Every wall is the same for everyone who climbs it, so results can be compared. The profile on the right shows the wall from the side.
One route in each grade is open. opens the other four, the Infinity Wall and Zen.
Topped routes rank by time, the rest by height. Easy and Hard have separate lists. They are saved on this device.
Routes set by other climbers. Set your own in the route editor and publish it here. Stars are not earned on these routes.
An account keeps your name on the world leaderboards, lets you sign in on any device, and gives you a friends list with its own leaderboard.
High is the full picture. Medium is a little softer, with lighter shadows. Low has no shadows, dust or mist, for a slow phone or to save the battery.
Reduced stills the drifting camera, dust and mist behind the menus and on the wall. System follows the device's own setting.
Moved with a finger, a hand or foot sits a little above the fingertip so it is not hidden. A stylus or a mouse is never lifted.
A hold taken, a grip about to go, a fall: felt in the phone or the controller.
You start with one foot on the ground, the other on a low hold and your hands on two more. Drag a hand or foot to a hold and let go. A white ring means the hold is within reach and can be taken: bring the pointer onto the hold, or just beside it, and the hand or foot goes onto it. A red ring means it cannot, with the reason beside it (too far, too close, too high for a foot, on the wrong side of her, taken, or a foothold under a hand). A foot brought back down to the ground stands on it again.
Moved with a finger, a hand or foot sits a little above your fingertip, so the finger does not hide it or the hold it is going to. With a stylus or a mouse it is right under the pointer. Lifted grip under Settings turns the lift off or on, and Controls there says how you play: choose Stylus if your pen is taken for a finger.
With a game controller, each side of it is that side of her: L1 and L2 with the left stick are her left hand and foot, R1 and R2 with the right stick her right. Hold the button, move, and let go to take the hold. A button of each side together moves her body.
On a long reach she lets go of a foot by herself if that gets her further. A foot never goes higher than the hip.
Take hold of her back to move her body: lower onto straight arms, in over a foot, or out to one side before a reach. She stays there until she takes the next hold.
Drag on the rock to turn the view. Pinch or scroll to zoom. On a phone you can also tilt the device.
There are four kinds, and their colour tells you nothing. Learn the shapes.
The ring around each hand and foot shows how much strength is left in that grip. The more weight the arms carry, the faster it drains, and on an overhang the arms carry most of it. When a grip runs out she loses it. That costs her a chunk of energy, nothing more.
The thin white arc inside each hand's ring is the chalk left on it. Chalk lasts about six metres of climbing; after that the arc turns orange and that hand's grips run out faster and faster, three times as fast with no chalk left at ten metres. To chalk a hand, drag it to the bag on the back of her harness (a ring shows where) and hold it there until the ring has filled. Each hand is chalked by itself.
Every move costs energy, and moves made in quick succession cost more. She recovers while standing still with her weight on her feet. The longer you have climbed, the more everything costs. Run out and she falls.
Hard is the full game. On Easy the walls are the same, but grips last twice as long, energy goes twice as far and comes back faster, overhangs are kinder to the arms and a lost grip costs half as much. Each level has its own leaderboards and stars.
Stars make the climber a little stronger and a little more enduring from then on. Each grade has five routes, and it is your best one in the grade that counts: three stars at most from each grade and level. They count on any route and on both levels, so stars from Easy help on Hard and the other way round. Each climber trains on her own: the man's stars do not count for the woman, nor hers for him.
The man is 8 cm taller and a little stronger, but heavier. He reaches further and his grip lasts a bit longer, while every move and every second on his arms costs him more energy.
The Infinity Wall with nothing at stake. She climbs on a red rope that is clipped to a bolt in the rock every two metres, with the other climber on the ground holding it. A fall, or running out of energy, is a leader's fall: as far below the last clip as she was above it, and a little more. She hangs in the rope for a moment, then takes the wall again by herself if there are holds within reach, rested and with fresh grips, and climbs on. While she hangs you can take her by the back and swing her along the rock, and in towards it, to the holds you want. Under an overhang she hangs out in the air, and is lowered until the rock is within reach again. Before the first clip a fall goes to the ground and she starts again. You see the height she is at. No result, record or star is saved.
Each route has three: top it, top it with at least half your energy left, and top it under the route's target time.
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