Quoted from cait001:I don't think I even understand what the gameplay will look like, but I'm still excited!
If I had a moment to actually type out the rules, it would probably help.
I've been mired in the intricacies of circuit design for what feels like years as I've been flitting between this and various other projects. Sorry for all the tech. Interestingly, it's only been a little over two years since Ryan and I first discussed the game! Quite a lot has been happening since then.
Basic premise is that this is a two player, timed, competitive, EM arcade game.
Each player controls a small robot trying to climb down a hill and pick up a piece of a larger robot. Once the player successfully climbs with the piece to the top of the hill, the piece of the larger robot is applied and the player is free to pick up another piece.
The player controls the robot with a small handwheel. The game is "intelligent" enough to allow for the player to move forwards or backwards based on the direction of rotation.
While the player is frantically spinning a wheel, there is a large, menacing robo-octopus of some kind in the center that is attempting to inhibit the player's actions. There are four tentacles on either side, and the player can be stopped in any position. If the player makes "contact" with the tentacle while it is in the closest position, the player will immediately drop the part of the larger robot (if holding one) and cannot pick up another piece for a random amount of time (probably like 2 seconds).
The video above shows the tentacles reaching out. Based on the player control unit's position, the final segment of the tentacle can move in one of two directions. So though there are four tentacle trip relays, there are actually 8 relays involved: 4 additional momentary relays provide a SPDT switch to light the appropriate lamps, and a few other switches are for hit detection (one NC and the other NO).
Each player has a different bell, to alert the other player to their actions while they are focused on their own side of the game.
The game tracks points via score reels. Completing a large robot awards 2 points for the final part instead of one. Once the second point is awarded, the game will reset the robo relays via a 120V coil, mounted near the top of the game, for a satisfying THUNK.
The game can be played solo as well - two coins for a two player game, or one coin for single player. In single player, obviously you're just trying to get the largest number of points in the shortest time. For a two player, you can fight each other both during the game and afterwards!
The time remaining is indicated with lamps on the backglass, and number of players to play as well by illuminating the score reels.
The game does not award credits of any kind, for use in all territories!