the middle of your stage's first pad for 5 seconds; once you have finished, crouch by the console for 3 seconds to end the round for everyone.
