Blast your way across the cartoon skies in this fast-paced game of aerial
combat. Nimbly Games has crafted an instantly accessible, rewardingly deep, and ravishingly fun
multiplayer action game. The sirens have sounded, bogies are coming in hot...
Jump into the
fast and agile Loopy and drop your enemies from the sky with a tactical EMP blast - but hit your
afteburners before your Biplane support tears them to pieces with 20mm cannons blazing! Barrel roll
through the enemy minefield and arm your nuke as you enter the drop zone. There it is - the enemy
base - but two Mirandas just warped in with lasers hot and an Explodet is lumbering into position
over their hangar decks - will you carry your team to victory?
Deadly weapons. Daredevil pilots. Incredible planes.
Welcome to Altitude, the best multiplayer 2-D aerial combat game on the internet. Altitude is a
fierce contest of ace vs ace, battling for supremacy of the skies in a fast paced combat that is
way more fun than a flight simulator. It is a game of steely nerves, hair-trigger reflexes and
brilliant tactical thinking. Altitude will stretch you to the limit from the upper reaches of
the stratosphere, the relics of a long forgotten city, to within the deepest hollows of
underground caverns. It offers five unique planes, twenty three perks and an online community
that will provide you with hours of entertainment.
Seven Engaging Game Modes:
- Plane Ball's constant action makes it a favorite among new and casual players while
team-based tactical maneuvers like passing and blocking provide a fun challenge for
veterans.
- Team Base Destruction offers an intense, competitive experience where coordinated pushes and
strategic loadout decisions turn the tide. Try a friendly pickup game or join a clan and
play in the "Altitude ProLeague" - a competitive tournament scene run by hardcore gamers
from the Starcraft and Counter-Strike communities.
- For the ultimate test of dogfighting skills try 1-life Deathmatch or compete in Demolition
for a more tactical, objective-based experience.
- Or enjoy classic game modes like Free For All and Team Deathmatch.
Map Building Tool
Altitude has 61 official maps, a countless number of community maps and those numbers keep
growing thanks to a built in ultra powerful Map building tool.
$10 USD one time All planes and perks No hidden cost
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Windows, Mac, and Linux 2 planes 4 perks 3 hour time
limit
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Loopy
The Loopy is the fastest and most agile plane, but it also has the lowest health. The primary
fire weapon is tracking missiles, which is unique to the Loopy. This combination of
characteristics makes this plane a good opportunist; able to quickly enter combat with an enemy
and leave just as fast if the situation turns for the worse. The three separate game play modes
are offered as Red Perks, which are Tracker, Double Fire, and Acid Bomb. Each game play mode
gives the Loopy a characteristic allowing the user unique ways on how they want to approach
battle with enemy planes. It is important to remember that, while each game play mode offers
advantages and disadvantages, none of the game play modes are designed to be better than another
one but rather just a change in the way the Loopy is played. Experimenting with each mode will
give you the best feel on which mode works best for you in different situations.
Tracker
The Tracker mode's primary weapon is a single fire tracking missile and its secondary weapon is
an exploding EMP shell. The Loopy single fire tracking missile has greater tracking flexibility
than the double fire, but causes less damage to the enemy plane. The Tracker requires the Loopy
to lock on to the enemy for it to begin tracking the plane. This enables Loopy users to
implement a fire-then-lock approach to their attack, instead of the usual lock-then-fire attack.
Double Fire
The Tracker mode's primary weapon is a single fire tracking missile and its secondary weapon is
an exploding EMP shell. The Loopy single fire tracking missile has greater tracking flexibility
than the double fire, but causes less damage to the enemy plane. The Tracker requires the Loopy
to lock on to the enemy for it to begin tracking the plane. This enables Loopy users to
implement a fire-then-lock approach to their attack, instead of the usual lock-then-fire attack.
Acid Bomb
The Acid Bomb is a green explosion of acid that is fired instead of the usual EMP as a secondary
weapon. Planes that come into contact with the Acid Bomb will be temporarily affected and will
continue to lose small amounts of health, as well as take 33% increased damage until the effects
wear off. The main thing to note about Acid is that you absolutely need to hit enemies with Acid
before you start firing on them. Acid is great for support as it is extremely good in
teamfights(imagine the ideal situation - getting 5 enemies with 33% increased damage taken, it's
a gamebreaker). It can also be effectively used as map control in chokes together with
Bombers/Explodets.
Plane Ball
Plane Ball is a game type played by two teams of planes. The objective is to score a goal by
shooting or carrying the ball into the opponents' goal, while also protecting your own team's
goal from the ball. You can carry the ball by picking it up, pass the ball to other teammates or
shoot. When carrying the ball, planes move at a slower speed.
$10 USD one time All planes and perks No hidden cost
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Windows, Mac, and Linux 2 planes 4 perks 3 hour time
limit
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Bomber
The Bomber is one of the two 'heavy' planes (the other being Explodet), and is mostly used for
map control in both TBD and Ball. It has good health, good range, outrageous damage, slow flying
speed and passable maneuverability. The Bomber is similar to Explodet in that it can cause knock
back damage from its weapons. However, the similarities end there as the Bomber can dispense of
all of its energy in the form of grenades, bombs, or tailgun fire in a matter of a second. The
three separate game play modes are offered as Red Perks, which are Suppressor, Bombs, and Flak
Tailgun. Each game play mode gives the Bomber a characteristic allowing the user unique ways on
how they want to approach battle with enemy planes.
Suppressor
The Suppressor mode's primary weapon are grenades and its secondary weapon is a tailgun. The
grenades are used to lay down suppressive fire, block off vital choke points, or instantly kill
an unsuspecting enemy plane. The tailgun is used when the Bomber is facing away from the enemy.
Often times after shooting a few grenades the Bomber either must turn around in order to retreat
to more friendly skies or the enemy plane has flown right by them. This is when laying down fire
with the tailgun can gain the pilot a finishing blow. Tailgun has limited tracking ability; able
to adjust to a flying enemy and shoot to where they are instead of directly behind the Bomber.
Bombs
Bomb mode is very different from both Suppressor and Flak Tailgun modes because it's secondary
weapon no longer fires backward but rather is fired downward. Bombs are ejected from the planes
bomb bay doors and cause a significant amount of damage when they explode on an enemy plane.
Unlike the two rear firing tailguns, bombs can effectively be used to carpet an area of lower
flying enemies or to kill an enemy chasing the pilot to a higher altitude.
Flak Tailgun
Secondary weapon is changed out with a high powered flak tail gun that will cause concussive
knock back if it hits near an enemy plane. This weapon can be devastating if it lands a direct
hit as it will cause a high amount of damage. This is ideal for those players who find
themselves in situation's where they are getting chased a lot or just want that extra punch as
they are leaving a field of battle.
Explodet
Explodets are the slowest plane in Altitude but also have the largest amount of health. This
allows the Explodet to take on heavy amounts of damage and still leave the battlefield alive but
also generally makes them poor bomb carriers. They are good for controlling the pace and
direction of battles and rely on the concussive blast of their weapons to knock enemy craft
around. An Explodet is often a good plane to have as a last line of defense in a match as it can
provide the stopping power to halt enemy bomb carriers in their tracks as well as lay a
treacherous mine field that can be a challenge for even the most seasoned of fliers to traverse.
Director
The Director mode's primary weapon is a manually detonated rocket and its secondary weapon is a
mine ejector. The manually detonated rocket is used to not only cause explosive damage, but to
also knock planes around as planes within the radius of explosion are pushed by the concussive
effect. This can be used offensively to cause planes to slam into walls or defensively to slow
an incoming bomb carrier. The important aspect to remember about the Explodet's rocket is that
it is different from any other plane's weapon in that it must be detonated after it is launched.
The Director mode's secondary weapon is the mine ejector and it can be used in a multitude of
ways. First, it can be used to deter a chasing plane by either destroying their plane through
damage or causing a concussive knock back into a nearby wall. Second, it can be used to lay a
mine field around either a neutral bomb or a small choke point passageway. The mines will track
nearby enemies who fly too close and can often trail into a group of enemies when it is tracking
an enemy plane that is retreating back to the comfort of its own team.
Thermobarics
The Thermobarics mode is a large departure in play style from both the Director and Remote Mine
modes. The difference is that the primary weapon replaces the highly concussive rocket with a
thermobaric rocket that pulls the nose of planes within the blast radius toward the center of
the explosion, sending it a few degrees off course. While losing the ability to push planes
around with the concussive explosion the thermobaric rocket gains a slight damage increase. The
play style with the thermobaric rocket is quite different and requires situational knowledge in
order to get the best effect. Planes that are rounding corner or traversing small enclosures
will suffer the worst consequences of being in the blast radius of a thermobaric rocket as it
often causes their plane to fly uncontrollably into nearby objects. The secondary weapon remains
the same as the Director mode which is the rear mine ejector.
Remote Mine
The Remote Mine mode offers the user not only the choice of when their rockets will detonate but
also the choice of when their mines will detonate. The change is that the mine ejector is
replaced with a remote mine ejector. This new mine has the drawback that the user, like the
rocket, can only have one in play at a time. However, the damage and explosive radius is
increased from that of the mine ejector. Often times enemies chasing an Explodet will often be
able to maneuver around mines that are dropped as deterrents. With the remote mine, the user can
choose when the mine will explode often times knocking a chasing plane off its course. This game
play mode can be difficult to master as it requires the user to both launch and manually
detonate both the primary and secondary weapons at specific times.
Team Base Destruction
Team Base Destruction is a game type that revolves around teamwork in order to destroy the
opposing team's base in order to win. Each team has a base which they have to protect from the
other team while at the same time destroying the other team's base. In order to inflict damage
upon the enemy base a player must carry the bomb item and use it to hit the enemy base. By using
one's own team as cover this is easiest accomplished with the cooperation of one's teammates.
Another new object that enters into the game with TBD is the turret. Turrets are team designated
and only shoot at enemy planes. Turrets can be destroyed using bullets or bombs, unlike the
base. Time limits for games can also be set by the person who hosts the server. If the time runs
out while the game is still being played, the team currently with the most damage done to their
base loses.
$10 USD one time All planes and perks No hidden cost
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Windows, Mac, and Linux 2 planes 4 perks 3 hour time
limit
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Biplane
The Biplane is like the ancient Asian game of Go – a minute to learn, a lifetime to master. It
has average speed, maneuverability, and durability. Even its weapons appear unremarkable at
first glance. Yet this plane is deceptively powerful, able to output more damage in a single
attack than any other plane in the game. Biplane usually works best in a fighting environment
where it can get close to the enemy to put out a very high damage output. The three separate
game play modes are offered as Red Perks, which are Dogfighter, Recoilless Gun, and Heavy
Cannon.
Dogfighter
Dogfighter mode's primary weapon is a long range gun and its secondary weapon is a short range
gun. The long range gun is used to shoot enemies too far away for effective use of the short
range gun. The short range gun is used when the enemy plane is close enough to feel the heat
from the afterburners and gives a much higher output of damage per second than is possible with
the long range gun. The important aspect of this mode is that the short range gun causes a high
amount of recoil. This recoil can be useful by causing the user to slow down when damaging an
oncoming plane and therefore causing more damage as well as used to get a user out of a tight
corner and keep from smashing into the ground, but it can also cause a user to go into a stall
which can be a problem in the wrong situation.
Recoilless Gun
Recoil from the short range gun is completely removed in this mode. This allows for a more fluid
style of play for the user in that they can fire their secondary weapon without having to deal
with inevitably slowing down to a stop. However, while the drawbacks of having recoil in the gun
are removed, the ability to use the recoil as an aid in maneuvering is no longer available.
Also, the damage will often be substantially less from the burst of the short range gun when the
user flies by a plane at full speed unless the user manually slows down when approaching an
enemy plane.
Heavy Cannon
High powered and high damage output heavy cannon in place of the long range gun that is
available in the dogfighter and recoilless gun modes. The heavy cannon does great damage, even
able to pass through one target to do half damage to a second. However, while causing a great
amount of damage it does not come without its drawbacks. The shot has a small amount of recoil
and requires a large amount of your energy pool which makes successfully landing the shot on the
enemy plane all the more important. However, with the right accuracy, this mode can offer great
damage output as well as a an increased sniping ability. When using this mode the damage of your
short range gun is reduced.
Blue Perks - for all planes
Turbo Charger
Gives an increased energy recharge rate to your plane. This perk is designed for those who
typically find themselves in situations where they want higher consistency of energy output when
they have depleted their energy supply. It also provides a faster ability to fire on an enemy
after using the afterburner to catch up to a fleeing enemy or quickly get to the area of battle.
In a dogfight in which both planes have used up their energy supply it can often mean the
difference between winning and losing the fight when it gives the user the ability to have a
higher damage output over a longer period of time.
Ultracapacitor
Gives an increased energy supply pool to your plane. This perk is designed for those who want
the ability to output a large amount of damage in a short period of time as it can often provide
the additional energy to fire a few additional shots before a plane's energy is depleted and
starts recharging again. It also provides the ability to use the afterburner for a short period
of time without depleting such a large portion of your energy supply that would normally be
used. On a plane like Miranda it can provide a two fold benefit because it is a plane that is
penalized through increased cool downs and decreased energy recharge rates when it is at low
energy levels.
Reverse Thruster
Gives the ability of the plane to fly in the opposite direction and also doubles the throttle up
and throttle down acceleration rate. This perk is designed for those who either find the need to
reverse direction when in a tight spot or who want the ability to quickly increase or decrease
their speed. It can also provide the ability to trick opposing players by performing maneuvers
that would otherwise be impossible without the ability to reverse directions. With the ability
to accelerate faster it can also mean that you can quickly catch up to a fleeing opponent or
make a quick exit from a situation that is becoming overwhelmed with the opposing players.
Additionally, when some planes are stalled on a collidable object it can be difficult to gain
the speed in order to fly away. The ability to reverse thrust can allow you to safely free your
plane from an otherwise dire situation.
Ace Instincts
Gives an increase of 50% to the bonuses provided by Veteran Bars that are earned through combat.
This perk is designed for those who excel at being able to stay alive for a long time in a game
due to the fact that this perk does not provide any benefit to a plane that hasn't earned any
Veteran Bars which provide an increase to a plane's health, speed, turning, damage, and energy
recharge rate. While the effects of this perk are not highly noticeable when you only have a few
Veteran Bars, the effects can give a plane a very noticeable advantage when you have earned a
large amount of Veteran Bars. This perk is more geared towards seasoned players who are
confident in their ability to stay alive, and thereby preserving the veteran bars they have
earned, in order to get the maximum effectiveness of this perk.
$10 USD one time All planes and perks No hidden cost
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Windows, Mac, and Linux 2 planes 4 perks 3 hour time
limit
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Miranda
The Miranda is the most versatile plane to fly in Altitude because its secondary attack is
actually not an attack at all, but a movement. It is the most fragile plane in the game, but
unlike Loopys, they're potentially one of the hardest to kill. The primary disadvantage of the
Miranda is energy management — maintaining a balance between using your energy offensively to
attack and defensively to maneuver is often a difficult task, and a single mistake can cost you
your life. One of the main differences between the Miranda and other planes is that the
Miranda's secondary weapon doesn't inflict damage, working only as a function of plane
maneuverability. This is made up for with the Miranda "warp" function which is part of the
plane's afterburner system. If you have enough energy and you depress the afterburner key you
will "warp" to a location moderately in front of where the Miranda was previously. Any planes in
your path that happen to get in the way of the "warp" end up taking a fair amount of damage.
Trickster
Trickster mode's primary weapon is a bouncy shot and its secondary weapon is reverse. The bouncy
shot has a few great advantages that include the ability to fire a high powered shot and
immediately leave the area as well as the ability to hit a plane, or many planes, more than once
as the shot bounces off planes, walls, and any other object until it reaches its maximum
effective length. The disadvantage is that the user has to charge the shot up by depressing the
primary fire key in order to get the highest energy shot. This makes the cost of missing with
this shot much higher as failing to deliver a killing blow can often mean your own death. The
secondary weapon, although not a weapon at all, is the reverse function. By hitting the
secondary fire key the user will instantly reverse their plane 180 degrees in the opposite
direction, which is great for shooting sniper shots and quickly retreating, or fixing a mistake
of accidentally taking a wrong turn.
Laser
In this mode the primary weapon is changed to a laser. The laser is similar to the bouncy shot
in that the user must charge the weapon for a short period of time but the operation of the
weapon is much different. The advantage to using the laser over the bouncy shot is that it does
more damage per charge. However, the disadvantage is that you must be facing your enemy while
the laser is active in order to do damage. Unlike the bouncy shot, where the user can shot and
run, the user of the laser must focus the laser on enemy planes for a moderate length of time in
order to do a substantial amount of damage which often times put them in harm's way longer than
would be desired. The secondary weapon in the Laser mode is the reverse, which is the same as
the Trickster mode in that it reverses the user's direction by 180 degrees.
Time Anchor
In this mode the primary weapon is returned to the bouncy shot, which is the same primary weapon
in the Trickster mode. However, the secondary weapon is changed to the time anchor. The time
anchor is like a memory of your plane's history in time. A razor thin wire, that only you can
see, trails your plane acting as a guide of where your plane has traveled in the near past. By
pressing the secondary fire key the user instantly teleports back to that location in time,
which not only includes the location in space but also direction. Using this weapon can trick a
chasing enemy as you teleport behind them to deliver a killing blow or it can be used to correct
a wrong turn that otherwise would not be possible.
Green Perks - for all planes
Rubberized Hull
Reduces damage from collisions and reduces the effect of concussive knock-backs from weapons.
This perk is designed for those who are apt to graze into walls or who want to worry less about
their planes speed when getting shot with explosive rounds. It is not only designed to make the
user take less damage from collision but also offers rebounding bounce effect off of objects
allowing for an increased ability to regain control of the flight of your plane after hitting an
object. It can be utilized on maps with small enclosures and "death trap" choke points.
Heavy Armor
Gives the plane a reduction in damage taken from all sources. In effect it gives the user an
increased health pool which allows them to fight longer and do more damage without worrying
about their plane going down in flames. This perk is designed for those users who don't have a
problem finding health packs to fly over to regain health or those who don't mind the occasional
trip back to their home base to recharge their health. In a dog fight, a user with heavy armor
can be difficult to take down as it requires a higher amount of damage output from the enemy
plane. It can be well suited to those players who enjoy playing a defensive game strategy as the
proximity of their base allows them to recharge their health much easier than a player who
extends far behind enemy lines.
Repair Drone
Gives a damaged plane small increments of health over time while the user is not afterburning.
This perk is designed for those who want to quickly return to battle after taking non-fatal
damage to their plane. Without this perk a user must either fly over a health pack from a
destroyed plane or fly over a health pack power-up spawn in order to gain health back. As is the
hazard with any dog fight, the winner often has taken some damage to attain the victory. This
perk offers players a continual source of health in order to stay on the front lines of battle
and not have to either retreat to regain health or enter a new dog fight with the handicap of
reduced health. It is well suited for those who enjoy playing an offensive game strategy as
health can be hard to come by when you are deep within enemy territory.
Flexible Wings
Gives an increased turning ability even when traveling at high speeds. This perk is designed for
those who want to be able to out maneuver enemy planes in a dog fight. The ability to turn on an
enemy and unleash your firepower before they are able to do the same can often mean the
difference between living and dying. This perk is a departure from the other three Green Perks
as it does not offer any aid to the plane's health. This perk relies heavily on a players flying
abilities to determine its usefulness. This perk is best used once a player feels comfortable
flying. User's who choose this perk should be very comfortable with not only their plane's
strengths and weaknesses but also have keen sense of knowing when to fight and when to turn and
regroup their efforts.
$10 USD one time All planes and perks No hidden cost
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Windows, Mac, and Linux 2 planes 4 perks 3 hour time
limit
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System RequirementsOS: Windows, Mac OSX, Linux
Processor:
1.0 GHz
Memory: 256 MB
Graphics: 64 MB VRAM
Hard Drive: 300 MB of
free space