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Icy Tower

Icy Tower is a freeware video game created by Johan Peitz of Free Lunch Design, inspired by Xjump. In the game, the player controls Harold the Homeboy whose goal is to climb the tower as high as he can by jumping up floors, and earn points while doing so.

Gameplay

Overview

The Tower consists of floors in different sizes and is of infinite height. The player's goal is to reach higher and higher floors without falling (i.e. jumping but missing a floor and falling past the bottom of the screen), as well as to keep ahead and above of the ever-faster upward scrolling of the game (explained under 'Scrolling').

Movement

Your character will constantly accelerate as long as it moves. The faster it runs, the higher and longer it will jump. Hitting walls (the sides of the tower) and immediately turning around generally maintains your character's speed.

Scrolling

As the player escalates the tower, it will start to scroll upwards slowly and the player will have to keep up in order to not fall off the screen. This is not so hard in the beginning since the scrolling is very slow, but every 30 seconds, an alarm clock will sound and the scrolling will go slightly faster. There is a clock in the upper left corner of the screen that shows how much time is left until the next speed-up.

Scoring

You will get 10 points for each floor you reach. This alone will not gain you any great scores however. To be really victorious, you will have to make cool jumps, combo-jumps, for which you will be awarded n2 points for every n floors jumped in one combo.

Players either thrive for the highest score they can achieve (by making the biggest combo they can jump), or to reach the highest floor they can.

Rewards

After making a combo-jump, you are given a reward as well as points. The bigger the combo, the greater the reward. As of 1.2, rewards are simply a flashy message along with the following words, spoken after the player has successfully finished a combo.

Floor Types

Every 100 floors, the floor type (the way the floors look) changes. As of version 1.2, there are a total of 10 floor types, type 1 being floors 0-99 and type 10 being floors 900 and above. Version 1.3 features one more floor type (called "chain-floor"), which starts off from floor 1000, and can not be unlocked or seen in lower floors.

Icy Tower features the ability to start the game with a floor type of your choice, but only after you have successfully landed on the actual floor where that particular type begins.

Replays/High Scores

Version 1.2 introduced the ability to save replays of games. This gives the player the ability to provide proof of their highest scores, combos and floors. The offspring of this ability is the global High Score List, which lists the best Icy Tower scores, combos, and floors, and allows internet users to download replays of those events.

Note: You must have Icy Tower installed on your computer to view downloaded replays.

Characters

Version 1.2 introduced the ability to play with custom characters. Icy Tower comes with two default characters: Harold the Homeboy and Disco Dave. Icy Tower also comes with a template character, allowing fans to create their own characters, with their own graphics, sound effects, and background music. Characters can be downloaded from the internet. The Icy Tower resource page or Icy Tower fan page offers some of them.

Mods

A few mods exist for the game. Some of them are graphical mods, and some of them change the gameplay. The following are gameplay mods by RamboBones, which work only for version 1.2:

  • FastFloor - the game goes slightly (~120%) faster
  • ProFloor - the floors are shorter
  • SolidFloor - floors are completely solid, so you can't jump on them from below
  • RamboMod - enables customization of the speed and floor sizes of the game

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The following are gameplay mods by RamboBones, which work only for version 1.2:. Andrew Homer (StarHeart): See "The Only Way to Learn Astrology" series by Marion March & Joan McEvers. Some of them are graphical mods, and some of them change the gameplay. Reference: Dona Marie Lorenz, Tools of Astrology: houses, Topanga, Eomega Grove Press, 1973. A few mods exist for the game. Some Astrologers (Cosmobiology, Uranian) use minor aspects (15º, 22.5º, 67.5º, 72º, 75º, 105º, 112.5º, 157.5º, 165º) with much narrower orbs. The Icy Tower resource page or Icy Tower fan page offers some of them. Most modern astrologers use an orb of 8º or less for aspects involving the Sun, Moon, and Jupiter; and smaller orbs for the other points.

Characters can be downloaded from the internet. Thus conjunctions are believed to operate with a larger orb than sextiles. Icy Tower also comes with a template character, allowing fans to create their own characters, with their own graphics, sound effects, and background music. Understandably these aspects are more significant when they are exact, but they are considered to function within an orb of influence, the size of which varies according to the importance of each aspect. Icy Tower comes with two default characters: Harold the Homeboy and Disco Dave. Those generally recognized by the astrological community are Conjunction (0º), Opposition (180º), Square (90º), Trine (120º), Sextile (60º), Semi-Square (45º), Sesqisquare (135º), and Quincunx (150º). Version 1.2 introduced the ability to play with custom characters. Certain aspects are considered more important than others.

Note: You must have Icy Tower installed on your computer to view downloaded replays.. To complete the horoscope the astrologer will consider the aspects or relative angles between pairs of planets. The offspring of this ability is the global High Score List, which lists the best Icy Tower scores, combos, and floors, and allows internet users to download replays of those events. Many astrologers also use what are commonly referred to as Arabic Parts (or Greek Lots), the most famous of which is the Part of Fortune (Pars Fortuna). This gives the player the ability to provide proof of their highest scores, combos and floors. Some astrologers also take note of minor planetary bodies, fixed stars, asteroids (for example, Chiron) and other mathematically calculated points and angles such as the Ascendant (ASC), the MC, the DC, and the IC, the Vertex, Equatorial Ascendant, etc. Version 1.2 introduced the ability to save replays of games. Having established the relative positions of the signs in the houses, the horoscopist positions the sun, moon and planets at their rightful celestial longitudes.

Icy Tower features the ability to start the game with a floor type of your choice, but only after you have successfully landed on the actual floor where that particular type begins. Adjustments are therefore made for the difference in one's actual longitude and the longitude of the nominal meridian associated with clock time. Version 1.3 features one more floor type (called "chain-floor"), which starts off from floor 1000, and can not be unlocked or seen in lower floors. Time zone boundaries were also the subject of political manipulation in the Pacific islands when they sought to be the first places on earth to see the new millennium. As of version 1.2, there are a total of 10 floor types, type 1 being floors 0-99 and type 10 being floors 900 and above. It would not be practical for a time zone boundary to cut through the middle of a town or small country. Every 100 floors, the floor type (the way the floors look) changes. For political reasons the time zones cannot all be the same size.

As of 1.2, rewards are simply a flashy message along with the following words, spoken after the player has successfully finished a combo. In reality there is an hour's difference between points at the beginning and end of a 15º average time zone. The bigger the combo, the greater the reward. This permitted train schedules to be written based on the certainty that any two places in a time zone used the same time. After making a combo-jump, you are given a reward as well as points. Time zones were developed in the 19th century as a by-product of the development of railways. Players either thrive for the highest score they can achieve (by making the biggest combo they can jump), or to reach the highest floor they can. This is because charts use Local Time.

To be really victorious, you will have to make cool jumps, combo-jumps, for which you will be awarded n2 points for every n floors jumped in one combo. Longitude is also necessary in order to determine the position of the ascendant. This alone will not gain you any great scores however. The most commonly used is the Placidus house system, though most research Astrologers find that the Koch domification system gets best results. You will get 10 points for each floor you reach. Most computer programs allow the user to choose from a variety of house systems. There is a clock in the upper left corner of the screen that shows how much time is left until the next speed-up. Tables are available for these calculations, but they are now normally calculated by computer.

This is not so hard in the beginning since the scrolling is very slow, but every 30 seconds, an alarm clock will sound and the scrolling will go slightly faster. For these calculations it is essential to know the latitude of the event. As the player escalates the tower, it will start to scroll upwards slowly and the player will have to keep up in order to not fall off the screen. In house systems that take into consideration the effects of the angle of intersection between the planes of the horizon and the ecliptic, the calculations are more complicated. Hitting walls (the sides of the tower) and immediately turning around generally maintains your character's speed. Thus for a native whose ascendant is at 12º of Leo, the second house will begin at 12º of Virgo, the third at 12º Libra, and so on. The faster it runs, the higher and longer it will jump. In an equal house system the cusp between any two houses will fall at the same degree for each of the signs.

Your character will constantly accelerate as long as it moves. Upon this the signs of the zodiac are superimposed. jumping but missing a floor and falling past the bottom of the screen), as well as to keep ahead and above of the ever-faster upward scrolling of the game (explained under 'Scrolling'). The chart thus begins with a framework of 12 houses. The player's goal is to reach higher and higher floors without falling (i.e. The techniques described here belong to western astrology. The Tower consists of floors in different sizes and is of infinite height. In order to understand and visualize the spherical geometry of the construction of a horoscope, we need to begin with some basic terms.

. From there, it started spreading all the way across to Western Europe, where it was almost considered a science itself by all learned people. In the game, the player controls Harold the Homeboy whose goal is to climb the tower as high as he can by jumping up floors, and earn points while doing so. where it started to spread in the East with the conquerors of the Roman Empire. Icy Tower is a freeware video game created by Johan Peitz of Free Lunch Design, inspired by Xjump. The earliest known horoscope was from 409 B.C. RamboMod - enables customization of the speed and floor sizes of the game. Which simply means, where everything in the universe was in relation to everything else when a person was born.

SolidFloor - floors are completely solid, so you can't jump on them from below. A definition of a horoscope is: the illustration of the position of the sun, moon, planets and stars from a given location on earth, usually at birth. ProFloor - the floors are shorter. Most astrologers regard those as nearly worthless, since a horoscope is actually highly personalized, and cannot be generalized to thousands of readers just through the position of the Sun at the time of birth. FastFloor - the game goes slightly (~120%) faster. In particular, many newspapers and magazines carry horoscope columns, describing planetary positions and influences for the various astrological signs. In common usage, the word horoscope also refers to the astrologer's interpretation of the astrological chart.

Different systems of tri-secting arcs produce houses of different size. These angles are the astrological aspects. Then the angles between the planets are determined. The Sun or the Earth is placed in the centre (depending on whether the ephemeris was heliocentric or geocentric) with the remaining elements around the outside: the planets, the lunar nodes, the ascendant and midheaven, and the houses.

This diagram, called a chart, is a stylized map of the heavens. Using an ephemeris and a table of houses an astrologer calculates the geocentric positions of the Sun, Moon, and planets for a specific time and place in order to erect a formatted horoscope. horoskopoi,or "marker(s) of the hour."] Other commonly used names for the horoscope in English include natal chart, natus, birth chart, astrological chart, astro-chart, celestial map, sky-map, nativity, star-chart, cosmogram, Vitasphere, soulprint, radical chart, radix, or simply chart, among others. The term horoscope is derived from Greek words meaning, "a look at the hours" [horoskopos, pl.

In astrology, a horoscope is a chart or diagram representing the positions of the planets, other celestial bodies, and sensitive angles at the time of any event, such as a person's birth. For some the cusp includes a small portion of the two signs or houses under consideration. A cusp is the boundary between two signs or houses. Tropical Astrologers use Zodiac Signs rather than arbitrary constellations.

Sidereal Astrologers use constellations, though there's no validating research for this preference. Precession of the equinox is roughly 5 minutes of a degree every 6 years. Because of a "wobble" in the earth's axis of rotation over a period of about 26,000 years the point at which the vernal equinox advances in the sky rate is 0 deg, 0 min, 50.23 secs a year. Many students confuse the difference between Sidereal Constellations and Zodiac Signs.

Most Western Astrologers use the Tropical Zodiac in which the astrological year begins with the vernal equinox, when the sun crosses the celestial equator and enters the zodiac sign of Aries. The signs and planets all move through the twelve houses during the course of a day, and the planets move through the signs over the course of months or years. The positions of these houses remains fixed relative to the native. The first six are therefore below the horizon, and the other six are above.

The first house begins at the ascendant and the others are numbered counterclockwise from that point. In the case of the Equal House System the ecliptic is divided into twelve equal houses of 30º each. Similarly, explanations in this article based on the Equal House System are not meant to give any theoretical preference to that system; it is simply the system whose geometry is easiest to understand. The use of a particular system of house division is often more a result of what calculations are available than of any conscious consideration of one system's merits over that of another.

Just as this article does not seek to discuss the validity of astrology, it is also beyond its scope to attempt to resolve questions which may be disputed among astrologers. Astrologers have devised at least nine different ways of calculating these house divisions. The houses are a series of twelve divisions of the plane of the ecliptic. If an event occurs at sunrise the ascendant and sun sign will be the same; other rising signs can then be estimated at approximately two hour intervals from there.

This is the single astrological fact most familiar to people. The sun sign is the sign of the zodiac in which the sun is located for the native. This provides us with the term rising sign, which is the sign of the zodiac on the native's ascendant. During the course of a day, because of the earth's rotation, the entire circle of the ecliptic will pass through the ascendant and will be advanced by about 1º.

In draughting a horoscope the ascendant is traditionally placed as the left-hand side point of the chart. Its opposite point in the west is the descendant. The ascendant is the eastern point where the ecliptic and horizon intersect. For events occurring where the planes of the eccliptic and the horizon coincide the limiting position for these points is at 90º from the ascendant.

The medium coeli or mid-heaven is the point on the ecliptic that is furthest above the plane of the horizon; its opposite point is known as the imum coeli. It is approximately 18º wide. It is centered on the ecliptic, and its width is sufficient to allow for the fact that the orbits of the moon and all other planets are not parallel to the plane of the ecliptic. The zodiac refers to a band on the celestial sphere containing the signs.

The axis of the plane of the horizon has end points above, the zenith, and below, the nadir. Some writers on astrology have considered the effects of parallax, but most would agree that (apart from that of the Moon) they are relatively minor, and are beyond the scope of this article. This greatly simplifies understanding the geometry of the horoscope. In a sphere whose radius is infinitely large this plane may be treated as nearly equivalent to the parallel plane with its centre at the earth's center.

The plane of the horizon is centred on the native, and is tangential to the earth at that point. For practical purposes the plane of the equator and the plane of the ecliptic maintain a constant inclination to each other of approximately 23.5°. The plane of the ecliptic is defined by the orbits of the earth and the sun. The plane of the equator is the plane of the earth's equator projected into space.

The celestial sphere is a sphere of arbitrary radius upon which the items appearing on the horoscope are projected without regard to their distance from the native. This term is a general one that includes not only birth times as they are commonly understood, but any event for which a horoscope may be drawn. The native refers to the time and place of the event being charted, and considered to be at the centre of the celestial sphere.

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