JumpX
  • ๐Ÿ”—JumpX Introduce
    • Mission
  • ๐ŸŽฏGetting Started
  • ๐Ÿ‘ŸGameFI Elements
    • Game Modes
    • Bicycles
    • Sneakers
    • Cars
  • ๐Ÿ“ฒGame-Fi Systems
    • Anti-Cheating System
    • Energy System
    • HP System
  • โ“FAQ
  • ๐Ÿ“ŠTokenomics
  • ๐Ÿ—บ๏ธRoadmap
  • ๐Ÿ•ด๏ธSafu, KYC, Audit
  • ๐Ÿ”‰Social Media
  • ๐Ÿ๏ธPartner
  • ๐Ÿ‘ฎPrivacy Policy
  • ๐Ÿ‘จโ€๐Ÿ’ปTeam Roster
Powered by GitBook
On this page
  1. GameFI Elements

Sneakers

Sneaker Attributes

  1. Efficiency (JUMPX Earning) โ€“ Solo Mode, Marathon Mode: In Solo Mode, Efficiency plays a part in JUMPX earnings. Having a higher Efficiency Attribute will result in better JUMPX earnings per Energy spent. In Marathon Mode, higher Efficiency leads to a faster accumulation of Leaderboard points.

  2. Luck (Mystery Box) โ€“ Solo Mode, Sneaker Rental: Luck determines the frequency and quality of a Mystery Box drop. Users are also able to receive Mystery Box drops while their Sneakers are leased out.

  3. Comfort (JUMPX Earning) โ€“ Solo Mode, Marathon Mode: In Solo Mode, Comfort affects the decay rate of HP and JUMPX earning. 1. When HP < 100% = Sneaker cannot be listed on Marketplace or transferred away. 2. When HP < 20% = Sneaker cannot be counted to provide energy in that Realm.

    3. When HP = 0, Sneaker cannot be used for moving.

4. Resilience (Durability/Repair) โ€“ Solo Mode, Marathon Mode: In Solo Mode, Resilience affects the decay rate of Durability. Higher Resilience will result in a slower Durability decay.

The higher the Sneaker's level or quality, the higher the repair cost. Durability is a Sneakerโ€™s โ€œstaminaโ€ bar. As a user moves, Durability will decrease. Sneakers receive a โ€œworn-outโ€ penalty at 2 Durability touchpoints:

  1. At 50/100 Durability, Sneaker Efficiency drops to 90%

  2. At 20/100 Durability, Sneaker Efficiency drops to 10%

In Marathon Mode, resilience will allow users to earn more points as their Sneaker will stay above the โ€œworn-outโ€ penalty mark longer.

Sneaker Types

There are four Sneaker types, each designed to suit a different exercise intensity and/or fitness level:

Name

Optimal Speed (km/hr)

Example Return at Optimal Speed

Walker

1-6

100 JUMPX/1 Energy Spent

Jogger

4-10

200 JUMPX/1 Energy Spent

Runner

8-20

300 JUMPX/1 Energy Spent

Trainer

1-20

200 -400 JUMPX/1 Energy Spent

Sneaker Quality

There are four Sneaker qualities. When a Sneaker is minted, the value of each Attribute will be chosen at random within the min. and max. values according to Sneaker quality. As such, even Sneakers of the same quality may have vastly different Attribute distributions.

Quality
Min. Attribute
Max. Attribute

Common

1

10

Uncommon

8

18

Rare

15

25

Legendary

50

112

Usersโ€™ JUMP return is not static, and several factors may cause it to fluctuate:

  1. Sneaker Efficiency (Low Durability affects Efficiency).

  2. GPS signal/External Environment - users will earn less if the GPS signal is poor.

  3. Randomization.

PreviousBicyclesNextCars

Last updated 2 years ago

๐Ÿ‘Ÿ
Page cover image