Shelves that keep coming
Two shelves to begin with, a third and a fourth within your first go, and two more far out at levels 15 and 20 — when the rain is already at its fastest and a new shelf is the only thing left to change.
Coins roll down shelves on your own wall. Reach out from your chair and your arm reaches with you.
Sit still and you catch nothing.
Passthrough is on from the first moment, so the shelves hang on your real wall and the coins that get away land on your real floor. Every coin you do catch is a reach — and an hour of reaching is an hour of moving.
Recorded in the headset. Silent — press the speaker for sound.
The shelves are across the room, and you are in your chair. Put your hand out towards a coin and the game puts your arm out with it — two and a half metres of it, straight to the shelf you are aiming at. Close your hand on the coin, pull back, and it is yours. Open your hand on the way and it is not.
That is the whole of the control scheme, and it works the same with bare hands or with a controller in them. Nothing is pressed, nothing is held down: you reach, you grip, you come back.
It is a game you can play sitting down, which is not the same as a game you can play without moving. The shelves come in pairs, one to your left and one to your right, stacked up to three rows high and a good two metres across — so the coins ask for the whole of your reach, up, out and to either side.
Two shelves to begin with, a third and a fourth within your first go, and two more far out at levels 15 and 20 — when the rain is already at its fastest and a new shelf is the only thing left to change.
A coin on the floor is money you dropped. Each level forgives half of what it asks you to earn, and the allowance starts again with every level: the question is how well you are playing now, not how long you have lasted.
Normal, or a quarter faster, or a quarter slower. Both the rain and the target move together, so Hard is more to catch rather than more to collect — a level still takes a level's worth of time.
About one coin in fifty comes down lit, and catching it is worth more than the coin. A green halo shrinks your hands to half size for ten seconds — everything suddenly needs precision. A blue one doubles them, and for ten seconds you can sweep a shelf clear. Both arrive and leave as a smooth second, so nothing jumps.
And if you would rather play the whole game that way, Big coins in the options makes every coin and both hands far larger, on a wide rack of four. It is less a harder game than a different one.
If you have scanned your space, the shelves mount themselves flat on a real wall and the coins fall to your real floor. If you haven't, the rack stands itself in front of you and the game is exactly the same.
Click a picture to see it full size
Every coin is modelled on a real one, at its real size next to the others — a Double Eagle comes down the shelf noticeably bigger than a quarter eagle.
Euro — one and two euro pieces, commemorative faces included. Free, and the game around it is free with it.
Gold — the American eagles: the $2.50 Quarter Eagle, the $5 Half Eagle, the $10 Eagle and the great $20 Double Eagle.
Bitcoin — a single gilt souvenir coin, struck in brass with the circuit-board artwork across its face, and the largest coin in the game.
Each set keeps its own total in its own currency — euros, dollars, bitcoin — and each has its own target for a level, so a set is a run of its own rather than a skin on somebody else's score.
Free: the euro set and the whole of the game around it — passthrough, hand tracking, the scanned room, every level, the three speeds, the big-coin mode and the music. Nothing is timed and nothing is withheld.
One-time purchase: the gold set and the bitcoin set, each bought separately. Bought once, kept forever, on every headset you sign into.