Alliance members receive a discount, contact store for details.
Like similar neurofeedback games, the goal is to keep the middle player ship, representing the reward trace, in the forefront while keeping the side ships, representing the inhibit traces, as far back as possible. In addition to ship movement, magic rings and ship animations help signal that a client is above or below their reward or inhibit traces. If a client maintains a reward state long enough, a special boost will push them ahead in the race. This is represented by a boost bar at the bottom of the screen. The left side tells the client how long they need to maintain a reward state to receive the boost, and the right side indicates how long the boost will last if uninterrupted. Amplitude meter bars for the inhibit and reward traces provide additional feedback and can display additional trace meters if a client is using more than the typical 3 filtered traces.
Game Options:
Minimum Requirements
If you are unsure if your system meets these requirements, ask for a trial period to test the game on your system (no charge).