Objective Description Game Play Parameters


IMPORTANT!

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After the game has been started, each player wishing to play presses and holds the black push button on the front of their pack. The button must remain pressed until the computer acknowledges the action by activating the player's pack. The player has 25 seconds after the game has started in which to activate their pack. Therefore, the player does not have to press their button as soon as the game is started but may instead choose to delay the action until they are in the arena safely away from other players.



Objective

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Help! I'm trapped in a video game. In this game, only one of us has a weapon. The rest of us don't. They're using the weapon in an effort to tag us and score points. Here they come! I have no weapon to defend myself with so I must move on and try not to let myself get tagged. But wait. Suddenly, they don't have the weapon any more. Where did it go? Oh, it's mysteriously appeared over there. One of the others has the weapon now. Thankfully, they haven't seen me yet. I'll stay here and hope they don't head this way. I wonder if I will get a chance to use the weapon? If I do get it, I wonder how long I will have it for? It will be my chance to get even and my turn to score some points. I can only hope ...



Description

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Random Phasor Madness, or "RPM", is an action packed solo game. Only one player's phasor is enabled at any one time. The player whose phasor is enabled is given a short period of time in which to tag as many of the other players in the game as possible. After this short period of time elapses, that player's phasor is abruptly disabled and can no longer be fired. The game now randomly enables the phasor for a different player. It is now this player's turn to take advantage of the opportunity to tag as many of the other players as possible. The player with the highest point score at the conclusion of the game is declared the winner.



Game Play

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Parameters

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Player Active Time: If the player's phasor is enabled, the "Player Active Time" is the length of time (in seconds) the phasor will be active for. After this time elapses, the phasor is abruptly disabled and can no longer be fired. (The default is 10 seconds.)
     
Player Deactivate Time: Length of time (in seconds) that a player's pack remains deactivated after it has been tagged. After the deactivation time has elapsed, the player's pack will reactivate and begin operating again. (The default is 10 seconds.)


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