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.