![]() Replay files (1.2) Small binary files that contain the recording of a given Icy Tower game and the nickname of its maker. It could be subsequently submitted to the then official online high score list. The list of the most significant changes made to it to date includes: Records file (1.1) An automatically generated and updated binary file that contained data about the player's records at a given time. ![]() The makers of Icy Tower maintain contact with its players, whose opinions are taken into account in the course of the game's continuing developing. Patches for Icy Tower are distributed inside and outside of official game packages. a modified executable file to fix bugs in previous versions. Changes in the release number denote a release of a patch, i.e. Changes in the minor number denote the entire package of the game being changed, including its sound and graphic resources. The game follows a sequence-based software versioning scheme. Its designers were inspired by Xjump, a game for the Linux operating system. Historyįree Lunch Design created Icy Tower using the C programming language and the Allegro game library. The K+ mechanism is often used in online high-score lists. Where S c o r e, F l o o r and C o m b o stand for the highest score, highest floor, and longest combo, respectively ( a and b standing for the players being compared). For example, the K+ value from Score, Floor and Combo is represented by the expression 100 4, It is also possible to compare two players's performances using the so-called K+ method-a product of a sum of quotients where the divisors and dividends represent records of both players in a specific Icy Tower category. The official Icy Tower list resides on Free Lunch Design's web server. Online high-score lists may require players to provide game replays to verify their results. Players may also publish their scores online high score lists. Scores are recorded in several categories including highest score, highest floor, and longest combo. Icy Tower records players's best results in built-in high-score tables. The floors's appearances change every 100 floors until floor 1000. The horizontal length of each floor depends on the player's progress, the version of the game, and a random factor. When the game ends, a replay of the game may be saved for later viewing. Points are awarded based on the highest floor reached and the player's combos (if any).īecause the tower is of infinite height, it is impossible to reach the top floor. The goal is to reach the highest possible floor and accumulate the greatest number of points. It also ends if the player is standing on a floor that moves off the bottom of the screen. ![]() Every thirty seconds, the floors's downward speed increases and the game tells the player to "Hurry up!" If the player misses a floor and falls off the bottom of the screen, the game ends. When the player reaches floor 5, the floors begin to move slowly downward. A combo ends when a player makes a jump which covers only one floor, falls off a floor and lands on a lower floor, or fails to make a jump within a certain time frame (about 3 seconds).Īt the start of the game, the tower's floors are stationary. Extended sequences of such multi-floor jumps are referred to as combos. If a player builds enough momentum, he can climb several floors in a single jump. ![]() The character can also bounce off the vertical walls on the left and right edges of the tower, allowing them to switch direction while maintaining momentum. By moving across the floor, the player builds momentum for the next jump. Once the player has landed on a floor, he can move across its surface using the arrow keys. The character can pass through the floors from below but lands on them when falling from above. To climb the tower, the player must jump from floor to floor (default control: spacebar). The player starts the game on the tower's ground floor. ![]()
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