Difference between revisions of "TF2Ware"

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(Just some Quick Fixes. I hope you do not mind.)
m (Auto: EnforceCapitalization(Soldier) (Review RC#2304127))
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! Name !! Description !! Class !! Location
 
! Name !! Description !! Class !! Location
 
|-
 
|-
| '''Airblast''' || Players must survive by knocking enemies back into one of the spiked walls.<br/>Surviving players earn a point.<br/>'''Tips (Pyro)''': Hold down '''MOUSE2''' and try to get as far from the spiked walls as possible. || [[Pyro|Pyro]] (w/ [[Flamethrower|Flamethrowers]] that can only [[compression blast|air blast]])<br/>[[Scout]] (w/ the [[Forca-A-Nature]]) || Battle Arena
+
| '''Airblast''' || Players must survive by knocking enemies back into one of the spiked walls.<br/>Surviving players earn a point.<br/>'''Tips (Pyro)''': Hold down '''MOUSE2''' and try to get as far from the spiked walls as possible. || [[Pyro]] (w/ [[Flamethrower]]s that can only [[compression blast|air blast]])<br/>[[Scout]] (w/ the [[Forca-A-Nature]]) || Battle Arena
 
|-
 
|-
 
| '''Airblast (Projectiles)''' || Pleyers must airblast one of the many projectiles falling onto the map to earn a point.<br/>'''Tips''': Try jumping and airblasting at the same time for better results. || [[Pyro]] || Spawn
 
| '''Airblast (Projectiles)''' || Pleyers must airblast one of the many projectiles falling onto the map to earn a point.<br/>'''Tips''': Try jumping and airblasting at the same time for better results. || [[Pyro]] || Spawn
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| '''Don't Stop Moving''' || The opposite of Don't Move with an identical early "safe period."<br/>Collision with enemy players is enabled, and anyone who stops moving or makes sudden changes in direction is killed instantly. || Any || Spawn
 
| '''Don't Stop Moving''' || The opposite of Don't Move with an identical early "safe period."<br/>Collision with enemy players is enabled, and anyone who stops moving or makes sudden changes in direction is killed instantly. || Any || Spawn
 
|-
 
|-
| '''Get on a Platform''' || Of the nine square platforms, all but a few (1-4) are removed, and lethal water begins puring in.<br/>Players have a short amount of time to jump onto a platform before the water rises. || Any ([[Scout|Scouts]] become [[Demoman|Demomen]]) || Spawn
+
| '''Get on a Platform''' || Of the nine square platforms, all but a few (1-4) are removed, and lethal water begins puring in.<br/>Players have a short amount of time to jump onto a platform before the water rises. || Any ([[Scout]]s become [[Demoman|Demomen]]) || Spawn
 
|-
 
|-
 
| '''Get to the End''' || Players must reach a glowing yellow area at the end of the course within the time limit. || [[Scout]] || [[Saw blades|Sawblade]] Course
 
| '''Get to the End''' || Players must reach a glowing yellow area at the end of the course within the time limit. || [[Scout]] || [[Saw blades|Sawblade]] Course
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| '''Hit an Enemy''' || Players must shoot one enemy within the time limit, friendly fire is enabled.<br/>'''Tips''': When the game starts, spam your weapon at someone or keep shooting at a certain person. || Any || Spawn
 
| '''Hit an Enemy''' || Players must shoot one enemy within the time limit, friendly fire is enabled.<br/>'''Tips''': When the game starts, spam your weapon at someone or keep shooting at a certain person. || Any || Spawn
 
|-
 
|-
| '''(Blank) Jump''' || Players must launch themselves into the air before time runs out.<br/>'''Tips (Pyro)''': Acting like a soldier performing a rocket jump will still result in victory.<br/>'''Tips (Demoman)''': [[Stickybomb|Stickybombs]] will bounce off the platforms, while they may also get scattered by other players' explosions. || [[Soldier]] (w/ the [[Rocket Launcher]])<br/>[[Pyro]] (w/ a modified [[Flare Gun]])<br/>[[Demoman]] (w/ the [[Stickybomb Launcher]])<br/>[[Medic]] (w/ a modified [[Syringe Gun]]) || Spawn
+
| '''(Blank) Jump''' || Players must launch themselves into the air before time runs out.<br/>'''Tips (Pyro)''': Acting like a Soldier performing a rocket jump will still result in victory.<br/>'''Tips (Demoman)''': [[Stickybomb]]s will bounce off the platforms, while they may also get scattered by other players' explosions. || [[Soldier]] (w/ the [[Rocket Launcher]])<br/>[[Pyro]] (w/ a modified [[Flare Gun]])<br/>[[Demoman]] (w/ the [[Stickybomb Launcher]])<br/>[[Medic]] (w/ a modified [[Syringe Gun]]) || Spawn
 
|-
 
|-
 
| '''Simon Says''' || In a simple adaptation of Simon Says, players must perform an action depending on the instruction given.<br/>If performed when the instructions read "Someone Says," performing the action results in failure.<br/>'''Tips (Eat the Sandvich)''': Taunting counts as eating a [[Sandvich]]. || Any<br/>[[Heavy]] (eat a [[Sandvich]]) || Spawn
 
| '''Simon Says''' || In a simple adaptation of Simon Says, players must perform an action depending on the instruction given.<br/>If performed when the instructions read "Someone Says," performing the action results in failure.<br/>'''Tips (Eat the Sandvich)''': Taunting counts as eating a [[Sandvich]]. || Any<br/>[[Heavy]] (eat a [[Sandvich]]) || Spawn
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| '''Do the [[Community fads#Spycrab|Spycrab]]''' || Players must crouch and aim up, imitating the Spycrab pose. || [[Spy]] (w/ the [[Disguise Kit]]) || Spawn
 
| '''Do the [[Community fads#Spycrab|Spycrab]]''' || Players must crouch and aim up, imitating the Spycrab pose. || [[Spy]] (w/ the [[Disguise Kit]]) || Spawn
 
|-
 
|-
| '''Hit the Target''' || The [[Sniper|Snipers]]/[[Spy|Spies]] must try to shoot a single Heavy ppTraining|target]] that appears on the field.<br/>The [[Soldier|Soldiers]] must try to shoot a single barrel launched into the sky. || [[Soldier]] (w/ the [[Shotgun]])<br/>[[Sniper]] (w/ the [[Sniper Rifle]])<br/>[[Spy]] (w/ the [[Revolver]]) || Firing Range
+
| '''Hit the Target''' || The [[Sniper]]s/[[Spy|Spies]] must try to shoot a single Heavy ppTraining|target]] that appears on the field.<br/>The [[Soldier]]s must try to shoot a single barrel launched into the sky. || [[Soldier]] (w/ the [[Shotgun]])<br/>[[Sniper]] (w/ the [[Sniper Rifle]])<br/>[[Spy]] (w/ the [[Revolver]]) || Firing Range
 
|-
 
|-
 
| '''Type the Word/Color''' || The name of a color is displayed on the screen in a random color.<br/>The player is prompted to either type the text written (Word) or the color of the text (Color).<br/>'''Tips''': The game allows for some error, such as "yellwo" counting for "yellow." || Any || Spawn
 
| '''Type the Word/Color''' || The name of a color is displayed on the screen in a random color.<br/>The player is prompted to either type the text written (Word) or the color of the text (Color).<br/>'''Tips''': The game allows for some error, such as "yellwo" counting for "yellow." || Any || Spawn
 
|-
 
|-
| '''Jump on a [[Heavy|Heavy's]] Head''' || The [[Scout|Scouts]] must jump on the head of a [[Heavy]]<br/>The [[Heavy]] must avoid being jumped on. || [[Scout]]<br/>[[Heavy]] (slightly shrunken) || Spawn
+
| '''Jump on a [[Heavy]]'s Head''' || The [[Scout]]s must jump on the head of a [[Heavy]]<br/>The [[Heavy]] must avoid being jumped on. || [[Scout]]<br/>[[Heavy]] (slightly shrunken) || Spawn
 
|-
 
|-
| '''Don't Get Scared''' || [[ghost|Ghosts]] will fall onto the map, players must not get scared. || [[Pyro]] || Spawn
+
| '''Don't Get Scared''' || [[Ghost]]s will fall onto the map, players must not get scared. || [[Pyro]] || Spawn
 
|-
 
|-
 
| '''Avoid the Trains''' || Two trains will spawn, players must not get run over to win. || [[Scout]] || Spawn
 
| '''Avoid the Trains''' || Two trains will spawn, players must not get run over to win. || [[Scout]] || Spawn
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| '''Enter a Door''' || Three doors (labelled A, B, and C) will spawn on one side of the map.<br/>Players must enter one of these three doors in hopes that it's the correct one to win. || [[Pyro]] || Spawn<br/>Beach
 
| '''Enter a Door''' || Three doors (labelled A, B, and C) will spawn on one side of the map.<br/>Players must enter one of these three doors in hopes that it's the correct one to win. || [[Pyro]] || Spawn<br/>Beach
 
|-
 
|-
| '''Avoid the Boms''' || Pipe bombs spawn from the sky, surviving the explosions will result in victory. || [[Pyro]] (w/ [[Flamethrower|Flamethrowers]] that can only [[compression blast|air blast]]) || Spawn
+
| '''Avoid the Boms''' || Pipe bombs spawn from the sky, surviving the explosions will result in victory. || [[Pyro]] (w/ [[Flamethrower]]s that can only [[compression blast|air blast]]) || Spawn
 
|-
 
|-
 
| '''Kart Race''' || Players, in bumper cars, must reach the end of the course. || [[Scout]] (Long Jump)<br/>[[Soldier]] (Mad Gear)<br/>[[Pyro]] (Maze) || Long Jump<br/>Maze Track<br/>Mad Gear
 
| '''Kart Race''' || Players, in bumper cars, must reach the end of the course. || [[Scout]] (Long Jump)<br/>[[Soldier]] (Mad Gear)<br/>[[Pyro]] (Maze) || Long Jump<br/>Maze Track<br/>Mad Gear
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| '''Treasure Hunt''' || Players must use their [[Grappling Hook]] to find the treasure hidden somewhere within the map. || [[Scout]] (Mansion)<br/>[[Demoman]] (Beach) || Beach<br/>Mansion
 
| '''Treasure Hunt''' || Players must use their [[Grappling Hook]] to find the treasure hidden somewhere within the map. || [[Scout]] (Mansion)<br/>[[Demoman]] (Beach) || Beach<br/>Mansion
 
|-
 
|-
| '''Piggyback [[Heavy]]''' || Players must catch up to and piggyback the [[Heavy]] before he reaches the end.<br/>If the Heavy reaches the end with less than three [[Pyro|Pyros]] piggybacking him, he will win the game. || [[Pyro]] (spawning at the top)<br/>[[Heavy]] (Spawning halfway towards the end) || Pinball Machine
+
| '''Piggyback [[Heavy]]''' || Players must catch up to and piggyback the [[Heavy]] before he reaches the end.<br/>If the Heavy reaches the end with less than three [[Pyro]]s piggybacking him, he will win the game. || [[Pyro]] (spawning at the top)<br/>[[Heavy]] (Spawning halfway towards the end) || Pinball Machine
 
|-
 
|-
 
| '''Stun [[Merasmus]]''' || Players must stun [[Merasmus]] at the center of the map to win. || [[Pyro]] (w/ bomb heads) || Spawn
 
| '''Stun [[Merasmus]]''' || Players must stun [[Merasmus]] at the center of the map to win. || [[Pyro]] (w/ bomb heads) || Spawn

Revision as of 01:00, 28 March 2018

Tf2ware Tf2warev2.png

TF2Ware is a custom SourceMod game mode and accompanying map that emulates the gameplay style of the WarioWare game series on Nintendo consoles. The modification was created by Mecha the Slag, who is also known for various other MechaWare projects. Two years after Mecha abandoned the project, TonyBaretta fixed the code and created a new version with over 50 games.

The gameplay within the map involves all players participating in randomly chosen "microgames", simple tasks with short instructions and a duration of less than 5 seconds. Players are automatically changed to the class the microgame (or their role within the microgame) requires, are generally forced to wield a specific weapon (or whatever was currently in the required slot), and do not have any ammunition or cannot melee attack unless the microgame requires it. Players earn one point per microgame that they "win", and as soon as a number of microgames are played, a Boss Stage begins, which is longer (about one minute on average) and slightly more complex than normal microgames, and always has a dedicated environment within the map. The player with the most points following a Boss Stage is given free rein to kill all other players on the stage, after which the flow of gameplay is looped and everybody's score reset to 0.

The most current version of the map is TF2Ware2_a4.

The underlying code of the plugin was altered at one point when Valve changed a command's usage, forcing the server to be less secure in order to run the mod properly - the server would be exposed to hostile takeovers. The new version of TF2Ware has since fixed this bug.

Videos

TF2ware 2.6

TF2ware 2.7.4 Last version

Boss Level Gioca Jouer

Gameplay

Microgames

Name Description Class Location
Airblast Players must survive by knocking enemies back into one of the spiked walls.
Surviving players earn a point.
Tips (Pyro): Hold down MOUSE2 and try to get as far from the spiked walls as possible.
Pyro (w/ Flamethrowers that can only air blast)
Scout (w/ the Forca-A-Nature)
Battle Arena
Airblast (Projectiles) Pleyers must airblast one of the many projectiles falling onto the map to earn a point.
Tips: Try jumping and airblasting at the same time for better results.
Pyro Spawn
Avoid the Kamikaze Scout: "blow up" at least two Heavies.
Heavy: Survive the explosion.
Tips (Scout): Look for a cluster of Heavies and try to round them up into a corner instead of rushing straight at them.
Tips (Heavy): Go to the Scout's starting point, as most others will immediately run away from there. Try to stay away from your teammates, as the Scout will likely target Heavies in groups.
Heavy
Bob-Bomb (Scout)
Spawn
Break a Barrel Breakable barrel props appear all around the arena, and players must break at least one barrel using their Bat to earn a point.
There are always fewer barrels than there are players.
Scout (w/ stock Baseball Bats) Spawn
Don't Move Exactly as the name says, players must not move after a one-second "safe period."
Players may taunt and look around without incurring a loss.
Any Spawn
Don't Stop Moving The opposite of Don't Move with an identical early "safe period."
Collision with enemy players is enabled, and anyone who stops moving or makes sudden changes in direction is killed instantly.
Any Spawn
Get on a Platform Of the nine square platforms, all but a few (1-4) are removed, and lethal water begins puring in.
Players have a short amount of time to jump onto a platform before the water rises.
Any (Scouts become Demomen) Spawn
Get to the End Players must reach a glowing yellow area at the end of the course within the time limit. Scout Sawblade Course
Hit an Enemy Players must shoot one enemy within the time limit, friendly fire is enabled.
Tips: When the game starts, spam your weapon at someone or keep shooting at a certain person.
Any Spawn
(Blank) Jump Players must launch themselves into the air before time runs out.
Tips (Pyro): Acting like a Soldier performing a rocket jump will still result in victory.
Tips (Demoman): Stickybombs will bounce off the platforms, while they may also get scattered by other players' explosions.
Soldier (w/ the Rocket Launcher)
Pyro (w/ a modified Flare Gun)
Demoman (w/ the Stickybomb Launcher)
Medic (w/ a modified Syringe Gun)
Spawn
Simon Says In a simple adaptation of Simon Says, players must perform an action depending on the instruction given.
If performed when the instructions read "Someone Says," performing the action results in failure.
Tips (Eat the Sandvich): Taunting counts as eating a Sandvich.
Any
Heavy (eat a Sandvich)
Spawn
Type the Answer A simple mathematical question will appear, and players must type the correct answer to score. Any Spawn
Do the Spycrab Players must crouch and aim up, imitating the Spycrab pose. Spy (w/ the Disguise Kit) Spawn
Hit the Target The Snipers/Spies must try to shoot a single Heavy ppTraining|target]] that appears on the field.
The Soldiers must try to shoot a single barrel launched into the sky.
Soldier (w/ the Shotgun)
Sniper (w/ the Sniper Rifle)
Spy (w/ the Revolver)
Firing Range
Type the Word/Color The name of a color is displayed on the screen in a random color.
The player is prompted to either type the text written (Word) or the color of the text (Color).
Tips: The game allows for some error, such as "yellwo" counting for "yellow."
Any Spawn
Jump on a Heavy's Head The Scouts must jump on the head of a Heavy
The Heavy must avoid being jumped on.
Scout
Heavy (slightly shrunken)
Spawn
Don't Get Scared Ghosts will fall onto the map, players must not get scared. Pyro Spawn
Avoid the Trains Two trains will spawn, players must not get run over to win. Scout Spawn
Hit Ten Gifts Players must shoot ten randomly-spawning gifts. Sniper Firing Range
Flipper Ball Players must reach the other end of the machine while avoiding the pinballs. Scout (going up)
Pyro (going down)
Pinball Machine
Fight and Stay Alive Players need survive by melee fighting enemies to win. Friendly fire is enabled.
Tips (Demoman/Sniper): Players will have increased speed and knockback, so it is best to crouch when attacking to not get pushed into a wall.
Scout
Soldier
Pyro
Demoman (as the Horseless Headless Horsemann
Heavy
Engineer
Medic
Sniper (as Skeletons or Merasmus the Wizard)
Battle Arena
Catch the Cubes Weighted Companion Cubes will randomly spawn around the map, players must capture three to win. Scout Auxillary Arena
Touch the Sky Players must touch the sky using an infinite amount of double jumps. Scout Spawn
Enter a Door Three doors (labelled A, B, and C) will spawn on one side of the map.
Players must enter one of these three doors in hopes that it's the correct one to win.
Pyro Spawn
Beach
Avoid the Boms Pipe bombs spawn from the sky, surviving the explosions will result in victory. Pyro (w/ Flamethrowers that can only air blast) Spawn
Kart Race Players, in bumper cars, must reach the end of the course. Scout (Long Jump)
Soldier (Mad Gear)
Pyro (Maze)
Long Jump
Maze Track
Mad Gear
Sumo Players, in bumper cars, must stay on the platform without getting knocked off. Heavy Sumo Platform
Taunt Kill Players must perform a taunt kill on an enemy. Any Auxillary Arena
Parachute Players need to touch the platform using the B.A.S.E. Jumper Demoman Auxillary Arena
Water War Players swimming in a pool of Jarate must kill one enemy. Pyro (w/ the Neon Annihilator) Spawn
Spycrab Limbo Unable to move normally, players must limbo under a later to win. Spy Auxillary Arena
Shark Players must reach the shore without being killed by the Shark, who must kill at least three of them. Soldier
Shark (Pyro)
Beach
Build Players need to build the entity requested.
Tips: Players will initially start with a Dispenser. If anything else is called, you must switch to that building.
Engineer Auxillary Arena.
Grap the Cow Players need to "hook" the cow and hit it with their Ullapool Caber. Demoman Auxillary Arena
Treasure Hunt Players must use their Grappling Hook to find the treasure hidden somewhere within the map. Scout (Mansion)
Demoman (Beach)
Beach
Mansion
Piggyback Heavy Players must catch up to and piggyback the Heavy before he reaches the end.
If the Heavy reaches the end with less than three Pyros piggybacking him, he will win the game.
Pyro (spawning at the top)
Heavy (Spawning halfway towards the end)
Pinball Machine
Stun Merasmus Players must stun Merasmus at the center of the map to win. Pyro (w/ bomb heads) Spawn
Hit the Balls Players must hit as many balls possible into the enemy team's side. The team with the least amount of balls on their side wins.
If there is a tie, everybody loses.
Scout (w/ the Necro Smasher) Auxillary Arena
Disguise Players must disguise as the highlighted class to win. Spy (w/ the Disguise Kit Spawn
Pop the PASS Time JACK Players must repeatedly attack the JACK until it pops to win. Scout (w/ the Necro Smasher) Auxillary Arena
Pirate Attack Players must launch themselves onto the correct ship to win. Demoman (w/ the Sticky Jumper) Beach
Pickup Plate Players must pick the correct plate of food and then eat it. Heavy Beach
Street Fighter Players must taunt kill enemies from a distance to win. Pyro Auxillary Arena

Boss stages

Any player who meets the win conditions of a Boss stage is awarded five points instead of one.

  • Avoid the Cuddly Heavy: Either two or three players, depending on the total number of players, are converted into Heavies while the rest are Scouts. The environment is a large room with pink surfaces and red heart outlines. The Heavies' goal is to "hug" the Scouts to death, effectively meaning "colliding with a Scout will kill them instantly", with the Scouts trying to survive this ordeal for as long as possible. The Heavies will periodically shout modified speech files to display their affection. As the timer runs down, the walls all move steadily inwards, shrinking the size of the room until it becomes very difficult for the Scouts to dodge. If any Scouts survive, they earn points, while the entire team of Heavies earn points if no Scouts remain alive at the end.
  • Tips (Scouts): Try to stay away from groups of Scouts and keep a low profile. Never try to jump over the Heavies. When there are fewer Scouts left and the room is smaller, try not to get cornered by the Heavies.
  • Tips (Cuddly Heavies): Go for large groups of Scouts. Try to communicate with the other Heavies and try to close in on one Scout at a time.
  • Obstacle Course: Everyone is either a Heavy or a Soldier, and they are forced to go through an obstacle course at a steady pace.


If you are a Heavy, you must run a linear platforming obstacle course with an instant-death spikewall following behind and a static brick wall moving ahead (as well as a Sandvich reward for motivation). The course's main hazard is an instant-death void that catches any players who don't remain on the platforms.
If you are a Soldier, you are forced to run a vertical obstacle course with an instant-death pool of water constantly moving upwards below you, and a roof elevating in the same direction above. In order to reach the top, players are required to rocket jump to platforms that appear as the stage progresses upwards. Players who reach the end point alive are awarded points.

  • Score 7 Goals: Everyone is a Demoman with the Grenade Launcher selected and filled to its maximum ammo capacity. Their goal is to fire grenades into a constantly-moving basketball hoop, attached to the far wall of a large wooden room, blocked off by a fence. 7 of the player's grenades must fall into the hoops for them to earn points at the end. Attacking opponents will knock them about a bit but cannot kill them. This microgame may be difficult if one is being crowded by players on the opposite team, as grenades will hit them instead of going towards the hoop.
  • Tips: Stand away from the other Demomen as your grenades might collide with them instead. Instead of launching your grenades from a still position, try to follow the net and take your time in shooting your bombs.
  • Push away the enemies: Everyone is a Spy on hexagonal platforms. The platforms fall down one by one as the game progress. Spies are able to push each other through by stabbing with their knife, and if they perform a backstab they launch their victim out of the arena, leaving them to die from the fall.
  • Jump The Rope: Everyone is a Pyro in an open area where they slowly lose health. There's a jump rope and a Sandvich in the middle. In order to avoid starvation, the players have to continuously stay in the center and jump over the rope.
  • Tips: Jumping when the rope is 90 degrees to you (or more depending on your ping) will ensure you can survive. Dipping in and out of the rope will give you a little breathing time.
  • Frogger: Everyone is a frog (Medic) and has to play through a Classic game of Frogger to win. Only players that reach the end within ten seconds of the first person to complete the course get points. This microgame is played in third-person.
  • Ghostbusters: Players are split into 3 teams. The Ghostbusters (Medics) are tasked with finding and "busting" all ghosts (Spies) in the mansion by healing them with their mediguns, while harmful ghosts (Heavies) attempt to kill all the Medics. When a Medic heals a Spy, the Spy catches fire. If healed for 3 consecutive seconds, the Spy dies. If at least one Spy survives, the remaining Spies win. If all the Spies are busted, the Medics win. If all the Medics are killed, the remaining Spies and Heavies win. While busting a ghost, the Medic's view will be locked onto that ghost in a manner reminiscent of the Chainsaw from Doom.
  • Tips (Medics/Ghostbusters): If you are close to a Heavy while healing a Spy, stop healing and run away, as the Heavy will chase you down.
  • Tips (Spies/Heavies/Ghosts): If a Spy is in a secluded area, a Heavy can block the only entrance from a Medic in order for the Spies to win.
  • Reach the End: Everyone is either a Sniper, a Heavy that has been turned into a banana, or a player of any class riding a kart. If you are a Sniper, you must navigate through a simple tunnel system to make it to the end. A large ball, similar to the boulder from Indiana Jones, will chase the players down. The same version is played in third-person. If you are a Heavy banana, you will need to complete a simple maze while running away from a wall that will follow and kill on touch. The same map is used when players are in karts, but the wall will not kill you.
  • Tips (Karts): When you are at a straight path, boost as much as you can in order to clear the stage.
  • MONOCULUS Boss: Everyone is a Pyro with a standard Flamethrower that can only air blast. Two MONOCULUS bosses will spawn and start shooting eyeball rockets at players. If you survive to the end, you win.
  • Gioca Jouer: An emulation of the original version of the song, Gioca Jouer, which is known for being the 1981 Festival di Sanremo opening theme.

The song featured a number of dance gestures that acted out the lyrics – including walking, swimming, skiing, spraying deodorant, sounding a horn, ringing a bell, flexing muscles as a "Macho Man" and flying like Superman. These dance moves were detailed on the record sleeve.

  • Tips: When the text calls out for "Disguise," you must press your disguise button, which by default is B. When the text calls for "Cheers," go to your voice commands and say cheers (default is set to C+3).
  • Slender: The server selects 1 or 2 players (based upon the number of players) to be turned into Slendermen (Spies), and the other players are Medics that need to find all 8 pages first before a Slenderman kills them.
  • Avoid the red floor and get out the gate: Everybody is a Scout. There are 4 platforms, but one platform, at random, will be flashing red, which will make players lose health when touched. Once the gate opens, all players must go to the other side before it closes. The gate will open two times.
  • Notes: There is a bug when the gate opens for a second time where if players are on one of the red platforms, they will immediately die and lose the microgame.
  • GP race uses the same track for race to finish, but you need to drive 5 laps.
  • Dodgeball: This is a team-based minigame. Everyone is a Pyro, and players must airblast the rocket to survive. Upon each airblast, the rocket's speed increases and keeps doing so until it hits someone; then, the speed is reset and another rocket spawns.
  • Meet Chester: Everyone are the Scout and they must avoid the hungry Chester

Real special rounds

Special rounds are activated when the words 'SPECIAL MODE!' appear across the screen. These real special rounds include:

  • Don’t Score! Players are challenged to not score any points. The winner will be the player with the least amount of points.
  • Single Player Players are invisible from one another.
  • Third Person Every player is now in third-person.
  • BONK Every player now has the Scout’s metal Bat, allowing them to push enemy players.
  • Fov Experience Every player has their field-of-vision set to 110.
  • x2 The round is twice its normal speed.
  • x2 Boss Battle There are two Boss battles played back to back at the end of the round.
  • No Touching! Players cannot touch enemy players during most microgames. Touching will result in killing both players and both will lose a point.
  • Fart Time! You will fart randomly during the game.
  • Big Weapons Every player has huge weapons, three times the normal size!
  • Bonus Ducks Bonus Ducks spawn into main map at the end of every microgame. 1 duck is equal to 1 point.

Fake special rounds

Rounds that are not real; these are fake rounds that were added in April 1st, 2016.

  • Fat lard run
  • Enginerd
  • Size matters
  • Love story
  • Moustachio
  • TF2 Bros: brawl
  • Idle of hats
  • Hot Spy on ice

Wipeout! (Eliminator Round)

About once every ten games, the game will send all players to a waiting area above the map. In this mode, all players have 3 lives and 3 players are chosen at random to play normal microgames. Winning the microgame first will keep your lives intact while the others playing the microgame will die and lose a life. Once your life count reaches 0, you are eliminated from play until the next round of microgames starts. After a certain amount of eliminations, the number of players per microgame will go down to 2. This mode will continue until two players are left, at which point the boss microgame starts and the loser will lose a life if they fail. If both players are left standing, another boss microgame will begin. Committing suicide outside of microgames will not count as a lost life.

External links

References