Skywire 2

Skywire 2 is the sequel to Skywire, was released on 2 June 2008. Like the original Skywire, the player controls a cable car and tries to safely carry three passengers to the station, avoiding robotic animals such as parrots and camels. The game can also be played with two players.

Objective
The objective of each level of Skywire is to get to the station at the end of each level while keeping at least one passenger in the cable car. More points are awarded for less time taken and more passengers in the car by the end of the level.

1-Player
The player moves the cable car to the end of the station.

2-Player
Same as one-player mode, except that the screen is split in half by a horizontal line in the middle. Different players' cable cars are completely independent of each other on the skywire, although they can see the other player's progress by a "ghost car" on their track.

Player
The player controls a cable car, and can choose its color - red, orange, yellow, green, blue, purple, pink, silver, rainbow (finish all Skywire 2 levels), and flashing (finish all Skywire levels, after Skywire 2 levels). In two-player mode, both players are allowed to pick the same colour.

Levels
Levels in Skywire 2 are not given names.

01
The skywire travels in three large loops to the station. Ostrich heads rotate around the centres of the loops, pink and red. One loop has two ostriches, the next has one, and the third has four. At the end is a straight line to the station, which is also patrolled by two rotating ostriches.

02
Here, the skywire goes in straight lines, horizontally and diagonally. Camels are placed along the track, whose humps bounce up and down. Some have two humps, and others have three. Also, perched on the track are parrots which only fly out of the way for about a second if the cable car comes close.

03
In level 3, the skywire uses winding turns to get to the end. Gradually its curves lead down to the station. Birds are above the skywire at certain points, which drop bombs. Rhinoceroses are standing on patches of grass. When the cable car comes near them, rhinoceroses charge at the player. The danger in this level is that two of the birds drop bombs which will hit the cable car if the player just speeds.

04
In this level, the skywire goes up and down diagonally with very long parts. Pandas with parachutes descend from the sky. After three and a half down-and-up sequences, the cable car reaches the station.

05
This level's skywire curves in different directions to the end. Along the way, the player must dodge kangaroos whose joeys jump out of their pouches. They rarely hit, but sometimes on a downward slope the joeys happen to hit the cable car.

06
In level 6, the skywire goes mostly in straight lines, slowly downward near the sea and back to the middle, to meet the station. On the skywire, dangers are cobras. Cobras come out of the pots when the cable car comes close, and if the player tries to just accelerate through the car will be hit by the cobras. At the bottom is an octopus that jumps out of the water. There is a shortcut in this level - at one point, there is a line where part of the track falls off after a while of staying on it. If the player lets the cable car stay there, when the track falls the skywire will land on a piece of track closer to the station.

07
Level 7's skywire track turns left and right to reach the station, at the top-right. Along the way are gophers that go in and out of reach of the cable car. Parrots are also on the track, and bomb-dropping birds are also here. Here, parts of the track do not connect, so the player has to accelerate enough to get to the next part.

08
Here in level 8, the skywire loops in five circles or parts of circles. In the circles are peacocks whose tails spin around until a certain time, when they fan out their tails that extend to half of the circle. Also near the track are bombing birds. This is probably the easiest level in the entire game, as even if you speed through the entire level you will only die once.

09
In the ninth level, first the track winds up and down, which makes the player lose control of their speed. Unfortunately, parrots stand at the top of the curves, so the player must control his or her speed. Next, the trail goes up and down with bigger curves, and now there are giraffes whose heads and necks pop out of boxes. Finally, the player must go underwater and go through circular chains of snakes, which have two openings. After going underwater, coming up for air, and coming down again, finally the cable car comes up and reaches the station.

Skull (10)
Level number ten is shown as a skull on the level menu, because it contains a boss. The track winds around a large turtle, and goes underwater. The track is designed so that part of the time it is safe, but other times it is unsafe. After going around the turtle, the track finishes at the station, which is right above the beginning point.

11
Level 11 is a level of many different features. First is a loop with a jumping frog in the middle, and the loop's track ends midair at the end so the skywire car jumps to the next piece of track. Immediately after the jump is a pop-out giraffe, and loop with a two rotating geese heads in the centre. Next is a slope with two pop-out giraffes and after that is a jump to another track, which is easy to reach. Finally the track winds over another jumping frog and reaches the station.

12
The skywire travels around islands with crabs on them, which move to the sides of the islands and snap their pincers. There are in total six crabs. In this level, the track goes up and down in small amounts that cause the skywire car to accelerate. Therefore, holding down the accelerate button without regard to the crabs will cause a quick death.

13
Level 13, a difficult level, features a track that goes in two circles and then the station. First is a row of three pop-out giraffes. Next are two rotating goose heads. At the bottom is a jumping frog. Throughout the level is a flying elephant that follows the player.

14
The skywire here progresses so that it touches several rotating geese heads. In total, there are geese head axes.

15
Here, the skywire first breaks off near the station, needing the player to jump. Above is a rotating goose head and then another jump with two rotating geese heads. Next the track becomes fragile so they fall off under the pull of a skywire car for more than a second. It loops around a goose head. The track stays fragile until it becomes stable, over two gophers. Finally, the track becomes fragile again. It loops over a kangaroo and joey and leads to the station.

16
First, the skywire loops over two jumping frogs. Then it goes underwater, over an orca, another frog, and a swimming piranha. Back over the water, the track goes over the two frogs again twice. It goes back into the water, again over the previous frog and orca to the left. It goes out of the water to a space in the track that leads to another part of the track, which is over the two frogs. The track curves around another jumping frog and goes underwater again. It goes through the swimming range of two piranhas underwater. At the end, the track goes over an orca and to the station.

17
Level 17's skywire goes in many, many loops, of which all of the track is fragile until the end. At the end of the track, the track becomes sturdy and straight with a jump. It goes over an orca. Among the track are many, many bomb-dropping birds, and at one point, gophers. In this level, many shortcuts can be taken to quickly get to the end of the track, which is below the rest of the track.

18
This level has several rotating snake chains and hippopotamus heads. It is rather short. All of the rotating snake chains are the same, with two openings, but there are both big and small hippopotamus heads.

19
First, the skywire is straight and there is a gorilla hanging on the track. Below the track is a parrot, which comes up if approached slowly. The gorilla moves its arms off the track one by one, with a large range. There is another gorilla, with a robotic arm and face. The skywire goes into the field of a rotating geese head and then loops around a small island, with the parrot from the beginning on top of the loop. The skywire then goes back into the field of the same rotating goose head. Finally, there is another gorilla on the track, two rotating geese heads, and the skywire reaches the station.

Skull (20)
In this level there is a boss. It is a large vulture that follows the skywire car as it progresses in the level, starting at the top. First there is a nest and a row of eggs, in which only two have baby vultures that pop out. Next the track goes down and into the hit field of two small flying vultures which go back and forth and a baby vulture that pops out of a half-open egg shell. Next is another baby vulture popping out of a shell and another small flying vulture. There is another nest of eggs, where 3 vultures pop out. There is another flying vulture and two egg vultures. On an island next to the track there is a walking small vulture with an egg on its head. There are two more egg vultures and two more flying vultures. At last, the track goes down and over a nest of eggs, where 2 more vultures pop out. After the nest, the skywire reaches the station.

21
In the final ten levels, the background and scenery change to a dark purple and black place with streetlights on some islands, with volcanoes and clouds in the background.

Quickly after the level starts, the first part of the skywire track is fragile and goes over a camel with three humps. The skywire progresses down to the left, through a chain of bees, and around a rotating geese head. The track goes back to the bees, which go in a line positioned just below the track, so that they will hit the skywire. There are spaces between them, but they go slowly. The slow speed of the bees creates problems as there is a camel with two humps under the track. The track becomes fragile, so the car falls to the next part of the track, which goes over the camel. Finally, the track goes up through the bees to the right, and loops upwards. At the top of the loop there is a swinging chain of monkeys. At the end of the loop there is a gopher and then the skywire goes to the station.

22
A short but hard level, this level mostly takes place underwater. First the track goes down underwater vertically, in the field of three different piranhas. Next the track goes diagonally upwards to the right, in the fields of the three same piranhas. Near the surface and below the track is a blowfish which becomes big and then small, every second. It is a danger at the part of the skywire which is over the blowfish. The track goes back down, in the field of just one piranha. Then the track goes up and down in hills, in the field of a piranha. Next is another piranha and another blowfish, and then the track goes up above water. The skywire then goes underwater again and in the field of a piranha swimming just below the track, like the bees in level 21. Finally, the skywire goes up and in the field of another piranha, above water, and to the station.

23
First, the track goes down to the right. There are 3 bomb-dropping birds and then a break in the skywire. The track then goes up through 2 goose heads. There is then another goose head, then a break and a curve around a 4-geese head. At the top of the curve is a parrot. Going down, there is a goose head from before and another hill with another parrot. There are two former goose heads and a break in the track. Near the end is a hill with a break in the middle. Finally is the last parrot, and the station.

24
At the beginning are two hopping frogs, and then the track goes down into the field of two goose heads. Underwater, there is a piranha swimming back and forth, an orca under part of the track, and a crab on an island next to the track, The track goes out of water into the field of a goose head, and then to the right and back underwater. There are two piranhas and at the bottom there is a curve with a frog under the bottom. The skywire goes back up, next to the same crab and a same piranha, and out of water. It crosses through the same goose head. Finally, there are two more goose heads. At the end of the track are two frogs and another goose head, then the station.

25
The track goes straight to the right. Hanging onto the track is a gorilla, different from the other gorillas in that each time it goes off and back on, it moves slightly to the right. The track curves down through a swinging chain of monkeys. Next there are two more regular gorillas, and another curve down with swinging monkeys. Finally, there is another straight line with another moving gorilla, and then the station.

26
The majority of this level is underwater. A duck travels on the surface of the water, which follows the skywire car, and it goes straight down into the water whenever the car passes under it. First, the track goes downwards into the water and back up, and the only hazard is the duck. Next, the track loops underwater, where a piranha passes through two parts of the track. Then it loops above the water, and two pop-out giraffes both cross with the loop. The skywire goes back underwater, deep to the near bottom of the water, where the only hazards are one piranha and the duck. Since the duck is not much of a hazard if the player keeps the skywire car moving. Finally, the track goes back above water, crosses between two more giraffe heads, and leads to the station.

27
Throughout this level, a chomping alligator head follows the skywire car on the track. When the head's mouth opens, the car can quickly move behind the alligator head (of course, at the cost of one passenger). The track first goes down and slopes back up diagonally, with three hopping frogs. Then, it goes in curves through rotating snakes. It goes down and two a curved hill, where three frogs surround it (one at the centre of the hill). The track goes up and left across two gophers. Note that the alligator's jaws can open wide enough on the track below (or above) to hurt the car. The skywire goes up and to the right through another pair of rotating snakes and over a gopher, and slopes down through a rotating snake head and two more gophers to the exit.

If the car moves behind the alligator head, the level cannot be completed, since the alligator head stops at the station.

28
In this level, several bats travel on the track like the alligator head in level 27, except that they are smaller and faster. A new bat appears about every ten seconds at the beginning of the track; the level starts with two. The track wraps around twice with different locations and curves. There are several small hills and valleys placed to avoid bats, which overlap more than one track line. This level requires careful planning, as the bats' size makes it so that on every track they are on, the part of the track directly below is also "covered' by the bat until it reaches a hill in the track or the lower track reaches a valley.

29
The track starts out to the right, going under three bomb-dropping birds. In this level, whales move back and forth on the water, shooting up large spouts of water which does knock out passengers. The track loops up and down several times, and the player has to avoid both more birds at the horizontal parts of the track and looping flies (from Pest Control at the top of each loop. The flies do not cross the crests of the loops. The track finally ends after several vertical and horizontal loops and valleys.

Skull (30)
The final level of Skywire 2 is another boss avoidance: a giant cat. The cat opens and closes its mouth, and after each time it stays open for about second and one teeth retreats, making space for the skywire car to go through. The track goes back and forth shaped in long lines that all cross the cat's giant mouth. First are two straight lines, and after the third straight line the track loops to go to the next line. The line then goes outside of the cat's mouth, requiring the player to go quickly to the next tooth opening, or giving the player a short break. The next line is a straight line, but the next line goes up in down in short heights like in level 12 with the crabs, except all horizontally, The last line goes up and down in bigger heights, making the skywire car harder to keep still to keep it safe from the other teeth of the gigantic cat. After that line is the final station, finishing the game of Skywire 2.

After completing level 30, the rainbow cable car and the twenty levels from the original Skywire are unlocked. Completing all twenty original levels unlocks the flashing cable car.

Enemies
See List of Skywire 2 enemies. For the three bosses, see Sea Turtle, Vulture, and Cat.

Turtles, butterflies, rabbits, chicks, and hedgehogs do not appear in Skywire 2.

Player 1

 * Accelerate/move forward: up arrow key
 * Brake/move backwards: down arrow key

Player 2

 * Accelerate/move forward: W key
 * Brake/move backwards: S key

Scores
A player's score is the number of time units (start with 999) multiplied by the number of passengers still on the cable car. This is totaled up every level, but when the player loses three passengers, the score is reset to zero.

The high score list shows the top 100 scores.

Trivia

 * The gopher enemy is also an enemy in Off the Rails.
 * Two of the many passengers are the green and blue Trolls from Square Meal.
 * There are two passengers that look similar to Vikings from the later game Ice Breaker.
 * The Pufferfish is an enemy from Aquanaut.
 * is the second game to feature the ability to change your appearance.