SPRAWL
SEVEN LIGHTS, ONE ISLAND
a StuStudios game
Steer out. Loop home. Don't get cut.
MOUSEADQP
DRAG TO STEER
ATLAS
DAILY ISLAND
THE LAST SEVEN ISLANDS
GRUDGE
SETTINGS
RESET THE ATLAS AND YOUR DAILY ISLANDS? THIS CANNOT BE UNDONE.
ABOUT
Seven lights. Every colour here is the colour its element really glows: sodium's 589 nm street-lamp orange, a neon tube's red, a hydrogen tube's magenta, argon's violet, indium's 451 nm blue, mercury vapour's pale blue and thallium's 535 nm green. Each district is also laid out in its own street pattern, so you can tell them apart without colour.
Fair warning. A rival that comes for your line commits at least 0.4 s ahead and shows it: a dashed path and a white X.
Same seed, same night. The island runs on whole numbers at 120 steps a second, so the same seed and the same steering replay exactly, on any computer. That is how the replay on the end card works.
The targets. A test player lights the Shelf, Delta, Atoll and the Pass in three to five of every ten tries, Reef in about two in three and New Moon in one in four. A lit island's BRIGHT mark is where the same player reaches in about one try in ten.
Type: Anybody and Azeret Mono, under the SIL Open Font License.