Everything about Laser Quest totally explained
Laser Quest is the name of a
Canadian based
indoor lasertag game based around
infrared (IR) hand held units and vests, as well as the name of the company which operates each game center. There are over 140
Laser Quest centers
world-wide, including ones in
Canada, the
United States, the
UK,
France,
Portugal,
Singapore,
Costa Rica,
Thailand,
South Africa and
The Netherlands. The Biggest in the US is 12,000 sq ft. which is located in
Washington State.
The general
aim of
laser tag is to
tag your
opponents as many times as
possible with one's
laser as possible, while avoiding being tagged oneself. The players are equipped with infrared/laser hand held units and packs with sensors on, and let into a large multi-level,
maze-like arena filled with ramps, catwalks and windows. In Laser Quest centers, the playing arenas are
fog filled and
black light lit.
Equipment
Every LQ center is equipped with, on average, 30 "packs," "vests," or "
ponchos". This number varies, with busier arenas having more packs to accommodate larger crowds. The "pack" is made of a thick canvas-type material that hangs over the shoulders. When laid out flat on a table, the vest forms a diamond shape. There are sensors placed on various parts of the vest: the front half covering the stomach, the rear half covering the lower back, and each shoulder.
The
IR sensors are attached to
PCBs, or printed circuit boards, which include red and green
LEDs that light up when the pack is active. Each PCB is housed in a hard plastic housing commonly called a cover. (for example front cover, back cover, shoulder cover) Part of each cover is made from clear plastic to allow the IR beams from the lasers to reach the sensors while still protecting the delicate equipment inside. The rear PCB and the two shoulder PCBs are connected to the front PCB via flat, eight conductor,
Cat-5 cabling which is run through flexible conduit on the pack.
The front and rear PCBs are interchangeable as long as the front/rear dipswitch is switched correctly. Front and rear PCBs also need one extra piece called the
MPU, or microprocessing unit, to function. The front cover also contains the vibrator motor which operates by the quick imbalanced rotation of a weighted cylinder. The datalink is a small PCB housed in the rear cover with an antenna wire that runs up to either one or both shoulders that allows the pack to communicate with the LQX computer. The datalink is connected to the rear PCB.
The actual brains of the pack is kept in the HHU, or hand held unit, more commonly known as the laser. The HHU is attached to the pack via a flat, coiled, eight conductor Cat-5 cable that connects to the front PCB. There are IR sensors on the front and two sides of the HHU. Inside the HHU shell is the PCB with sensors and lights, a speaker (to indicate the status of the pack), a trigger, and an LCD (to display the status of the pack to the player). There is also an MPU on the HHU PCB which is NOT interchangeable with the front and rear MPUs. Although now sold and repaired as one piece, the IR unit and the PCB are two separate pieces. The IR unit is what emits the visible laser your eye sees and the invisible IR beam which "tags" the opponent's packs. The IR unit is a metallic cylinder roughly one inch in diameter and one inch long.
The HSDU, or high speed data unit, is a device connected to LQX that communicates with the pack wirelessly. (through the datalink on the back)
LQX is the name for the main game computer. This computer does it all: gives mission time remaining, registers code names, activates games, runs the Member's Terminal, and runs the score monitor. LQX is run on
Windows 3.11.
Packs are always maintained and checked for full experience.
Scoring
Laser Quest players gain points by tagging other players or by tagging the opposing team's
base. They lose points when they're tagged by other people, or when they're caught in a
trap. The number of points lost depends on where the player hit and game settings. The scale for a typical game is as follows:
- Laser: 3 points
- Front: 5 points
- Shoulders: 3 points
- Back: 4 points
Tagging another player gains a player 10 points, no matter where the other player is hit. Being tagged by the
Marshal or (when applicable) by a trap costs 50 points. Tagging the opposing team's
base (when applicable) gains a player 50 points.
Players always gain more points for making a tag than they lose for being tagged.
Players may also be awarded bonus points based on their accuracy--usually 10 points for every 1% hit rate. In other words, if a player achieved a hit rate of 10%, he or she'd be awarded 100 bonus points. This is usually limited to a maximum bonus of far less than the theoretical maximum of 1000 points in order to prevent people tagging one person with their first attempt and then hiding for the rest of the game.
The team score is the sum of all the individual players' scores.
Game variants
The
hardware and
software used limit what types of games a Laser Quest center can hold. Up to four different groups of settings can be created; it's normal for everyone on a team to have the same settings, though this isn't required. When giving packs
within a team different settings, the packs won't be visibly different in-game.
The settings which can be altered are:
Game type: All-on-all, 2-team, 3-team
Total game time (minutes)
Number of lives: 1+, or unlimited
Number of shots: 1+, or unlimited
Downtime (seconds)
Shoulder sensors on/off
Laser sensors on/off
Bases on/off (only applies to team games)
Replenishers on/off (recharge with extra lives and shots if you run out)
Replenisher values for lives and shots
Sentinel effect on/off (recharge your own teammates)
Sentinel values for lives and shots
The number of shots used can be quite large; in certain game types, players routinely fire 3000+ shots. This will give an accuracy rate of perhaps 5%. This seemingly low amount is a result of constant firing and dodging, as players are not directly penalized for missed shots. The average is 6% ratio of accuracy.
Downtime is defined as the period of time after a player is tagged that they remain deactivated. After the downtime has expired, the de-activated player's pack will re-energise and they're able to play as before.
Normal games
These are offered at most Laser Quest centers. Every player has the same settings, and the games are able to be run with different numbers of people. The settings and tactics are considered to be less complicated than those used in other game types.
Standard Solo Mission
Suggested settings:
Game type: All-on-all
Total game time: 15 minutes
Lives: Unlimited
Shots: Unlimited
Downtime: 3 to 5 seconds
Shoulder sensors: On
Laser sensors: On
In this game, there are no formal teams; any player can tag any other player, and each player is given an individual score. The game ends when the time limit runs out. Winning is based upon final score--the player with the highest score wins.
There are a variety of playing styles which can work in this game. Which one works best depends on individual strengths/weaknesses, other players' tactics, the layout of the arena etc. Some potential tactics are: long distance tagging, constant movement, camping at "domination points" and tailing a weaker player individual in order to gain more points.
Ironman
Suggested settings
Game type: All-on-all
Total game time: 30 minutes
Lives: Unlimited
Shots: Unlimited
Downtime: 1-3 seconds
Shoulder sensors: On
Laser sensors: On
This game is essentially a standard solo mission, albeit with a thirty-minute timeframe.
Last man standing
Suggested settings:
Game type: All-on-all
Total game time: 15 minutes
Lives: 10
Shots: Unlimited
Downtime: 3 seconds
Shoulder sensors: On
Laser sensors: On
The last man alive is declared the winner of this game. If there's more than one player left at the end, the game is usually declared a draw; in some variants, however, this would result in no winner.
This game variant is similar to a standard deathmatch, with the addition of a limited number of lives. This makes for a slightly slower, more cautious game. Laser sensors are on, to discourage snipers.
Frantic
Suggested settings:
Game type: All-on-all
Total game time: 15 minutes
Lives: Unlimited
Shots: Unlimited
Downtime: 1 second
Shoulder sensors: On
Laser sensors: On
Standard teams
Suggested settings:
Game type: Teams
Total game time: 15 minutes
Lives: Unlimited
Shots: Unlimited
Downtime: 5 seconds
Shoulder sensors: On
Laser sensors: On
Bases: Off
The game ends when the time limit runs out. Winning is based on final team score, which is the sum of the scores of every player in that team.
This is the second-most often played game, after Standard Deathmatch. The players are split into two or three teams, each of which has their own colour. Friendly fire won't have any effect. Teams usually start the game in opposite sides of the arena.
Limited life team game
Suggested settings:
Game type: Teams
Total game time: 15 minutes
Lives: 10
Shots: Unlimited
Downtime: 5 seconds
Shoulder sensors: On
Laser sensors: On
Bases: Off
The team with the last man standing wins the game. Frequently, more than one person from the winning team will survive. If the time runs out, the game is declared a draw, though this isn't the case with all variants (see Last man standing).
Bases
Suggested settings:
Game type: zero teams
Total game time: 20 minutes
Lives: Unlimited
Shots: Unlimited
Downtime: 5 seconds
Shoulder sensors: On
Laser sensors: On
Bases: On
This is a standard team game with bases turned on. Because the bases score 50 points each time they're triggered, they play a central role in this game. This can make the game much more territorial, as players try to defend their base and attack their opponents'. One tactic is for players to camp at the opposing team's bases. The winners are the team with the most points when the time runs out.
Here is a short list of "Special Games".
Queen Bee
Suggested settings:
Game type: Teams
Total game time: 15 minutes
Lives: 10-25
Shots: 100-200
Downtime: 5 seconds
Shoulder sensors: On
Laser sensors: On
Bases: Off
Each team has a "Queen" who has the power to recharge other players with ammo and life. If a queen is killed, the team loses. Other players are essentially "Drones" for the queen.
Doom
Suggested settings:
Game type: Teams
Total game time: 15 minutes
Lives: 10-25 Depending on teams
Shots: Unlimited
Downtime: 5 seconds
Shoulder sensors: On
Laser sensors: On
Bases: Off
Loosely follows the plot of the doom video game. Approximately 6 marines are left in the airlock at the beginning of the game. All others (Demons) leave. After 5 minutes the Marines are forced from the airlock. Demons have a significant advantage over the Marines because of superior numbers. However, the Marines have a medic with the power to regenerate lives and ammo, and they also start with 15 more lives than the Demons.
War Of The Sentinals
Each player starts off on one of the three teams (red, green, and mixed.) Each player starts off with 10 lives and 1000 shots. Each player can tag a team mate and that'll get a "sentinal boost" and receive one life and 50 shots (those amounts can be changed by the laser quest marshals). The team with the last person wins.
Hot House
Solo game. All players are put into one tower to battle it out. The last player standing wins.
Gladiator
Solo match. Everyone battles it out in this free for all game. The gladiator stays out of the fight till all other players but 1 remain. He starts with 10 lives. The survivor and the gladiator then duel it till one loses.
"They Came From Above"
Team Game. One team is restricted to the top level of the arena, while the other team is restricted to the bottom level. Ramps are legal ground up to the mid-point (usually marked). Halfway through the match, play is paused to allow teams to switch levels (team on top moves to the bottom and vice versa). Team with the highest score wins.
Mortal Kombat
Solo Match/Gladiator Variant. Players have limited lives (usually 40) and unlimited shots. One player is chosen as "Shao Khan" and kept out of main play. Game takes place in the arena for the first five minutes of the match. After the five minutes, play is moved to the "airlock" (pack storage) to continue. Last man standing faces "Shao Khan" with remaining lives. Last man standing wins.
Royal Rumble
Solo Match. Players have limited lives (usually 40). All player keys are put into a box and are drawn randomly, then activated on a suit. The first two players enter the arena for one minute. At set intervals (usually 30 seconds or one minute), another player's key is drawn, and they're sent into the arena. This continues until all players are in. Last man standing wins.
Vampires
Team Match. Players on the "human" team have limited lives (usually 3). Players on the "vampire" team have unlimited lives, but their downtime is much greater (usually 15 seconds) and are vastly outnumbered (in a 30 player game, two are made vampires at the start). The human players have to fend off the vampire players for the duration of the match (20 minutes). After a human has lost all their lives, they change over to the vampire team. The human team wins if they still have players when time expires. The vampire teams wins by turning all of the humans into vampires.
Jedi VS Sith
Team Match. Teams are divided on a 6:1 basis (six "Jedi" players to every "Sith" player). Players have limited lives (Jedi with 30, Sith with 90) and minimal downtime (1-3 seconds). Sith are sent into the arena first and are given a minute to hide. Jedi are sent in after this period (after the play countdown has ended). Last team with players remaining wins. This game was invented by a player codenamed "Coyote", who currently lives in Georgetown, KY.
North America Challenge
Laser Quest holds a corporate tournament called the North America Challenge, or NAC. To qualify for NAC, members from a particular center must try out The top 9, plus one potential alternate, then go to one of three regional tournaments held in June of each year. The top teams from each of these regional tournaments will then proceed to the continental tournament, typically held in September. The top 20 teams from the regional tournaments(top 7 teams from each regionals get invites) compete in the NAC to determine the best team in Laser Quest.
NAC Champions & Runners Up
(ELC) European LaserQuest Championship
This Consists of teams from UK, France and Holland there are 9 players.
The tournament takes place every year in one country of choice normally UK, France and Holland the back around again.
Past ELC Winners and Locations
ELC 2007 - Longwell Green, Bristol (UK)
Cup finals
1st - Sorry Team
2nd - The Tribe Called Quest
3/4 - "Team Win!" (FR) / "Team Win!" (ENG)
Plate finals
1st - LQ Legends
2nd - Rawr
3/4 - Badgers / Violation
ELC 2006 - Eindhoven (NL)
Cup finals
1st - LQ Legends
2nd - "Team Win!" (ENG)
3/4 - The Tribe Called Quest / "Team Win!" (FR)
Plate finale
1st - Badgers
2nd - The Gods
3/4 - Noblesse Oblige / Sinners
ELC 2005 - Reims (FR)
Cup finals
1st - The Tribe Called Quest
2nd - RaW
3/4 - Sorry Team / "Team Win!" (ENG)
Plate Finals
1st - Phoenix Cende
2nd - Cash Captors
3/4 - TNT / Rainbow Team
ELC 2004 - Groningen (NL)
Cup finals
1st - LQ Legends
2nd - The Tribe Called Quest
3/4 - Big'Uns / "Team Win!" (ENG)
Plate Finals
1st - DTC
2nd - nWo
3/4 - The Noob Team / The Rubberduckies
ELC 2003 - Swindon (UK)
Cup finals
1st - The Tribe Called Quest
2nd - Badgers
3/4 - Ruff Ryders / nWo
Plate Finals
1st - Holland Antje
2nd - Fubar
ELC 2001 - Guildford / Woking (UK)
Cup finals
1st - The Tribe Called Quest
2nd - The Wildcards
3/4 - Orange Bulls / West Side
Plate Finals
1st - Freestylaz
2nd - Norfolk n' Good
3/4 - Muppets / Rock
Further Information
Get more info on 'Laser Quest'.
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