Pads: A fire · B hop · X blaster
· Y reload · L1 scope · R2 fire
· right stick look — or take a twin-stick layout from CONTROLS
Keys: arrows move and turn · A/D sidestep · Q/E look up and down
· X fire · space hop · C blaster · R reload
· Z look down the scope — and Z (or L2) is also what
puts the Rhino-Fire down on its legs and picks it back up, and
what takes the Terrascout's goggles off again
Point the crosshair at somebody and it finds their height on its own.
Click the picture to aim with the mouse instead.
The level from above, drawn from the world the game actually builds — ground, water, walls, floors and everything placed on them. North is up.
Everything you can find lying about out there. Pick one to have a proper look at it.
Every seat picks its own, the way GoldenEye let you. Remembered for next time.
Pulls the crosshair onto somebody once they are nearly on it. HONEY already finds their height for you — this is the one for the twin-stick styles, where you are aiming yourself.
Everyone on one colour is the lot of you against the yard. Two and two is a war. Move onto a side and fire to lock it in; hop to change your mind.
CAPTURE is two a side on the same yard. There is a flag at each end — carry theirs back to yours while yours is still standing. Your own team's foam bounces off you. First to three.
ROCKET SCRAMBLE is four teams of eight, one from each fort. There is a rocket on a launch pad in the middle field and a lever in the bunker beside it: walk up to it and press JUMP to start a sixty second countdown for your team. Anybody from another team can press it again to stop the clock — and then once more to start their own. Whoever gets it off the ground wins.
THE OTHERS is three days and three nights on the island. Nobody is on anybody's side — you can tag the others in the wood, but it costs you. When it gets dark, THEY come up out of the bunker, in waves, and they are hunting everybody. Most of them tagged, fewest times tagged yourself, wins.
SPOOKY WAVES is the co-op one: everybody in the room is on the same side, holding both forts against waves of SPOOKS — which are only your friends in silly masks with a big foam hand on each arm. They cannot run and they cannot climb, but if one touches you, you are tagged out, and if one gets a foot inside a fort that is a point to them. Five points and they have won; hold out until the clock runs down and you have.
The doors are the whole game. Walk up to one and press JUMP to shut it — a locking beam drops into its brackets on the inside, and a barred door stops them dead. Then they stand there and swat at it until the BEAM snaps, and in they come. The door is fine: go back and shut it again and a new beam drops. Both doors, on both forts — leave one open and the whole wave walks round to it.
The empty seats are filled by the others in the yard.
Every player moves their own cursor. Fire to lock in, hop to change your mind.