Games
A staple of Cyberspace is the special kinds of video games that can be played on them. Users can play them any time they visit, and need only follow the rules below to do so.
Disc Wars Location: The Arena Type: Head-to-Head / Free-for-All Players: 2 - 6 Description: Players are put into hovering "glass" platforms and tubes that pit them mano-a-mano against one another, using charged Identity Discs as weapons. A player loses when they are struck 3 times by an opponent's ID Disc. How to Play: Standard combat rules; ID discs have the same statistics as a character's Heartbound weapon, and can be thrown or used as a melee weapon. Failure to dodge or block results in a hit; 3 hits loses. Game lasts 10 rounds; if 3 hits haven't accrued yet, combatant with lowest hits wins. Draws declared if no clear winner. Prompt: "Welcome to Disc Wars! The goal of the game is to land 3 hits on your opponent using your Identity Disc within 60 seconds. The first to land 3 hits, or the one with the most hits at 60 seconds, wins! To use your Identity Disc as a weapon, simply unclip it from your back and press the 'Energize' key. Your disc will return to you when thrown, like a boomerang! Good luck!" Tip #1: Try aiming for where your enemy will go -- not where he is! Tip #2: To get up-close-and-personal, use the Spring Board in the middle! Tip #3: Watch out for returning discs -- a hit from behind still counts!
Light Cycle Race Location: The Hippodrome Type: Head-to-Head / Team-Based Players: 2 - 6 Description: A high-speed motorcycle-like race using Light Cycles, this game pits two players or teams of players against one another on the Light Cycle grid, an open, wall-less, two-leveled playing field with ramps, speed boosters, and jumps. Players must outmaneuver one another and cause opponents to crash, either into the Light Cycles' Light Ribbons or the environment. How to Play: Characters use Light Cycles for this game. After game starts, players have 3 actions to maneuver before Light Ribbons extend. After 3 actions apiece, Ribbons extend and competition starts. Whenever one driver takes an offensive action against the other, both drivers roll 1d(DEF + Social Studies bonus) (i.e.: 1d16, not 1d10+6). A driver crashes when he/she rolls a 1. After 5 dice checks, stakes increase to (crash = 1, 2, 3) due to Light Ribbon maze. After 10 dice checks, stakes increase to (crash = 1, 2, 3, 4, 5, 6) due to Light Ribbon maze. Prompt: "Welcome to the Light Cycle Race! The objective is to make your opponent crash into the Light Ribbon projected behind your Light Cycle. Outmaneuver your opponent -- but watch out for the other racer's traps! To start the race, take a running start, jump, and open your Cycle Grips, then HOLD ON! Good luck!" Tip #1: Light Ribbons expire after about 20 seconds. Tip #2: Try to trap your opponent in his own maneuvers! Tip #3: Ribbons are stronger than your Cycle -- don't try to break them!
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