طريقة اللعب
هذا الدليل متاح بالإنجليزية فقط في الوقت الحالي.
هذا الدليل متاح بالإنجليزية فقط في الوقت الحالي.
Everything is one button — the space bar, or a tap anywhere on the picture. The first tap starts the power bar sweeping and draws the arc the bottle will follow. The second locks the power in. A spin bar then starts sweeping, marked in green wherever the bottle would come down upright, with a faint ghost showing exactly how it would land. The third tap throws it.
A bottle flip is not a rigid-body problem. Spin throws the water up the walls at both ends, which makes the bottle much harder to turn, so it visibly slows in mid-air. On impact the water is still travelling downwards, arrives a fraction of a second after the base does, and presses it into the table instead of levering it over. Both effects come out of the simulation rather than being animated on top of a result decided elsewhere.
A landing is worth a hundred, plus the distance cleared, the height climbed, twenty-five for every rotation in the air and sixty for stopping in the middle of the plank. Landings in a row multiply everything up to three times over, clearing a platform entirely pays a hundred and fifty for each one skipped, and a bottle left standing on its cap is worth triple.
تبقى النتائج على هذا الجهاز. تظل لوحات الصدارة العامة غير متاحة إلى أن تُفعِّل HitPuzzles الجولات الصادرة من الخادم والتحقق الحتمي.
اللعب النظيف
تبقى النتائج على هذا الجهاز. تظل لوحات الصدارة العامة غير متاحة إلى أن تُفعِّل HitPuzzles الجولات الصادرة من الخادم والتحقق الحتمي.