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021010: Wow. Almost two years to the day since the Jalak Registry went into archival mode, Uru is back. Alright kids, put on your shin guards, it's game time!

Welcome to The Jalak Registry, the database for games designed for the age of Jalak in the online game Myst Online: Uru Live. On this site you can browse games, or create your own by signing up for an account, which will allow you to post comments and upload images and columnset text files to the Registry's server.

You can also get valuable Jalak game resources to help you create your games, including diagrams of the playing grid, and to-scale Jalakbloc images.

~The Noble Robot

rong's picture

Jalaball

A very simple but fast paced ball game.

Teams and Players

This is a game for two teams, each team can have from one to as many players as you like!

Setting up the game

First turn on the jalakfield, then load the rong.jalaball column file with the command:

/loadcolumns rong.jalaball

Once the columns are set, they are not moved at all for the duration of the game.

A single player from either team is elected to trigger the jalaball for each round of play (the 'dropper') for the duration of the whole match.

Objective

Get a jalaball into your own goal! The two team goals (yellow and red) are the single lowered columns in opposing corners.

Playing the game

1 Each team chooses a corner as their goal (yellow corner or red corner) for the duration of the whole match.

2 All team members start each round in their own goal (for example, if you are in the yellow team then you must stand in the yellow corner with the fish symbol).

3 When both teams are in position, the elected 'dropper' drops a single jalaball into the arena. When the jalaball lands, the round starts.

4 Players now jump out of their team goal and attempt to push the jalaball back into their own team goal.

5 Once the jalaball has been pushed into a teams goal, the round ends (the jalaball may be left in the teams goal, see Scoring).

6 Teams now return to their goal ready for the next round of play.

Scoring

Each jalaball that a team pushes into their own goal is one point.

A team that collects three jalaballs (three points) wins a set. When this happens, remove the three jalaballs from the goal and put a single small jalasquare in the goal to indicate a set has been won (see Tips for the suggested way to remove the jalaballs). The opposing team must also remove any jalaballs in their goal, so a new set can be started.

The first team to win three sets wins the game!

Tips

If you're like me, then you use both mouse buttons to run in moul, but this can result in accidental triggering of columns. I suggest using shift with your move forward key to run, and not use the mouse for the game.

If you want a more leisurely game, make people walk!

When a set is won, jalaballs must be removed from each teams goal. The easiest way I find to do this is to lower a column adjacent to your team goal (effectively making your goal bigger), turn off the Jalakfield, and push the balls into oblivion. Afterwards, just make sure you raise the column back up, and turn the Jalakfield back on!

The easiest way to put a jalablock (a small cube) in a teams goal when a set is won is to stand in the centre, face the goal where you wish to put the jalablock, step back very slightly, drop the jalablock into the arena and jump to 'head' the block into the goal!

JKC's picture

Obstruction

Intro and Objective:
Starting on the opposite corner pillar from your opponent, you must somehow find your way across and to reach your opponents starting pillar before they beat you to it. Each player can pick ONE of the following actions on their turn; They can Move to an adjacent pillar which is on the same level they are on (no diagonals), They can raise a pillar, or lower a pillar so that they may either set up for a future move, or to block their opponent from making a move.

Gameplay:

1. First, the two players must choose and stand on any of the 4 corner pillars. But it has to be opposite from the opponents pillar. So if you chose to stand on green, then your opponent would be on blue.
2. Hit the button that randomizes the pillars, and when the pillars stop moving the game can begin. The person who ends up on the highest pillar goes first (or you can work something out on who goes first).
3.On a players turn, they can only choose one action to take. This is either to make a move to another pillar that is adjacent to them and on the same level, or to raise or lower a pillar of their choice.
4.There is a special move that can be made. If a player lands on the middle pillar (the one with the sparkly mark) they can choose to hit the randomize button to shuffle the pillars around. This can either aid that player, or just make things worse on their part.
5. first player to reach the opponents symbol wins.

Other Rules:
*. Players may raise or lower the pillar they are standing on, as well as their opponents.
*.Players may NOT move the same pillar their opponent just moved.
*. No sea-sawing moves, like if you move your opponents pillar and they move yours, then you move theirs again, and so on and so on...
*. Only a player who lands on the middle pillar can activate the 'randomize pillar' control
*. No jumping

leave comments for things not understood or if you think you have ideas that can make this a better game!

JWPlatt's Jalak Joust

JWPlatt's Jalak Joust requires no saved configuration, but does require a prepared marker quest. I have prepared a marker quest which can be requested at KI # 33109.

Combine marker hunts with Jalak. The first to capture all markers wins in a competition where it's a free-for-all on clicking the pillars and dropping blocks to impede others. Some markers might be in mid-air. Some might be embedded somewhere in the structure to be revealed. The last marker should require a jump to one of the four obseration areas. Start with any pillar configuration - all up, all down, or randomized. Use as many players as you like because everyone has their own set of markers. May the best hunter-clicker win.

I set one marker while standing in the center of each pillar at a random height, plus one marker on only one of the observation areas. That's 26 markers total, but more could be set while the pillars are moving or while jumping. The last marker on an observation area makes the jump a commitment to win and end the game.

Strander

Here are the rules for "Strander", a 2-player abstract strategy game:

Start the game with all pillars level at the middle height. Opponents stand at opposite ends of the game field on corner "icon" pillars of their choice.

The two "ranks" (two "horizontal" rows of 5 pillars each starting from one opponent's end of the game field) are considered his "territory". The middle "rank" of 5 pillars dividing the two territories is the "neutral zone".

A player can only move onto pillars that are part of his territory, or any of the 5 pillars in the neutral zone. He may not move into opponent territory.

On a given turn, a player may either:

1) Move in any direction to any pillar adjacent to the pillar he is standing on (adjacent = 1 pillar away). This move can involve a jump or a drop.

2) Raise or lower any pillar in opponent territory or the neutral zone, one level up or down. (A player cannot raise/lower pillars in his own territory.)

Here are three restrictions:

1) Even if he stands on a pillar in the neutral zone, a player cannot raise or lower the pillar he is standing on.

2) A player cannot "undo" his opponent's previous move (e.g. lower a pillar the opponent just raised). This is the "Atari" rule from the game Go.

3) Both players cannot occupy the same pillar.

The object of the game is to reduce your opponent's options for movement until he has no means of accessing an adjacent pillar. When a player cannot move his avatar in any direction from the pillar he is standing on, he is considered "stranded", and the game is the opponent's.

If anyone would like this ruleset demonstrated "in person", I'm "Stephen" in-game (KI# 00271364). I'd be happy to make things clearer for you.

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