Back Smash Tower

Arcade Whale OriginalMade in-house, free to play

Smash Tower

Developer
Arcade Whale
Genre
Arcade
Released
Updated
Platforms
Browser (desktop, mobile, tablet)
Orientation
Portrait or landscape
Players
Single player

How to play

Hold Space, the mouse or your finger to smash down · let go to bounce · never smash into black · P pause

About Smash Tower

Smash Tower is a free one-button tower smasher in the Stack Ball and Helix Jump family: a tall tower of coloured rings spins in front of you, a bright ball bounces on top of it, and the only thing you do is hold or let go. Hold the button, the mouse or your finger and the ball smashes straight down, breaking ring after ring into flying shards. Let go and it bounces in place on the ring below it. Some slices of every ring are black, and black is the one rule: smash into a black slice while you are holding and the ball breaks. Bouncing on black is always safe - so the whole game is reading the spinning tower and letting go at the right moment, then smashing on as soon as the black has turned away.

What Smash Tower adds is the bottom of the tower. Every ring you break without stopping heats the ball up, and a full heat bar sets it ON FIRE for a couple of seconds: a burning ball smashes through black as well, so a good streak lets you burn through the hardest part of a tower. Under the last ring waits a well of ten numbered floors, from ×1 to ×10, and how deep you fall into it depends on how hot you are when you arrive. Reach the bottom cold and you land on ×1; reach it still burning and you crash all the way down to ×10. The coins you broke on the way are multiplied by that number, so the end of every level is a small choice between playing it safe and keeping the streak going.

The towers change as you go, and each new kind asks the same hold-and-release question in a different way. Spiral towers first, with one black block per ring winding around the pole; then twin blocks, swinging rings that turn back and forth, drifting rings that each spin at their own speed, key rings that are almost all black with one bright window, blinking slices that flash black and back, steel rings you cannot break at all and have to wait on until the gap comes round, counter rings where neighbours spin opposite ways, rush stretches that spin twice as fast, and finally mixed towers with every trick at once. Black is deadly from the very first level, so the opening towers keep it to a single slice per ring, with every other ring all colour, while you learn when to let go.

Coins buy new balls, and nothing else. The shop shows all ten - Bubblegum, Mint Drop, Blueberry, Cherry Bomb, Solid Gold, Galaxy, Neon, Ice Crystal, the colour-cycling Prism and the Classic you start with - and each one costs a little more than the last, so a new ball is something you play toward for a few minutes rather than a free gift. The home screen and the end of every level show your next goal in one line: the next ball and how many coins are still to go, and once every ball is yours, the next world. The shop button on the end card fills up as you get closer and glows when the ball is ready, so buying it is a single tap. A ball only changes how the game looks: every ball bounces, smashes and catches fire exactly the same, so the towers are beaten by skill alone. The towers are grouped into worlds of twenty-five levels - Candy Park, Coral Lagoon, Sunset Canyon and Sky Garden - each with its own backdrop, ring shape and colours, and new tower types keep arriving for the first half hour of play. Every cleared level earns one to three stars (land on ×5 or deeper for two, ×10 for three), and the home screen counts every star you have collected. The levels never run out: once the hand-made towers are behind you the worlds come round again with every trick mixed together, so there is always a next level. The home button on the end card takes you to the title screen with the next level ready behind it, the Main menu in the pause menu goes there too, and Play picks up right where you left off. A daily reward adds coins toward the next ball each day you come back, a longer streak gives more, and the bouncy soundtrack can be switched off in the menu.

Everything works with one finger on a phone and with one key on a desktop - Space, Enter or the down arrow, or just hold the mouse - with P to pause. Losing a level is never a wall: the coins you broke are kept, Retry starts the same tower again so you can learn it. Nothing is ever bought with real money, and your level, coins and balls are stored on your own device. If you like Stack Ball, Helix Jump or any one-tap game where timing is everything, this is the one where the finish line is worth racing to.

Smash Tower tips & strategy

  1. Let go at the last moment, not early

    Only one thing matters when the ball reaches a ring: whether you are holding at that instant. Letting go does not slow the ball down. It keeps falling at full smash speed and simply bounces off the next ring, and a bounce is safe even on black. So you can keep smashing until black is about to arrive under the ball. Each ring passes in about an eighth of a second at smash speed, so read one ring ahead.

  2. Keep every release short to save your heat

    Twelve rings in a row set the ball on fire, and each ring adds the same amount of heat. A bounce does not reset that heat. What drains it is time spent not holding: the bar empties at a steady rate, so a half second release costs about five rings of progress, and a full second wipes out almost a whole bar. Let go for the black slice, then press straight back down and keep the bar climbing.

  3. Hold through the whole fire

    Once the ball catches fire it burns for about 2.6 seconds no matter what you do, so letting go during a burn only wastes it. Held, a burning ball drops faster than a normal smash and can tear through twenty or more rings, black included. When the fire runs out, the heat bar falls straight to zero and the twelve ring climb starts again, so a burn that ends just above the bottom leaves you landing cold.

  4. Count the last rings before the well

    The well floor you land on is set by your heat as you break the last ring. From a cold start, six straight rings get you to ×5, which is two stars, and eleven get you to ×9. Arriving on fire is always ×10. Your payout is the rings you broke plus a level bonus that grows with the level number, all multiplied by that floor. Use the level bar at the top to judge when to start your final unbroken run.

  5. Keep holding on steel rings

    Steel rings cannot be broken, but you do not have to bounce on them. Hold and the ball sits on the steel without bouncing, so your heat stays where it is, and the moment the gap swings under you it drops straight through. The catch is that you are still holding as you fall, and the next ring is only about an eighth of a second below. Check that ring before the gap arrives, and let go if black is lined up under you.

Frequently asked questions

How do I play Smash Tower?

Hold the button, the mouse or your finger to smash the ball down through the spinning rings, and let go to make it bounce in place. That is the only control. On a desktop Space, Enter or the down arrow work too, and P pauses.

What happens when I hit a black slice?

If you are holding when the ball lands on black, it breaks and the level is lost - unless you are on fire. If you have let go, the ball simply bounces on black, so releasing before a black slice turns under you is always safe. This holds from the very first level.

How do I catch fire?

Break rings one after another without letting go. Every ring heats the ball; when the heat bar around it is full the ball is ON FIRE for a couple of seconds and breaks black slices too. Letting go cools it down again.

What is the well at the bottom?

Under the last ring is a well of ten floors from ×1 to ×10. The hotter the ball is when it reaches the bottom, the deeper it falls, and the coins you broke in that level are multiplied by the floor it lands on. Arriving on fire always lands on ×10.

How do stars work, and does Smash Tower ever end?

A cleared level gives one star, two if the ball lands on ×5 or deeper in the well, and three on ×10, and the home screen shows how many you have collected. The game never ends: every cleared level leads straight into the next one, and once the hand-made towers are behind you the worlds come round again with every tower trick mixed together.

What do coins buy?

New balls in the shop - ten looks from Bubblegum to the colour-cycling Prism, each a little dearer than the last. They are cosmetic only: every ball plays exactly the same. The home screen and the end-of-level card always show the next ball and how many coins are still to go. Open the shop from the end-of-level card or from the home screen, tap a ball to preview it, and buy it once you have enough coins.

What happens when I lose a level?

You keep the coins you broke. Retry starts the same tower again, so you can learn where the black is.

Do I need to download anything or pay?

No. Smash Tower runs directly in the browser on phones and desktops - no download, no plugin, no account. It is free, and nothing is ever bought with real money. Your progress stays on your own device.

From the blog

Gameplay video

More games