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Smooth64 — Hoarfrost Heights
Smooth64 — Hoarfrost Heights
A second full level: climb a mountain of ice, from a camp on a frozen lake to the summit of the Hoarfrost Horn, and slide home.
Play
Download Smooth64-Browser.zip, extract it, and open Smooth64-Play.html.
Or download the HTML file directly. Both work offline, with no setup or ROM. Choose Hoarfrost Heights on the welcome screen. Sound and music start after your first click, tap, or key press (a browser rule).
What's new
A high valley floats on a sea of cloud under the Hoarfrost Horn. The level is about five times Cinder Caldera's footprint and three times its height. The route runs through eight stretches:
- Mirror Lake: hop across snow floes over frostbite water, which bites like lava. A tilted ice floe slides you straight into a jump, and an ice runway you cannot stop on ends in a long jump.
- Pinewood Drifts: deep snow slows your run; jump and grab out of each terrace. A fallen, iced-over pine spans a ravine, snapped in two.
- The Glacier: crevasses, a snow bridge, and an ice chute. Jump before its lip to clear the Great Crevasse.
- The Icefall: a 950-unit wall-kick chimney and a grippy rock rib beside an ice chute that cannot be climbed, up to the Icefall Star on the Shoulder, halfway up the Horn.
- The Frozen Falls: ledges along the Horn's sheer face, wall kicks between a frozen waterfall and a serac, and a long hang from the icicles across the curtain.
- Gale Ridge: paths cut into the face, in a wind that always blows south. Stand still and it blows you off, so keep moving and jump each gap from its very edge.
- The Cornice and the Summit: rock steps up the west ridge, a hang under a snow cornice above the slick crest, a wall-kick chimney between two towers, and the Aurora Star on the summit cairn. The clock stops here.
- The Avalanche Run: the way home, an ice luge from the summit round the Horn and over the lake into camp. Jump from the slide at each of its two lips.
Also in the level:
- Surfaces you can read. Blue ice will not hold you: you slide down any slope of it, and a full run skids ~1,200 units. Landing a jump and letting go of the stick stops you dead, even on ice. Bright deep snow caps your run, and grey rock grips even at 45°.
- Eight Frost Shards, each behind an optional challenge: the watchtower, the Lone Floe, the Great Pine, a crevasse ledge, a serac needle, an ice pillar under the icicles, the Weathervane across a windy gulf, and the Horn's Tip. Find all eight and the Polar Star shines on an ice spire on the Mirror Isle.
- Nine checkpoint beacons and 100 coins.
- The level sounds like ice. Footsteps crunch on snow and ring on ice, the wind gusts on Gale Ridge, and frostbite water splashes and fizzes instead of sizzling.
- Twilight, snowfall and an aurora, drawn in real time: a sea of cloud, a frozen waterfall that glints, blown snow over the ridge, prayer flags, and a flag on the summit.
Verification
All 15 native and 80 Node tests pass. Every leg of the route, all eight shards and the Polar Star are proven reachable by driving the unchanged movement core with controller inputs. Negative checks show where a move is required: the wall kicks up the falls, the chimney and the Horn's Tip; the hangs across the falls and along the cornice; the jumps at the luge's lips; and the long jump home from the Weathervane. Native and WASM builds agree byte-for-byte from all nine checkpoints. A scan dropped the explorer over a grid covering the whole level: every fall settles somewhere with a way out, ends in a ledge grab, or drops into the clouds.
The browser check covers the level's HUD totals and objectives and keeps each world's progress separate. The level was also reviewed through rendered screenshots. This is automated verification, not a human play session.
Controls: WASD move · Space jump · Shift crouch · J punch/dive · drag orbit · R checkpoint · P pause.