On the Subject of REPSEQ

Alright wise-guy, here’s the last game.
Just follow my lead.

When the bomb activates, this module will play some music, and some text will appear, moving in time with the music.

For the first 16 beats (at 118 BPM), your goal score will be displayed, and will never appear again afterwards.

After 64 beats play, the sequences will begin.

Each full sequence consists of four parts: Flash 1, Input 1, Flash 2, and Input 2, in that order. Each one is approximately 4 seconds long, for a full length of 16 seconds.

For each Input sequence, press buttons according to the Flash sequence that appeared just before. The beginning of an Input sequence is indicated by all nine buttons flashing simultaneously.

Be careful, as different full sequences pull different tricks to make it harder to replicate. The full sequence is determined by your total score at the start of the full sequence.

After every 4 full sequences that play with music, you will get a 32-second break, during which your total score will be shown, and no sequences will play.

If you make no inputs during the second half of a full sequence, the next one will play without music, and will also be ignored when determining when another break is to be given. This will not occur if a break is supposed to occur next.

If, at the end of a full sequence, your total score is greater than your goal score, the module will show your statistics, and then solve.

A PERFECT bonus is awarded if every input during an Input sequence matches what flashed, and no extra inputs are made.

Your total score is calculated using the following formula:

(correct presses*2) - (incorrect presses) + (on-beat inputs) + (PERFECT sequences*20) - (extra inputs*4)

This module will never strike.

TABLE OF SEQUENCES

We give away the secrets of ALL sequences in this house!

  1. Basic flashing, no tricks.
  2. Similar to sequence 1, but with extra flashes. Don’t let it throw you off.
  3. Basic movement. If the button expands slightly, press the center button. IGNORE when it expands immediately before Flash 2, it is only a diversion.
  4. More movement, with slightly trickier timings.
  5. Repeating sequence 1 in every way.
  6. The buttons will rotate during the Flash sequences, 8 consistent 45° rotations in total. Inputs should be mapped to where the flashing button ends up at the end.
  7. Everything EXCEPT the correct button will flash.
  8. Combines sequences 6 and 7, inverting flashes while also rotating the buttons.
  9. Another repeat, this time of sequence 3. Nothing unusual will occur.
  10. The buttons will rotate more times, and with much less consistent timings. Pay very close attention, and don’t get lost.