Game Mods
Check out the selection of our most popular game modes. As a team, try something new each time to discover what you enjoy the most. The games are categorized by difficulty (easy, medium, hard).
Individual
EASY
This is a standard Laserforce mission. Players play as individuals and zap any other player that they encounter. Players have unlimited shots and unlimited lives, thus it is not possible for players to be eliminated from the mission prior to the scheduled mission end time. When zapped, a player is deactivated for six to eight seconds. During this time, the player’s phaser is inactive, but the player can still be zapped, so seeking a safe hiding place is necessary. At the end of this down time, the player is reactivated and may return to the action. Bonus points are awarded for destroying in-field targets. To destroy an in-field target, the player must zap it three times in a row without missing or being zapped themselves. All in-field targets are considered neutral and as such may be destroyed by all players. Zapping other players and destroying the in-field targets accumulates special points. Special points are required to activate some of the advanced special abilities available in this mission. See the separate special abilities listing for a detailed list of the special abilities available.
TEAM 2/3/4/5
EASY
This is a standard Laserforce mission. The players are divided into two teams, red and green, and wear a correspondingly coloured Battlesuit. Players should only zap players of the opposite colour, as there may be a penalty for zapping a fellow team member. Players have unlimited shots and unlimited lives, thus it is not possible for players to be eliminated from the mission prior to the scheduled mission end time. When zapped, a player is deactivated for six to eight seconds. During this time, the player’s weapon is inactive, but the player can still be zapped, so seeking a safe hiding place is necessary. At the end of this down time, the player is reactivated and may return to the action. Bonus points are awarded for destroying in-field targets. To destroy an in-field target, the player must zap it three times in a row without missing or being zapped themselves. Opposite colour (enemy) and neutral in field targets may be destroyed, while identical colour (friendly) in-field targets should be defended from the opposing team. Special points are accumulated by zapping other players and destroying the in-field targets. Special points are required to activate some of the advanced special abilities available in this mission. See the separate special abilities listing for a detailed list of the special abilities available.
BEACON GALORE
EASY
This is a standard Individual mission, except all Standard Targets operate as Beacons. See the Individual mission type description for further details. The Beacon Powerups each show different LED effects on a Standard Target so you can tell which Powerup is available.
| Powerup | LEDs |
| Bonus Points | Solid blue |
| Invulnerability | Solid yellow |
| Score Multiplier | Solid green |
| Rapid Fire | Solid red |
Base assault
Medium
This is a 2 team game where the Fire team’s mission is to destroy as many Bases as they can, and the Ice team’s mission is to stop them.
Players require a variable number of hits to be deactivated based upon skill level as per a standard Team mission. The Rapid Fire special ability functions as per a standard Team mission, however no other special abilities operate in this mission type. The Fire team get bonus points by destroying Bases. It takes 3 hits to destroy a Base however if anyone else zaps the Base while you are trying to destroy it, all of your hits on the Base are lost. You must wait 2.5
seconds between each hit on a Base. If you zap a Base without destroying it, you will lose points. If the Base is not zapped for 6 seconds, any current damage is healed. Once the Base is destroyed it will deactivate for all players for 10 seconds. The person who deactivated the Base cannot zap it for another 2 minutes after it reactivates. Bases can be destroyed unlimited times. The Ice team get bonus points by deactivating a Fire team player who has started zapping a Base but before they have destroyed it. If an Ice player deactivates a Fire player who is zapping the Base, they will receive 400 points for each hit the Fire player had on a Base. The Ice team cannot zap any Bases.
Capture the flag
Medium
Capture The Flag is a variation of team DM, in which each team has a “flag”, which all the other teams try to capture. Each team is assigned an in-field target to act as their flag, which is located at their base. All members of a team can get powerups from their flag and from any in-field targets that have not been assigned as a flag to any other team. To pick-up an enemy’s flag, a player must zap the enemy’s flag 3 times. Once the flag has been picked up, the player’s visible lights will lock-on. To capture a carried flag, the player must zap their own flag 3 times while it is still at their base, i.e. their flag has not been grabbed by an enemy player.
LaserBall Classic
Hard
LaserBall Classic is a 2 team, futuristic sports game, similar to many common ball sports such as soccer or basketball.
The game consists of a number of rounds. At the start of each round, players must be at their own goal. There will be a countdown to the start of the round via an arena announcement. When the round starts, players will then activate themselves by zapping their own goal (See notes). They cannot interact with any other players or targets until they have done this. One activated player will be selected to receive the ball. Their lights will flash rapidly to show that they have the ball. Players can zap opponents to block (deactivate) them. A player with the ball can zap a team mate to pass the ball to them. If you zap an opponent who has the ball, they are deactivated and you steal the ball. The aim of the game is to score goals by manoeuvring the ball, by either carrying it, or passing it to team mates, into the goal area of the opposing team, and then zapping the opposing goal to score a goal (See
notes). After a goal is scored, the round ends, and there will be a short break to allow players to return to their starting area before the next round starts. There is a shot-clock of 60 seconds. If a team fails to score within this time the ball is given to the opposing team. Players can also “reset” their Phaser on appropriately configured targets.
Advanced Play: Clearing the ball
When you are defending your goal, and you deactivate an opponent approaching with the ball, this is good because you stopped them from scoring! However, you are in a troubling situation because you need to get the ball away from your goal, lest another opponent come and steal the ball from you and then immediately score. This is where "clearing the ball" comes in. If you have stolen the ball from an opponent, you can "clear it" by zapping your own goal. This then transfers the ball from you to another player on your team, who is presumably in a better attacking position than you are. You can only clear the ball immediately after a steal. You cannot clear the ball if a teammate passed it to you. If no other player on your team is able to receive the cleared ball then you will get a message indicating this and you will keep the ball. You can wait a few seconds and try again, or try to move the ball away from your goal yourself.
Colour conquest
Hard
Colour Conquest is a mission type where different coloured teams battle it out, each trying to convert everyone else to their colour! You start with 3 lives and you lose 1 life each time you are zapped. When you lose your last life, you have been conquered and you change to the team of the player who last zapped you. When only 1 team remains, that team has Conquered and they win the round. Teams are then re
randomised and play continues. You can get bonus lives for zapping other players or the targets.
Streaks:
Q: What is a “Streak”?
A: It is the number of opponents you have zapped without being Conquered. When you are Conquered, your
streak resets to zero.
Q: How does the scoring work?
A: Zapping an opponent is initially worth 100 points and increases as your streak increases. So to get a great
score, avoid being Conquered!
Q: What does the Streak mean on the Scores screen?
A: The first number is your current streak. The second number is the best streak you have achieved in a
game.
Q: What does the “Conq” mean on the Scores screen?
A: This is how many times you have been Conquered (i.e. had your colour changed).