Game Dictionary

KOLLECT Gaming Parameter Guide:

· Previous/next: Two buttons at the bottom of the Setup page, below the line that tells you if you are setting parameters for Warm up Conditioning or Cool down. Click next to go to the next exercise phase. You may go back (previous) if you need to adjust the phase you just set.

Graphics

· Theme:

o Definition: Allows choice of 9 game themes for each phase of the game.

o How it works: Hit button to chose theme.

Rules

· Game Mode:

o Definition: Allows choice of gameplay in standing or seated position.

o How it works: Select position

· Game Length:

o Definition: Allows choice in duration of each of the three phases

o How it works: Slider Bar- Click and drag the button from 0-60 minutes.

· Dynamic Wave Time:

o Definition: Allows automatic changes in wave speed based on player’s performance.

o How it works: Select a check On or Off

· Phase Time:

o Definition: Sets time for wave length.

o How it works: Slider Bar- Click and drag the button from 0-60 seconds (“[“=increases wave speed by .5 seconds; “]” = decreases wave speed by 1 second each keystroke).

· Rest Time:

o Definition: Sets time between waves.

o How it works: Slider bar- Click and drag the button from 0-60 seconds

· Bonus Time:

o Definition: Sets duration of the Bonus Wave.

o How it works: Slider Bar- Click and drag the button from 4-60 seconds.

· Wave Fail:

o Definition: Allows increase in phase time if previous wave is failed.

o How it Works: Slider bar- Click and drag the button from 0-60 seconds. Dynamic wave time must be on for this to work.

· Wave Win:

o Definition: Allows decrease in phase time if the previous wave is cleared.

o How it Works: Slider bar- Click and drag the button from 0-60 seconds. Dynamic wave time must be on for this to work.

Difficulty

· Hazards:

o Definition: Sets number of hazards per wave.

o How it Works: Slider Bar- Click and drag the button to set the number of hazards.

· Hazard Scale:

o Definition: Sets the size of the hazards.

o How it Works: Slider Bar- Click and drag the button- (R = increase hazard size L = decrease hazard size).

· Objects:

o Definition: Sets number of objects per wave.

o How it Works: Slider Bar- Click and drag the button to increase or decrease number of objects.

· Object Scale:

o Definition: Sets size of the objects.

o How it Works: Slider Bar- Click and drag the button- (R = increase object size L = decrease object size).

· Attract Radius:

o Definition: Sets distance between objects and handprints to draw the object to the handprints.

o How it works: Slider Bar- Click and drag the button- (R = increase distance L = decrease distance).

· Attract Speed:

o Definition: Sets the speed an object will travel towards a handprint once attract is initiated.

o How it Works: Slider Bar- Click and drag the button- (R = increase speed L = decrease speed).

· Attract Delay:

o Definition: Sets the time a handprint must remain within attract radius of an object for the object to be attracted to the hand.

o How it Works: Slider Bar- Click and drag the button to set seconds.

· Attract Hazards:

o Definition: This will turn on or off the attract feature for hazards.

o How it Works: Select a check Yes or No.

· Blinking Limbs:

o Definition: Allows the hand and footprints to blink after player hits a hazard. Player is unable to collect objects or hit hazards while blinking.

o How it Works: Slider bar- click and drag to set time in seconds.

Grid

· Columns

o Definition: Allows objects to spawn in specific areas (columns) on the screen.

o How it Works: Slider Bar- Click to drag the button to set the number of columns (between 0-8 columns).

· Rows:

o Definition: Allows objects to spawn in specific areas (rows) on the screen.

o How it Works: Slider Bar- Click to drag the button to set the number of rows. (Between 0-8 rows).

Limbs

· Definition: Allows one or both handprints or one or both footprints to be used by the player.

· How it Works: Select a check Yes or No for left or right handprint or left or right footprint to be displayed.

Effects

· Helper:

o Definition: Sets a visual effect in which an object is surrounded by a blue circle to encourage the player. A blue ‘tracker’ or line will lead the player to the next object for a ‘combo’ score.

o How it Works: Select a check On or OFF.

· Shake:

o Definition: Allows a ‘screen shake’ when the player hits a hazard.

o How it Works: Slider Bar- Click and drag the button-(R = increase intensity L = decrease intensity).The default is 1.

· Show Character:

o Definition: Allows display of a large avatar and/or a small video image of the player.

o How it Works: Select a check On or OFF.

· Particles:

o Definition: Allows glitter or twinkles for hitting an object.

o How it Works: Select a check ON or OFF.

· Fly In:

o Definition: Allows objects to drop down to populate the screen in a new wave rather than just appear.

o How it Works: Select a check ON or OFF

· Splats:

o Definition: Sets up a paint splatter in response to an object being collected.

o How it Works: Select a check On or OFF

· Infinite Splats

o Definition: Allows splats to stay on screen until a hazard is hit to clear screen.

o How it Works: Select a check On or OFF

Audio

· Music Volume:

o Definition: Allows changes in volume.

o How it Works: Slider Bar- Click to drag the button to change volume (R = increase, L = decrease). The default is 1.

· FX Volume:

o Definition: Allows changes in volume for effects.

o How it Works: Slider Bar- Click to drag the button to change volume (R = increase, L = decrease). The default is 1.