Laser Tag

WHAT IS LASER TAG?

Laser Tag is a live action laser game where players battle it out in the regions first two story air-conditioned laser tag arena, complete with tunnels, bridges and ramps. The arena is a fluorescent painted darkened environment with LED light show, fog billowing and music pumping through our state of the art sound system, guaranteed to electrify your combat experience.

Your mission begins in the Briefing Room where details and rules of the mission are explained. Players then move into the armoury, and suit up into a Laserforce Battlesuit vest and phaser. The adventure begins as you step into the arena, dimly lit with swirling fog and out of this world special effects.

Stealthily move through the arena tagging the opposing players and the hidden interactive targets before they get you! The thumping music, spectacular light show and vibrant laser beams all add to making it a wonderful experience that you will always remember. Play in teams or everyone for themselves. Up to 30 people can play at once.

Who plays Laser Tag?

Anyone can play Laser Tag. It is an extremely popular activity for a birthday party and is equally popular as a great stress relief for staff parties and corporate team building. No matter what the age Laser Tag is just great FUN.

Laser Tag Missions

Highlander

Players are “Immortals”, struggling to eliminate all opponents and claim “The Prize” as the last player remaining.

Players have unlimited shots and unlimited missiles. At the start of the mission, both shots and missiles fire very slowly. As the mission progresses however, the shot and missile speed increases until it reaches a maximum at the climax of the mission.

Zapping players will build up special points, but the only way to eliminate an opponent is to missile them. When a player is removed from the mission in this manner, their score and special points are awarded to the player that eliminated them.

Rules

Destroying the in-field targets also awards special points. Special points can be used to activate the following special abilities:

Reset: Resets the player’s weapon, allowing a missile or another shot on an opponent who was just zapped. To activate, hold trigger in while up. Costs 10sp initially, drops to 5sp towards end of mission.

Shield: Provides temporary protection from missiles. To activate, hold trigger in while down. Lasts until player is reactivated or 10 seconds passes. Costs 5sp initially, increases to 30sp towards end of mission.

Notes: As the mission progresses, down time increases slightly. Players also become more vulnerable to being zapped while they are down. At the end of the mission, it is possible to zap players repeatedly while they are down without needing to use resets.

Towards the end of the mission, missiles become so quick that it can be difficult to zap an opponent with normal shots. Use quick snap shots to get a normal shot off before the missile tones begin. The mission will automatically end when the time limit has expired or only one player remains. Warbots are not active.

Recommended mission length: 10 minutes.
Skill levels: All players play at the same level

Scoring:

Zap opponent –  100 points | 1 life gained
Missile opponent –  500 points + opponents score | 2 lives gained + opponents sp
Destroy in-field target –  801 points | 5 lives gained

Gladiator

Players have a limited number of lives, and attempt to be the last remaining Gladiator by eliminating all of their opponents.

The number of lives that a player begins with depends on their level. The higher the level, the fewer starting lives. When zapped, a player is deactivated and a life is lost. When all lives have been exhausted, the player is eliminated from the mission.

Additional lives can be gained by zapping opponents, and by destroying the in-field targets.

Rules

Notes: There are three variations of this mission: individual, team and partners. The variation determines whether there are teams, and if so, how many. In the individual and partners variations, all in-field targets are neutral, while in the team variation, in-field targets may be friendly, enemy or neutral depending on their colour.

There are no special abilities available; players must depend on their raw skill to win. The mission will automatically end when the time limit has expired or only one player (or team) remains. All players are deactivated by a single shot from an opponent. Warbots are not active.

Recommended mission length: 10 minutes.

Skill levels: The number of lives each player starts with depends on that player’s standard skill level.

Level 1 – Recruit = 30 Lives
Level 2 – Gunner = 27 Lives
Level 3 – Trooper = 23 Lives
Level 4 – Captain = 20 Lives
Level 5 – Starlord = 17 Lives
Level 6 – Lasermaster = 15 Lives

Zap opponent – 100 + 10 x level diff. points | 0.25 + 0.04 x level diff. life gained
Zap own team member – minus 50 points | 1 life lost
Destroy in-field target – 1001 (enemy) or 801 (neutral) points | 5 lives gained

Supercharge Individual

This is a high speed derivative of the standard Individual mission. Play is identical to that of the Individual mission with the following exceptions:

  • The deactivation times are one half of the standard.
  • Special abilities do not increase in difficulty or cost after each use.
  • Scores have no effect on the player’s standard average.
Standard Team Match

This is a standard Laserforce mission. The players are divided into two teams, red and green, and wear correspondingly coloured battlesuits. 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 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. 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.

Warbots may be friendly, enemy or neutral, depending on their colour. Enemy and neutral Warbots may be zapped for bonus points, but beware, they will return fire. Friendly Warbots should not be zapped as this counts as zapping a team member. Warbots cannot be missiled.

Once a player zaps a Warbot a number of times, the Warbot becomes that player’s servant for one minute. During this time, the Warbot will not try to zap its master, and any points or special points scored by the Warbot are awarded to the controlling player.

Each player can only control each Warbot once.

Notes: After deactivating an opponent, a player cannot zap that same opponent again unless either: the opponent reactivates, the player zaps someone else, or the player activates a “Reset” special ability.

  • Special abilities become available only as the player increases their skill level. It is not possible for a player to change skill levels during a mission.
  • Each time a special ability is used, the requirements for it increase making it more difficult to obtain or more expensive to use the next time.
  • A high level player may need to zap a low level player up to three times before they are deactivated.
  • High level players are more vulnerable to being zapped while deactivated.
  • The “Missile” and “Nuke” special abilities affect only those opponents who are of a high enough level to possess the same ability.
  • Low level players are unable to zap their own team members. High level players can, but receive a warning tone instead of a lock-on tone when targeting. The penalty for zapping a team member is loss of points and deactivation. The zapped player is not affected in any way

Recommended mission length: 7.5 minutes.
Skill levels: The standard six skill levels are implemented. See separate skill levels listing for a detailed list of skill levels.

Scoring:

Zap opponent – 100 + 10 x level diff. points | 1 life gained
Zap own team – minus 50 points
Zap Warbot – 50 points
Missile Opponent – 500 + 100 x level diff. points | 2 lives gained
Missile Own Team – minus 250 points
Destroy in-field target – 1001 points| 5 lives gained
Detonate Nuke – 500 points
Take control of Warbot – 500 points

Supercharge Team

This is a high speed derivative of the standard Team mission. Play is identical to that of the Team mission with the following exceptions:

  • The deactivation times are one half of the standard.
  • Special abilities do not increase in difficulty or cost after each use.
  • Scores have no effect on the player’s standard average.

Recommended length: 7.5 minutes.

Dead Aim

Low on ammunition, our gunslingers must make every shot count as if it were their last… because it just might be!

Each player starts with a limited number of shots. If you fire and miss, you lose a shot. However if you zap an opponent, you are awarded bonus shots. So to do well, you must be very accurate with your shots.

If you run out of shots, you will be unable to fire for between 10 and 15 seconds (depending on your level). After this time, you are automatically resupplied with a few shots to get you going again.

You can destroy the in-field targets once per mission, for bonus points and bonus shots. Beware! Unlike other missions, it may take more than three shots to destroy a target. The number of shots required depends on your level.

If you have four or more shots, you will be able to fire missiles. A successful missile will award you points plus bonus shots, but an unsuccessful missile attempt will cost you shots.

Skill levels: A player’s standard skill level determines their initial number of shots, maximum number of shots, the number of shots they get when they zap/missile an opponent, and the number of shots required to destroy an in-field target.

If you have two or more shots, you can activate a payback when you are down. This ability costs two shot

Notes: There are three variations of this mission: individual, team and partners. The variation determines whether there are teams, and if so, how many. In the individual and partners variations, all in-field targets are neutral, while in the team variation, in-field targets may be friendly, enemy or neutral depending on their colour.

  • A single shot or missile will deactivate an opponent.
  • Players do not receive a missile-warning tone, when another player obtains a missile-lock on them.
  • Warbots will look at all passing players. If the player is doing poorly, the Warbot may give a gift of some shots, however, if the player is doing well, the Warbot may simply zap the player.
  • Low level players will not be able to lock-on to an in-field target unless they have enough shots to destroy it.
  • Level 6 players do not start the mission with enough shots to destroy an in-field target.
DM Advanced

Players battle it out against their opponents, collecting as many powerups as possible to increase their battle strength.

Players begin with 100 health and a lowly shotgun. Each hit on an opponent will reduce their health. When their health reaches zero, they are deactivated for 10 seconds and lose any powerups they may have collected. It usually takes multiple hits to deactivate another player.

Each time you deactivate an opponent, you are awarded one frag. Players are ranked on the scores screen and the printouts by the number of frags they have achieved.

To increase your chances of survival, grab some powerups. Powerups randomly “respawn” at all the in-field targets, and can be collected by simply zapping the target twice. Once you have taken a powerup from a target, you cannot get another powerup at that same target until 20 seconds has elapsed. You can however, obtain powerups from other targets during this time.

This mission has three variations: DM1, DM2 and DM3. The easiest variation, DM1, has only the lower level powerups. DM2 is intermediate difficulty, with over half of the powerups available. DM3 has all of the powerups available, and is recommended for experienced players.

Runes are advanced powerups, and are only present in DM3. There are four runes, each with different powers. Once a player picks up a rune, they keep it until they are fragged (deactivated). Only one of each type of rune exists, so they may be difficult to obtain. The best way to get a rune is to frag an opponent who has one. In addition to the frag, you will also be awarded the rune that they had. Players can only hold a single rune at a time (you cannot pick up a rune if you already have one).

Recommended length: 10 minutes.
Skill levels: Skill levels are determined by the player’s standard skill level.

  • All players can obtain powerups at all in-field targets.
  • If you have taken damage you can slowly heal back to full health over time, as long as you are not shooting. Your battlesuit will make a ‘blip’ as you are healed.
  • Players who are being missile-locked do not receive a missile warning tone.
  • A player can pick-up any number of powerups, however there is a maximum limit of 100 points of Armour, 250 Health and 1 Rune.
  • A player can determine which powerup is at an in-field target by zapping it once and then pausing briefly, at which stage their battlesuit will announce which powerup is “available” at that target. A further single shot will then pick up that powerup.
  • A missed rocket counts as a near miss, and does “splash” damage to the target, roughly equal to half of a normal rocket.
  • Down players can be repeatedly zapped while down. However, this does not score a frag, and they are only deactivated for 4 seconds. There is a limit on the number of times this can be done.
  • If you have less than 100 health, your battlesuit lights will become dimmed. The less health you have, the more the lights are dimmed. You can use this to gauge your health.
  • Zapping players on your own team does damage to you! You can frag yourself in this way if you are not careful.
  • Warbots are not active.
Capture the Flag

Capture The Flag is a variation of DM: Advanced, in which each team has a “flag”, which all the other teams try to capture.

It is recommended that players have played DM and are familiar with it before attempting to play Capture The Flag.

Each team is assigned an in-field target to act as their flag. This then becomes their “base”. They must try to defend their flag from the enemy, while also trying to “capture” the enemy flag.

To capture the enemy flag, you must:

  • Zap the enemy flag (target) 3 times. This picks up the flag, and your battlesuit lights will lock on to show that you are carrying the enemy flag.
  • Return to your base without being dragged.
  • Zap your flag three times. This will “capture” the enemy flag and you will be awarded 10 frags.
  • To stop an opponent who is carrying your flag, simply frag them! If you do, your flag will be automatically returned to base.

The mission variations CTF1, 2 and 3 correspond to DM1, 2 and 3 respectively. CTF4 is the same as CTF3, except that all players play at the same skill level (this is designed to be used for league play).

Rules

Provided your flag is “at base” (ie. no enemy is carrying it) you can obtain powerups by zapping your flag in the same way you would zap a neutral target.
If you have the enemy flag, you can only capture it if your flag is “at base”. If the enemy has your flag, then it’s a “stand-off” and your team must try to frag the enemy flag carrier, so your flag will be returned to base.
Your phaser light will flash when an enemy is carrying your flag. No powerups can be collected from that target until the flag has been returned.

Recommended length: 12 minutes.
Skill levels: Skill levels are determined by the player’s standard skill level.

Scoring:

Frag opponents – 1 Frag
Frag own team member/self – minus 1 Frag
Capture flag – 10 Frags for self + 2 Frags for other team members

How to Play

The aim of the Laser Tag game in its most simple form is to tag other players to score points. Bonus points are awarded for destroying various devices in the arena such as the Enemy Base and the Warbot. Our two most common games are Teams and Individual.

Generally, in a team game you score points as follows:

Tag another player – 100 points
Destroy the opposing team’s Base – 1000 points
Destroy a neutral Base – 800 points
Zap the Warbot – 50 points

Each mission includes 10 minutes sessions. All players must be comfortable playing in the lasertag pack and in a darkened environment. We recommend closed in sensible footwear, joggers / sneakers preferred.

General Pricing

1 Mission – $15.00
3 Missions – $25.00
Additional missions $10.00

UNLIMITED LASERTAG Fridays 5pm-7pm $30

 

OPEN 7 DAYS A WEEK

Group bookings – 25+ Participants

If there are 25 or more of you in your group or party, we can offer you our special group price of: $10.00 per mission.

Each mission includes a 10 minutes session. All players must be comfortable playing in the lasertag pack and in a darkened environment. We recommend closed in sensible footwear, joggers / sneakers preferred.

Useful Tips

Base Targets are worth big points. You destroy them by getting three hits in a row. If you miss on any shot then you must start again. Everyone in the game can destroy the base targets once.

When you get hit, hide somewhere quickly and don’t show yourself until you are reactivated.

Avoid staying in the open, choose somewhere where you have your back covered.

In team games always have another player near you for backup.