A collection of ludogames that take
advantage of Switch and Joycon features
Communication
Nintendo Switch uses Bluetooth 4.0 technology to communicate with Joycon.
Joycon uses Bluetooth 3.0 to communicate with Nintendo Switch.
The console should be able to exchange information with each Joycon from a minimum of about 10 m to a maximum of about 100 m
Joycon uses Bluetooth 3.0 to communicate with Nintendo Switch.
The console should be able to exchange information with each Joycon from a minimum of about 10 m to a maximum of about 100 m
Joycon Recording
Nintendo Switch can control and record the movements of Joycon.
Nintendo Swtich can assumes a cartesian plane with itself as 0,0,0 point.
Nintendo Switch can record the position of a Joycon comparing its position by three numerical coordinates X, Y and Z
Nintendo Swtich can assumes a cartesian plane with itself as 0,0,0 point.
Nintendo Switch can record the position of a Joycon comparing its position by three numerical coordinates X, Y and Z
Level Editor
Place the console where you prefer and access the Level Editor.
Press A on the Joycon, the console save the spatial coordinates that match the place where you pressed the button
Press A on the Joycon, the console save the spatial coordinates that match the place where you pressed the button
By following the planimetry of the place, and pressing A every time you find a corner,
it should be possible to teach to the machine the shape of the place where you are playing
it should be possible to teach to the machine the shape of the place where you are playing
Zone
The rules of some games require additional Virtual Zones.
These are generated directly by Switch Screen inside the Game Area.
Virtual Zones can move, multiply, change places and others. Naturally they are invisible and cannot be seen by the Player.
When the Joycon and the Virtual Zone coordinates match, Switch knows that Player is inside the Zone
These are generated directly by Switch Screen inside the Game Area.
Virtual Zones can move, multiply, change places and others. Naturally they are invisible and cannot be seen by the Player.
When the Joycon and the Virtual Zone coordinates match, Switch knows that Player is inside the Zone
Objects
If there are objects and furniture in the room you play in,
you can detect the shape of those too and make them part of the game.
By detecting the perimeter of an Object you create a virtual object similar to a column of infinite height
you can detect the shape of those too and make them part of the game.
By detecting the perimeter of an Object you create a virtual object similar to a column of infinite height
Move the Joycon all the way around the Object to teach Switch its precise shape.
This way Objects can become part of the game by providing obstacles, shelters, hiding places and more
This way Objects can become part of the game by providing obstacles, shelters, hiding places and more
Level Control
When you have finished editing a level, you can check its shape and characteristics.
This mode is useful for creating very precise levels and solving possible errors.
Aim a part of the physical level with the Joycon's IR Camera to display the theoretical level on the Switch Screen
This mode is useful for creating very precise levels and solving possible errors.
Aim a part of the physical level with the Joycon's IR Camera to display the theoretical level on the Switch Screen
Triangolation
When two Players are near, Switch Screen can triangulate the position
of their Joycon, calculating interactions between them
of their Joycon, calculating interactions between them
Take the Range
Some games contemplate physical contact between Players.
To protect Joycons and Players from accidents that may incur,
these are replaced by contacts between information Range.
When this kind of contact happened, both Joycon vibrates, giving tactile information about the action
To protect Joycons and Players from accidents that may incur,
these are replaced by contacts between information Range.
When this kind of contact happened, both Joycon vibrates, giving tactile information about the action
Shoot
Switch Screen can assume a vector that starts from the tip of a Joycon.
If the vector touches the Range of another Joycon, an event can occur.
Thanks to Rumble HD, Players can be informed about the progress of the game
through three different types of vibrations : when you hit, when you suffer a hit, when you are defeated
If the vector touches the Range of another Joycon, an event can occur.
Thanks to Rumble HD, Players can be informed about the progress of the game
through three different types of vibrations : when you hit, when you suffer a hit, when you are defeated
Judge
Switch Screen can monitor games, helping Players to respect rules, and making the game fairer.
A vibration system helps Players to not commit illegal actions.
The vibration of the Joycon can also inform each player of the beginning or the end of a phase
For example : If a Player leaves the playing area, Joycon vibrates syncopated (simulating an interference),
if the Player moves further, the vibrations become stronger. In this way Players always knows in which direction have to move to respect game borders.
Player may remain outside the playing area for a limited time. If a Player exceed that time limit, Switch Screen can suspend functions of his Joycon
(like Shoot or Take the Range) and also operate penalties, if the game includes it (like losing points)
A vibration system helps Players to not commit illegal actions.
The vibration of the Joycon can also inform each player of the beginning or the end of a phase
For example : If a Player leaves the playing area, Joycon vibrates syncopated (simulating an interference),
if the Player moves further, the vibrations become stronger. In this way Players always knows in which direction have to move to respect game borders.
Player may remain outside the playing area for a limited time. If a Player exceed that time limit, Switch Screen can suspend functions of his Joycon
(like Shoot or Take the Range) and also operate penalties, if the game includes it (like losing points)
Security
Switch Screen have to be placed near the playing field during games that may involve running and jumping.
To keep the console safe, it may be sufficient to place Nintendo Switch in a place inaccessible for Players
To keep the console safe, it may be sufficient to place Nintendo Switch in a place inaccessible for Players
Lasercon
Player : 2 - 8
Devices : 1 Joycon each Player
Devices : 1 Joycon each Player
Players build a Game Area using the Level Editor and put the Switch Screen in a safe place
Players, using Joycon in Shoot mode, try to hit the opponents Joycons
Each Player have 10 Life Points.
Hitting a Player deal 1 Damage.
When Life Points of a Player become 0, that Player is Defeated
Hitting a Player deal 1 Damage.
When Life Points of a Player become 0, that Player is Defeated
When a Player is Defeated (warned by Rumble HD)
can not move or Shoot for 60 seconds, after that regain 10 Life Points
can not move or Shoot for 60 seconds, after that regain 10 Life Points
Variations
Survival : Players can be Defeated a predefined number of times before being excluded from the game
Frag : Each time a Player Defeats another Player, gains 1 Game Point.
When a Player is Defeated, loses 1 Game Point. At the end of the time Player with most Game Points, wins
Survival : Players can be Defeated a predefined number of times before being excluded from the game
Frag : Each time a Player Defeats another Player, gains 1 Game Point.
When a Player is Defeated, loses 1 Game Point. At the end of the time Player with most Game Points, wins
Hunter Race
Player : 2
Devices : 1 Joycon each Player
Devices : 1 Joycon each Player
Players build a Game Area using the Level Editor.
Players divide the Game Area in two Zones of similar size. Switch Screen is placed between them
Players divide the Game Area in two Zones of similar size. Switch Screen is placed between them
During Phase 1 each Players go to a different Zone.
During Phase 2, lasting 3 minutes, goal of the Players is to hide the Joycon
During Phase 2, lasting 3 minutes, goal of the Players is to hide the Joycon
During Phase 3, Players have to go to the opposite Zone, and search for the Joycon
First Player who finds the Joycon and Take the Range of the Switch Screen using that Joycon, earns 1 Game Point and ends the Phase.
Players can return to Phase 1 or end the Game. At the end of Game Player who has most Game Points, wins
Players can return to Phase 1 or end the Game. At the end of Game Player who has most Game Points, wins
Winter Wolf
Player : 3 - 8
Devices : 1 Joycon each Player
Devices : 1 Joycon each Player
Players build a Game Area using Level Editor and place the Switch Screen in a safe place
During Phase 1, one randomly chosen Player become "Hunter".
During Phase 1, lasting 1 minutes, Players disperse and Hunter can not move
During Phase 1, lasting 1 minutes, Players disperse and Hunter can not move
During Phase 2, lasting 5 minutes, Hunter can move and is goal is to search Players
When Hunter Take the Range of a Player, the Joycon of that Player Vibrate,
that Player become “Captured Player”. Captured Player can not move
that Player become “Captured Player”. Captured Player can not move
If a not-Hunter Player takes the Range of a Captured Player,
that Captured Player return to be Player again and can move again
that Captured Player return to be Player again and can move again
If Hunter turn all Players into Captured Players at the same time, the Phase 2 end.
Hunter gain 2 Game Point for each Captured Players
At the end of time, if Hunter don't turned all Players into Captured Players,
Phase 2 ends, all Players gain 1 Game Point multiplied the number of Players currently in Game
Hunter gain 2 Game Point for each Captured Players
At the end of time, if Hunter don't turned all Players into Captured Players,
Phase 2 ends, all Players gain 1 Game Point multiplied the number of Players currently in Game
Player can return to Phase 1 or end the Game.
At the end of the Game Player with most Game Points, wins
At the end of the Game Player with most Game Points, wins
Black List
Player : 4 - 8
Devices : 1 Joycon each Player
Devices : 1 Joycon each Player
A randomly chosen Player become "Spy".
Each Player, with the exception of Spy, is marked by an identification number equal to Connection Number of is Joycon
Each Player, with the exception of Spy, is marked by an identification number equal to Connection Number of is Joycon
During Phase 1, lasting 2 minutes, Spy disperse, other Players can not move
During Phase 2, a "Number" is randomly chosen, Joycon of Spy Vibrate a number of time equal to Number.
Player whose Connection Number correspond to Number, become "Number Player".
Spy can not Take the Range of a not-Number Player.
Player whose Connection Number correspond to Number, become "Number Player".
Spy can not Take the Range of a not-Number Player.
If Spy Take the Range of Number Player, Spy gains 1 Game Point,
Number Player is excluded from the Game, and another Number is chosen
Number Player is excluded from the Game, and another Number is chosen
If a Player Take the Range of Spy, Spy is excluded from the Game and that Player becomes Spy
Last stand Player, wins
High Tower
Player : 3 - 8
Devices : 1 Switch Screen, 1 Joycon each Player
Devices : 1 Switch Screen, 1 Joycon each Player
A randomly chosen Player become “Tower”
Durting Phase 1, lasting 2 minute, all not-Tower Players disperse and Tower can not move
Durting Phase 1, lasting 2 minute, all not-Tower Players disperse and Tower can not move
Using the Joycon, Tower can Shoot Players. If Shoot of Tower hits a Player, that Player's Joycon Vibrate.
A Joycon that Vibrate continue to Vibrate until that Player takes away 5 meters from Tower.
A Player whose Joycon Vibrates is suspended from the Game
A Joycon that Vibrate continue to Vibrate until that Player takes away 5 meters from Tower.
A Player whose Joycon Vibrates is suspended from the Game
During Phase 2, lasting 10 minutes, goal of the Players is to Take the Range of Tower.
If a Player Take the Range of Tower, that Player swap roles with Tower, and former-Tower Player's Joycon Vibrate.
A timer records the time while each Player act Tower role.
At the end of the Game the Player who has spent most time in the role of Tower, wins
If a Player Take the Range of Tower, that Player swap roles with Tower, and former-Tower Player's Joycon Vibrate.
A timer records the time while each Player act Tower role.
At the end of the Game the Player who has spent most time in the role of Tower, wins
Hide & Shoot
Player : 4 - 8
Devices : 1 Switch Screen, 1 Joycon each Player
Devices : 1 Switch Screen, 1 Joycon each Player
Players build a Game Area using the Level Editor and put the Switch Screen in a safe place
During Phase 1, a randomly chosen Player become "Seeker".
During Phase 1, lasting 10 seconds multiplied by the number of Players,
Seeker can not move and can not watch other Players.
Players look for a hiding place
During Phase 1, a randomly chosen Player become "Seeker".
During Phase 1, lasting 10 seconds multiplied by the number of Players,
Seeker can not move and can not watch other Players.
Players look for a hiding place
During phase 2, goal of Players is to Take the Range of Switch Screen.
A Player that Take the Range of Switch Screen, become "Free", is considered winner and is excluded from the Game.
Goal of Seeker is to find Players before they become Free
A Player that Take the Range of Switch Screen, become "Free", is considered winner and is excluded from the Game.
Goal of Seeker is to find Players before they become Free
When Seeker finds a Player, Seeker can Shoot Player, using the Joycon.
If Seeker hits a Player, the Joycons of both Vibrate
(so both Player know the shot hit the target) and these two Players enter "Run" Phase
If Seeker hits a Player, the Joycons of both Vibrate
(so both Player know the shot hit the target) and these two Players enter "Run" Phase
Goal of both Players in Run Phase is to Take the Range of Switch Screen.
If Seeker Take the Range of Switch Screen first, Player become "Captured".
(A Captured Player is considered loser and is excluded from the Game).
If Player Take the Range of Switch Screen first, Player become Free
When all Players are Captured or Free the Game end.
If Players agree to return to Phase 1, the first Player Captured (if any) becomes Seeker
If Seeker Take the Range of Switch Screen first, Player become "Captured".
(A Captured Player is considered loser and is excluded from the Game).
If Player Take the Range of Switch Screen first, Player become Free
When all Players are Captured or Free the Game end.
If Players agree to return to Phase 1, the first Player Captured (if any) becomes Seeker
Spy Behind
Player : 2 - 4
Device: 1 Switch Screen, 1 Right Joycon each Player
Requirements : A4 Papers, Printer, Fixative Object
Device: 1 Switch Screen, 1 Right Joycon each Player
Requirements : A4 Papers, Printer, Fixative Object
Each Player receives a QR Code, which have to be printed on a A4 paper
and have to be applied to the back of Player using a fixative object (like tape, brooch, needle and thread, ...)
and have to be applied to the back of Player using a fixative object (like tape, brooch, needle and thread, ...)
Players build a Game Area using the Level Editor and put the Switch Screen in a safe place
During Phase 1, lasting 60 seconds, Players have to move in different directions
During Phase 1, lasting 60 seconds, Players have to move in different directions
During Phase 2, when a Player manage to capture the QR Code on a opponent's back using Joycon's IR camera, gain 1 Game Point.
Then, the Player who has earned 1 Game Point, and the Player whose QR Code was captured,
are suspended from the Game for 30 seconds, during which they must move in different directions
Then, the Player who has earned 1 Game Point, and the Player whose QR Code was captured,
are suspended from the Game for 30 seconds, during which they must move in different directions
Variations
Time : at the end of time, the Player with more Game Points, wins
Stock : each Player has a predefined number of Life Points. Every time a Player undergoes a capture, loses 1 Life Point
Stage
The approach to this game may vary greatly from the choice of the Game Area.
Playing indoor you can lower the roll-up-shatter and turn off the lights to take advantage of the shadows moving stealthily.
Playing during a party or outside in a square you can confuse in the crowd, look for the backs of your friends.
In a wood you can try to get confused with nature and climb up the trees.
As like other games in this collection, Spy Behind can tend to change a lot just by changing the location
Time : at the end of time, the Player with more Game Points, wins
Stock : each Player has a predefined number of Life Points. Every time a Player undergoes a capture, loses 1 Life Point
Stage
The approach to this game may vary greatly from the choice of the Game Area.
Playing indoor you can lower the roll-up-shatter and turn off the lights to take advantage of the shadows moving stealthily.
Playing during a party or outside in a square you can confuse in the crowd, look for the backs of your friends.
In a wood you can try to get confused with nature and climb up the trees.
As like other games in this collection, Spy Behind can tend to change a lot just by changing the location
Centipede
Player: 3 - 8
Device: 1 Joycon each Player
Device: 1 Joycon each Player
Players are divided in two Teams : “Seeker” and “Centipede”.
1 randomly chosen Player is included in Centipede Team, all other Players are included in Seeker Team.
First Player of Centipede Team is called “Head of Centipede”
Players build a Game Area using the Level Editor and put the Switch Screen in a safe place
1 randomly chosen Player is included in Centipede Team, all other Players are included in Seeker Team.
First Player of Centipede Team is called “Head of Centipede”
Players build a Game Area using the Level Editor and put the Switch Screen in a safe place
During Phase 1, lasting 10 seconds multiplied by the number of Players,
Seeker Team Player can not move and can not watch other Players
and Centipede Team Players look for a hiding place
Seeker Team Player can not move and can not watch other Players
and Centipede Team Players look for a hiding place
During Phase 2, Players use Joycons in Shoot mode. Each Player has 4 Life Points,
every shot that hits an opponent's Joycon deal 1 Damage.
When Life Points of a Player become 0, that Player is Defeated
every shot that hits an opponent's Joycon deal 1 Damage.
When Life Points of a Player become 0, that Player is Defeated
Centipede Team Players can use “Radar”.
Each Player is joined by a Joycon button (P2 to A, P3 to B, ...,)
When a Player press a button the Switch Screen calculates how those two Players are far :
Each Player is joined by a Joycon button (P2 to A, P3 to B, ...,)
When a Player press a button the Switch Screen calculates how those two Players are far :
If the Player corresponding to the key is far more than 6 meters, the Joycon does not Vibrate,
when the distance is between 4 and 6 meters Vibrates slowly,
when the distance it is between 2 and 4 meters Vibrates strong,
when the distance is between 1 and 2 meters Vibrates very strong,
when it is less than 1 meter far it Vibrates fortissimo
when the distance is between 4 and 6 meters Vibrates slowly,
when the distance it is between 2 and 4 meters Vibrates strong,
when the distance is between 1 and 2 meters Vibrates very strong,
when it is less than 1 meter far it Vibrates fortissimo
When a Seeker Team Player hits a Centipede Team Player, both Joycons Vibrates, informing Players of the Damage.
When a Centipede Team Player hits a Seeker Team Player, Seeker Team Player Joycons does not Vibrate.
When a Centipede Team Player hit a Seeker Team Player while that Seeker Team Player have 1 Life Points, both Joycon Vibrate
When a Centipede Team Player hits a Seeker Team Player, Seeker Team Player Joycons does not Vibrate.
When a Centipede Team Player hit a Seeker Team Player while that Seeker Team Player have 1 Life Points, both Joycon Vibrate
When a Centipede Team Player Defeats a Seeker Team Player, that Player becomes a Centipede Team Player
When a Seeker Team Player Defeats a Centipede Team Player, except Head of Centipede,
that Centipede Player is suspended from the Game for 3 minutes, after which, becomes part of Seeker Team again.
When a Seeker Team Player Defeats Head of Centipede, the last Player that join Centipede Team
is suspended from the Game for 3 minutes, after which, becomes part of Seeker Team again
When a Seeker Team Player Defeats a Centipede Team Player, except Head of Centipede,
that Centipede Player is suspended from the Game for 3 minutes, after which, becomes part of Seeker Team again.
When a Seeker Team Player Defeats Head of Centipede, the last Player that join Centipede Team
is suspended from the Game for 3 minutes, after which, becomes part of Seeker Team again
A Centipede Team Player that stay away from Head of Centipede more
than 2 meter for more than 30 seconds, is excluded from the Game
than 2 meter for more than 30 seconds, is excluded from the Game
When a Seeker Team Player Defeats a Centipede Player, if only Head of the Centipede is part of Centipede Team,
Seeker Team wins the Game.
If all Players in Game are part of Centipede Team, Centipede Team wins the Game
Seeker Team wins the Game.
If all Players in Game are part of Centipede Team, Centipede Team wins the Game
Flrag
Player: 2 Team of 2, 3 or 4 Players
Device: 1 Switch Screen, 1 Joycon each Team
Requirements: 1 Handkerchief each Player, 1 Belt each Player
Device: 1 Switch Screen, 1 Joycon each Team
Requirements: 1 Handkerchief each Player, 1 Belt each Player
Players are divided in two Teams: "Team A" and "Team B".
Each Player places a Handkerchief attached to waist
Players build a Game Area, divided in two Zone, one for each Team.
At the end of the Zone of each Team a “Base” is placed.
Each Team place its Joycon inside their Base
Each Player places a Handkerchief attached to waist
Players build a Game Area, divided in two Zone, one for each Team.
At the end of the Zone of each Team a “Base” is placed.
Each Team place its Joycon inside their Base
During phase 1, goal of the Player is to reach the Base of the opposing Team and take the Team's Joycon
When Player A succeeds to steal Player B's Handkerchief,
Player B have to put back the Handkerchief on the waist, and can not move for 10 seconds, while he count loudly
When a Player A succeds to steal the Handkerchief of Player C (a Player that stole the Joycon of the opponent's Team),
Player C give the Joycon to Player A, put back the Handkerchief on the waist,
and can not move for 10 seconds, while he count loudly
Player A can even steal the Handkerchief to a Teammate so his partner have to stop, and Player A receive the Joycon
When Player A succeeds to steal Player B's Handkerchief,
Player B have to put back the Handkerchief on the waist, and can not move for 10 seconds, while he count loudly
When a Player A succeds to steal the Handkerchief of Player C (a Player that stole the Joycon of the opponent's Team),
Player C give the Joycon to Player A, put back the Handkerchief on the waist,
and can not move for 10 seconds, while he count loudly
Player A can even steal the Handkerchief to a Teammate so his partner have to stop, and Player A receive the Joycon
If a Player manages to reach the Base of his own Team bringing the opponent Team's Joycon,
by pressing L and R on both Joycon, the Phase end and the Team gains 1 Game Point.
Each Joycon is brought back to its Base and Player can return to Phase 1
by pressing L and R on both Joycon, the Phase end and the Team gains 1 Game Point.
Each Joycon is brought back to its Base and Player can return to Phase 1
At the end of the Game, Team with more Game Points, wins