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Skyroads has some clever innovations, and almost plays more like a puzzle game at times. There are squares which prevent you from jumping, or force you to jump, or prevent you from turning. Some squares refuel your car and are mandatory for finishing the level. Sometimes they are hidden or hard to get to. As a result, learning to reach the goal is often more about memory and planning rather than reflexes.

It's interesting to me how almost any game can become a puzzle game if you design the levels a certain way.