GG: Gin takes you onto the skyway, which gives you a good view of–
DW: Wait, you're letting him narrate?
GM: He came up with some good stuff.
(beat)
DW: Welcome to Cloud Jungle, we have fun and games…
GG: Glad you're enjoying it. We're up next.
DW: Up…?
GG: Against them… First team to crash both cloudcycles lose.
DW: You know this movie is older than you are, right?
GG: Just 'cause it's old doesn't mean it can't be fun!
GM: I'll give you a choice. Do you want to play it out, or just roll vehicles?
GG: Play it out! I want to explore the field. Check out the various points… you know, to Rome the arena! Because colosseum?
GM: Arrgh! That… That…
DW: Wanna assume I crash into the other guy because that joke was so… Brutus?
GM: Grr! Fine. Enjoy your win by pun.
Guest Author's Note: "If you don't recognize what they're doing, search on 'light cycle game'. The example referenced here dates back to 1982, and the one player 'snake game' version back to 1976.
But they weren't winning in this fashion back then."
Notice: Guest comic submissions are open! Guidelines here. Deadline: February 20th.
For Light Cycle, I'd imagine that it plays almost like Diplomacy. Everyone plots the course of their bikes in secret for the round, and reveals simultaneously. On reveal, if any bike would collide with another's trail, that player rolls a dexterity check, where the DC scales based on how recently the track was laid. Upon success, that player gets to rechart their path, while failure is immediate destruction. Critical success in this allows the player to jump their bike and continue their original trajectory. A bike to bike collision initiates an opposed reflex challenge with the victor not exploding.
The bikes have two vehicle actions: Go the Distance, and Change the Lighting. Go the distance is the standard assumption, and acts like a Dash, while change the lighting allows you to turn on or off your wall, erasing any parts you may have laid when turned off. How you use these actions can mean the difference between defeat and victory.
- You need graph paper and a pen/pencil
- Start on opposite sides of a sheet of graph paper
- Alternate in taking turns
- You can accelerate and decelerate by one square and turn by 45° each turn.
- Keep in mind that diagonal movement is only half the amount of squares that it would be orthogonally
We did all kinds of crazy stuff with those core rules: Race tracks, skill points to improve stats, using a geo ruler for more varied turning, weapons like missile launchers and mines, skill checks, and so on
If you're adding weapons, you almost may as well just use Car Wars (limited to motorcycles). The only thing you'd need to add would be the trailing walls.
I recommend checking out Lazer Ryderz by Greater Than Games. It's a weirdly physical tabletop light cycle game, where your entire tabletop becomes the play area.
There's a reason in 3.5 they gave gnomes a literal lethal joke class.
Done right, oh my, puns will burn. And every single one here was a beauty!
At least here, their chance of losing didn't go up in a puff of smoke. Traffic wasn't gridlocked either. But their wordplay certainly didn't leave them on cloud 9, though with the numerical advantage some systems place on height, it took their breath away.
I wasn't 100% sure how widely known this was. I figured it was a safer bet among this comic's audience, but I still leaned away from too much cycle content.
Once outside the arena, OG lightcycles were more maneuverable. But yeah: the more recent version is fresher in peoples' minds. Besides, these are cloudcycles, so they're allowed to be softer.
And if you like this, I suspect you'll recognize what scene the next comic was inspired by. (If heavily modified for this arc's plot.)
I feel that Tron 2 failed because it didn't have enough of these vehicle games like the cycles, or a Recognizer chase or something. The movie felt like it was 85% talking.
As someone who absolutely loves it, Legacy failed because almost everyone in it is a dumbass and it makes zero sense. It's pretty and that's about it. It's the kind of thing you have a lot of fun fixing if you're in the fandom.
There was also a lot of dialog about the ISOs being the... answer to solve a lot of problems, but I was confused as to what exactly made them so special for that role.
The way I understood it, ISO's were essentially the computer equivalent of "naturally evolved life". A true Computer Intelligence without the "Artificial" tag appended to the front like C.L.U.E. or the M.C.P. would have had, and so, similar to the in-setting "Users" they were unbound by the constraints of the system or any programming they may oversee, but since they were programs they could interface, interact, and be interacted with, through the underlying nature of the system more directly than a User could, and so, like geneticists studying DNA, a programmer could examine an ISO's Code (which for some reason takes the form of a triple helix DNA structure) and gain a better understanding of the fundamental nature of the universe... or something...
Artist: Digo Dragon
Guest Author's Note: "If you don't recognize what they're doing, search on 'light cycle game'. The example referenced here dates back to 1982, and the one player 'snake game' version back to 1976.
But they weren't winning in this fashion back then."