Time Attack began as a different way to play ALEXX SkyRider™, but over time it became something more important:
a place to learn the ship.
The clock creates pressure, but speed alone is not the real lesson.
Time Attack became useful because it forces the player to understand how movement, braking, route reading and reaction time work together.
In Main Arcade, all of those skills are already being tested while the journey continues through different Faces.
Time Attack gives those same skills a more focused purpose.
It is where you can learn how the ship feels before the route becomes less forgiving.

SPEED IS NOT JUST ABOUT GOING FASTER
One of the most important ideas behind Time Attack is learning the ship at three different speeds.
Each speed changes the experience.
At a slower pace, the player has more time to observe the route and make corrections.
At a faster pace, information arrives sooner and mistakes become harder to recover from.
The route may be familiar, but the amount of time available to understand it changes.
That is why I do not see the three speeds as simple difficulty levels.
They are three different ways of reading the same kind of challenge.
The faster the ship moves, the more precise the player's decisions need to become.
BRAKING BECAME A SKILL
In many arcade games, pressing forward feels natural.
Going faster can feel like progress.
Time Attack taught me that in ALEXX SkyRider™, braking can be just as important as accelerating.
There are moments when the best decision is not to push harder.
It is to create more time.
Braking can give you a moment to understand what is entering the route.
It can help you position the ship before a difficult section.
It can prevent a fast run from becoming an uncontrolled run.
That makes braking part of the strategy rather than a sign that the player is losing momentum.
The fastest run is not necessarily the one where the ship stays at maximum speed every second.
A better run can come from knowing exactly when speed helps and when it begins to work against you.
THE CLOCK MAKES MISTAKES FEEL DIFFERENT
Time Attack adds one element that changes the pressure immediately:
the clock keeps moving.
A collision does not simply interrupt the action.
It costs rhythm.
It costs time.
After a crash, the player has to recover and continue.
That makes each mistake feel connected to the final result.
A small error early in the run can remain important several sections later.
This changes the way the player thinks about risk.
Is it worth forcing a narrow opening to save a little time?
Is accelerating now really faster if it increases the chance of crashing?
Would slowing down for a moment create a cleaner run overall?
Time Attack turns those questions into part of the gameplay.
A CLEAN RUN CAN BE FASTER THAN AN AGGRESSIVE RUN
At first, it is easy to think that Time Attack is about one thing:
go as fast as possible.
But that approach can quickly create problems.
If you enter every section at maximum speed, you reduce your reaction time.
If you constantly make last-second corrections, you increase the chance of losing control.
And if those mistakes lead to collisions, the time you thought you were saving disappears.
That is where another lesson appears:
control can create speed.
A clean route with fewer mistakes can be more effective than a reckless route that looks faster moment by moment.
The player starts looking beyond immediate speed and thinking about the entire run.
That is a different kind of arcade pressure.
LEARNING WHEN TO COMMIT
Every route creates decisions.
Sometimes there is an opening that looks safe.
Sometimes Fuel appears in a position that requires a change of direction.
Sometimes a section becomes crowded and the player has to decide quickly where the safest space will be.
Time Attack makes those decisions more intense because hesitation also costs time.
But rushing can cost even more.
The player has to learn when to commit to a direction and when to wait another moment.
That skill is difficult to describe with a single control instruction.
You learn it through repeated runs.
You begin to recognize situations sooner.
You make decisions earlier.
And eventually, sections that once required a last-second reaction begin to feel more predictable.
THREE SPEEDS, THREE DIFFERENT LESSONS
The three-speed structure became useful because each level of speed exposes something different.
At a more manageable speed, the player can concentrate on:
- understanding the route;
- positioning the ship;
- recognizing threats;
- learning where braking helps.
At higher speeds, those same skills are tested under greater pressure.
There is less time to think.
The player begins depending more on anticipation and recognition.
What was once a conscious decision can gradually become instinct.
That progression is important.
The goal is not simply to prove that you can survive at the fastest speed.
The goal is to understand why you are still in control when everything starts moving faster.
TRAINING FOR MAIN ARCADE
This is where Time Attack connects directly with Main Arcade.
Main Arcade is the larger journey.
It combines the five Faces, changing environments, enemies, obstacles, Fuel, TNT and survival.
Time Attack does not replace that experience.
It prepares you for it.
The skills developed while training carry into Main Arcade:
reading the lower part of the screen;
recognizing when a route is closing;
using braking intentionally;
choosing when to accelerate;
recovering from mistakes;
and keeping the ship under control when pressure increases.
That is why I eventually began to see Time Attack as a training ground rather than simply another mode.
THE NIGHT FACE DEMO
A playable Time Attack demo is currently available from the official site.
It uses a section of the Night Face with two bridges and infinite lives.
That makes it a useful place to experience the basic Time Attack philosophy without the pressure of a limited-life system.
The player can concentrate on movement, braking, speed and route reading.
That is exactly what the mode is meant to teach.
The demo does not need to explain the lesson with a long tutorial.
The route itself does the teaching.
IMPROVEMENT BECOMES VISIBLE
One of the things I enjoy about Time Attack is that improvement becomes easy to notice.
A section that once forced you to brake heavily may eventually become comfortable.
A route that seemed chaotic begins to show patterns.
You start making fewer emergency movements.
You stop reacting to every object separately and begin reading the section as a whole.
And eventually the clock reflects that improvement.
That is why personal progress matters more to me here than simply chasing a number.
A better time is interesting because it represents something underneath it:
better control.
WHY TIME ATTACK STAYED
Time Attack could have remained a simple alternate mode built around a clock.
Instead, it found a more useful role inside ALEXX SkyRider™.
It became the place where speed can be studied.
Where braking can be practiced.
Where routes can be learned.
Where mistakes can be understood.
And where the player can develop the control needed for the larger arcade journey.
The clock is still important.
The challenge is still to improve your run.
But the deeper purpose became clear:
Time Attack is where you learn to fly faster without losing control.
That is why it became the training ground.