Static Pulse: One More Run
Spin to dodge, anchor to catch, overclock to win.
Pro game
This game could not load.
About Static Pulse: One More Run
Static Pulse: One More Run is a fast arcade test in a round robot repair arena seen from above. You are Sprocket, a small repair robot on its bench test, and Sprocket has two ways to deal with the arena: Spin and Anchor.
In Spin it whirls like a top, quick and sliding, and every spark from the rim turrets glances off it. In Anchor it clamps its four feet to the floor and cannot move at all, but the stick turns its blue magnet shield, and sparks that hit the shield are caught. Anchoring also holds Sprocket steady against the shock rings that sweep across the floor, which would dent a spinning one. The saw arm, swinging in from a pivot on the rim, only misses a Sprocket that is moving, so every few seconds the test asks for the other mode. Switch just before something would have caught you and that is a clean switch.
Deflections, catches and spare gears in quick succession build the Repair chain and climb the multiplier from ×1 to ×8. Catches and clean switches also fill the Overclock: when it is full Sprocket glows gold for five seconds, nothing can touch it, every point counts double, the rim lamps race round the arena and five seconds go back on the clock. A test is 60 seconds, 90 at most, or three dents, so a run is short and the next one is one press away. Each test draws one rule, the daily test is the same arena for everyone that day, and Pace and Assist are in the settings. Your best scores and badges stay in this browser.
How to play
- Move with the arrow keys, WASD, a stick or the on-screen stick. Space, Shift, Ⓐ or the Switch button switches between Spin and Anchor.
- Spin: Sprocket slides about fast and sparks glance off it. Shock rings dent it.
- Anchor: Sprocket cannot move; the stick turns the blue shield. Sparks on the shield are caught, sparks from behind dent it. Rings cannot shift it.
- The saw arm from the rim catches a Sprocket that stands still: spin out of its reach.
- Catches and clean switches fill the Overclock: five seconds untouchable, double points and five more seconds on the clock.
Controls
- Arrow keys, WASD, left stick, D-pad or the on-screen stick — move or turn the shield
- Space, Shift, E, Ⓐ or the Switch button — switch Spin and Anchor
- P, Escape or Start — pause
Frequently asked questions
When should I spin and when should I anchor?
Spin for the saw arm, which only misses a moving Sprocket, and to sweep up gears. Anchor for shock rings, which cannot shift an anchored Sprocket, and to catch sparks on the shield, which fills the Overclock faster than anything else.
How does the shield work?
In Anchor the stick turns the blue arc in front of Sprocket. Sparks that hit inside the arc are caught for points; sparks from behind or the sides dent Sprocket. The turret that is about to fire glows red first.
What is a clean switch?
Switching just before a hazard would have caught you in the mode you are leaving, when the new mode is safe. It scores and fills the Overclock a little.
How long is a test?
Sixty seconds on the clock; every Overclock adds five, up to ninety. Three dents end the test early, and Play again starts the next one at once.
Is there an easier way to play?
Yes. In Settings, Pace set to Relaxed runs the arena at three-quarter speed, and Assist makes hazards a little smaller, gears easier to reach and adds a breather between waves.
Does the game save?
A test you leave is kept in this browser and picks up at the start of the wave you were in. Best scores, the daily result and badges stay in this browser and are never uploaded.