Jangaron
Jangaron

The Tron Lightcycle Game in Any Browser

Enter the grid!
  • About
  • Instructions
  • Players
  • Grid settings
  • Sound
Save Reset

Greetings programs.

The game Jangaron is based on the lightcycle sequence of the 80s movie Tron which has inspired many computer games before. So why another one?

Because Jangaron runs in almost any browser without any plug-in, so it can be played anytime, anywhere! It is completely written in JavaScript and uses DHTML only. You can even play Jangaron from your browser cache when you are offline. As far as I know, it is the first pure-DHTML game with fast, scalable 3D graphics, not using the canvas element like Canvascape, but css border slants. Even the Flash version of the Tron lightcycle race shows only a 2D view of the game!

The game has been tested on Firefox 2, Internet Explorer 7, Safari 3.1, and Opera 9, all on Windows. If you play Jangaron successfully with any other browser or operating system or experience any problems, please let me know. You can reach me by e-mail or at my blog.

But action speaks louder than words, go ahead and try it yourself!

End of line.

In Jangaron, each player rides a colored lightcycle on the grid. The lightcycles leave walls behind and can turn 90 degrees left or right. The objective is to make your opponents hit a wall while avoiding them yourself. You can accelerate and slow down within a configurable speed range.

All human players, called users, and some computer players (programs) have a view port that shows a 3D view from the perspective of their lightcycle.

The head-up display at the top of the screen shows all player's names on a background with their color, the number of wins (last survivor of a game and team wins) and deaths (crashes). The player's current speed, coordinates and direction are shown.

The players are grouped in teams. Players of the same team have the same or at least a similar color. Teams can consist of a mix of users and programs. Thus, users can play one-on-one, have support of program players, or play in co-operative mode. Be prepared: When you crash, you are transported to a so far program-controlled lightcycle of your team immediately (if any such lightcycle is left) and can continue to try and win the game!

The game is over when there is only one or no team remaining or when the last user has died. In the latter case, one of the remaining programs is chosen as the winner randomly. If there is a survivor, her or his win count is increased.

Configure features of the game grid.

If you switch on transparent lightcycle walls, you have a bit more orientation and the 3D view looks more fancy. However, there is a performance impact depending on your computers and browser. Just try it out.

The high outer rim switch toggles whether the grey wall which comprise the outer rim of the game grid are as high as lightcylce wall (not checked) or infinetely high (checked).

You can add obstacles to the game grid to make the game more challanging. If you check this option, you can enter the number of obstacles to generate.

The target render frames per second allow you to fine-tune the frame rate to your hardware. If the game runs jerky, it might be a good idea to lower the value. If you have an up-to-date workstation and use a modern browser, you may even be able to raise the value.

If you like to, you can animate the menu background grid. But be warned: although only the background image offset is manipulated, the permanent redraw consumes almost more CPU than the actual game...

Finally, you can adjust the game grid size. After leaving the input field, the game grid preview will be updated to give you an impression of the dimensions. The game does not slow down notably even with huge grid dimensions. However, the height should not be too high, or it will take some time to meet your opponents...

Set up teams, players, and keys.

Start by choosing one of the game modes and select the overall number of players (users and computers).

Edit, add, and remove user or program players, enter names, choose teams and colors. You can only start the game if you chose at least two players and at least two different teams.

Every user has her or his view port, programs may be watched by checking the "View?" checkbox. The total number of players is limited to six, the total number of view ports to four.

To assign keys for a user, click on or tab to the key column and simply press the desired key. You can also change the minimum and maximum speed of each lightcycle. Currently, programs always go at the configured minimum speed. Safari Users: Note that if you want to use tab, the browser option to "focus every object on the Web site using tab" must be switched on. Opera Users: It seems impossible to cancel the default browser actions on key presses (correct me if I'm wrong), so be prepared for side effects.

x
Played by / View?
Name
Team (Color)
Min. Speed
Max. Speed

Key Settings

Safari Users: Note that if you want to use tab, the browser option to "focus every object on the Web site using tab" must be switched on.

Opera Users: It seems impossible to cancel the default browser actions on key presses (correct me if I'm wrong), so be prepared for side effects.

Name
#{player.name}
Left
Right
Faster
Slower
Look left
Look right
Look aback
Change view

Sorry, no sound available.

Please install Flash Plug-In, minimum version 8.

Adjust music and sound effects settings.

You can switch on and off music and sound effects separately.

You can adjust the volume level of music and sound effects on a scale from 0 to 100 separately.

In-game music is a larger download (3.3 MB) and may start delayed when playing for the first time. It should be loaded from the browser cache afterwards.

Sound effects may slow down the game a bit, depending on your hardware, operating system, and browser. Using sound effects in Opera halts the game from time to time and is thus not recommended.

All settings apply to the menu as well as the game.

All music composed and arranged by David "Avi" Scott.