WEBREAL

HTML / JavaScript · five arenas, four guns, one room with a hole in the middle of it

He says what a tournament announcer says, and he is synthesised out of three filters rather than recorded - which is why "monster kill" sounds like a machine that has been asked to shout.

Controls

Click a key to change it.

1.0×

For the mouse, a touchpad and the gamepad's right stick. The thumb controls below have their own, because a thumb on glass is a different instrument.

1.0×

Normal is the mouse's convention: drag right, turn right. The vertical starts inverted because that is what a thumb wants - drag down and the view tips up, as though you were holding the screen. The thumb controls appear when you touch the screen and go away when you use the mouse, so a machine with both needs no setting for it - and neither does one the browser has guessed wrong about.

  • The rocket is the map. Every arena puts its best gun in the worst place to stand. Going for it is a decision, not a detour.
  • Fire it at their feet. A rocket that misses still hurts if it lands where they are about to be. Aim at the floor, not the face.
  • And at your own. Look down, jump, fire: it costs about forty health and it puts you somewhere nobody is looking.
  • Short bursts. The autogun's spread opens while you hold it and closes the moment you stop. Two shots, then two more.
  • Armour is half a life. It takes six tenths of everything that hits you, and it is always somewhere exposed.
  • Keep moving sideways. Nobody in this game has ever been hit by a rail shot while strafing and jumping. Some have come close.
Play with other people

Up to four. One of you opens a room and reads out the code; the rest join it. Everything is simulated on every machine and only buttons cross the wire, so there is no server deciding who got shot.

Not connected.

PAUSED

Click to carry on, or Esc again.

MATCH OVER

BUILDING THE ARENA

Working out where the light falls.