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. 2018 Jun 11;40(4):655–668. doi: 10.1007/s10862-018-9684-4

Table 6.

MindLight Coding System-II

Engagement behaviour codes
These codes describe the character’s behaviour in the game.
Name Code Description
Teru Story ts Activate this code when Teru explains things to the player character while the picture is letterboxed. The code starts when the picture becomes letterboxed and ends when the picture returns to full screen again. This code is also activated when Arty discovers the magical hat. After Teru’s story, activate the Exploration code before you use another code.
Defeat d Coded as point event. Defeat occurs when the health meter in the lower-left corner of the screen is reduced to zero heart icons. Granny will begin to hunt the character. If the character is caught by Granny, he will be incapacitated and sent back to the map room. The picture will fade out to black, and then fade in as the character revives in the map room. Activate the Defeat code as soon as the picture fades to black. In between, most of the times the Exploration code will be activated.
Inactive in The player character is classified as inactive if three conditions are met: (1) the character remains still and (2) there are no changes in camera angle (3) for a period of 6 s or more. Activate the code after these 6 s.
NB. When the character is inside a chest, use the Inside Chest code. When the character is in front of a fear event, use the Fear Attempt code.
Exploration ex The player character is moving through the game-environment or the camera angle is being adjusted.
Ceiling light attempt cla The player character begins to project his mindbeam onto a ceiling light.
Ceiling light success cls Coded as point event. The ceiling light turns on and illuminates the surrounding environment.
Chest attempt cha The player character begins to project his mindbeam onto a chest.
If the player is successful, a cloud of smoke will appear and the character will be transported into the chest. Consequently, when the cloud of smoke appears, immediately activate the Inside Chest code. When the character leaves the chest, activate the Exploration code.
If the player is unsuccessful, the mindbeam will not be projected onto the chest anymore. Activate the appropriate engagement code (this will be the Exploration code).
Inside chest ich When the cloud of smoke appears, immediately activate the Inside Chest code. When the character leaves the chest, activate the Exploration code.
Pick up coin coi Coded as point event. The player character picks up a coin.
NB. Sometimes you don’t see this (due to e.g., camera angle), but you will hear when a coin is picked up.
Decloak cat cat Coded as point event. Sometimes when the player character decloaks a (green-eyed) fear event, a cat will appear. Code when the cat appears.
Puzzle activation pac Coded as point event. Use this code when the player character activates the blue cog-shaped platform of a puzzle.
Puzzle attempt pat Start this code as soon as the mindbeam makes contact with the puzzle face. Stop the code and use the Exploration code when the mindbeam is no longer connected to the puzzle face.
Puzzle success psu Coded as point event. When the attention bias modification task within a puzzle room is completed, the room will light up. Pleasant music is audible in these illuminated rooms. Activate the Puzzle Success code as soon as the room lights up.
NB. Also use this code when the player solves the map room puzzle multiple times.
Fear attempt fat The player character moves towards the fear event and/or stays in front of the fear event in order to let it disappear (this means that the player character doesn’t necessarily need to be facing the fear event).
Start the code at the right distance (i.e., when you see purple spots).
NB. Sometimes the player might stay in front of a monster that cannot be beaten. Do activate this code at the same distance as you would do for the other monsters.
Fear success fsu Coded as point event. The player character successfully decloaks the fear event.
Technical problem 2 Use this code when the picture freezes, the game is paused, when the game is restarted or when there is no connection with the mindwave (green circle is half or less). Start the code from the beginning that this technical problem appeared.
Location codes
These codes describe the character’s location
Name Code Description
Entry hall ent When you just entered the house, you will be in this hallway. There are two doors at both ends of the hallway (the front door which is locked and the door to the bedroom).
Bedroom bed Arty’s bedroom. There are, for instance, his bed, pictures on the wall, teddy bears and a box behind his bed.
Couch room cr This is the room you enter after the bedroom. In this room there are two red couches and on the other side of the room there are three chairs. In this room the player character learns how to turn on a ceiling light.
Hall between couch room and fear room hb After the couch room you walk through this hallway to the fear room. There are no doors and only one ceiling light in this hallway.
Fear practice room fp In this room there is a blue round carpet and the player character learns to decloak a fear event. There is one door that is locked and the other door is already open.
Box hall bh You enter this hallway by walking through the open door in the fear room. This hallway has a lot of boxes and one chest. The player character learns here to open a chest. This hallway leads to the map room or to the secret hallway (if you walk around the door).
Secret hall sh You can only enter this hallway by walking around the door between the fear room and the box hall. After a right turn the hallway will have five doors.
Map room mp The map room contains a map of the game environment, which is located to the left of a door flanked by two puzzle faces. This room serves two general purposes: recuperation and orientation. The player is transported back to the map room upon defeat. Alternatively, the player may return to the map room voluntarily to orient themselves within the game space.
Box room box In this room there are a lot of piled boxes and chairs. The puzzle in this room consists of three faces.
TV room tv In this rooms there are a lot of seating areas and a TV that is very noisy. The puzzle in this room consists of four faces.
Ball room bal In this room there are different long dining tables, flags and knights. The puzzle in this room consists of five faces.
Tree room tre In this room there are different gardens with a lot of trees. The puzzle in this room consists of six faces.
Fear room fr In this room there are several fear events and seven coins that need to be collected to activate the puzzle in the Final Room. Through this room it is possible to enter the Final Room (although it is also possible to enter the Final Room right away).
Final room fin After turning on the lights in all the rooms, the Final Room is unlocked. This is the hardest room in the game. If the player is successful in finding all the coins and solving the puzzle in this room, all the lights in the mansion will turn on. The player character then receives a letter from his deceased grandpa with the instruction to bring this to Granny’s room in order to save her.
Granny’s room gr When the player character enters this room with the letter from grandpa, the picture will be letterboxed and shows the end of the story.
Small hall sma Hallways are areas of the game that connect puzzle rooms. If there are no coin icons in the upper-right corner of the screen, then the character is in a hallway. There are no monsters in the small hallway.
Wide hall wid Hallways are areas of the game that connect puzzle rooms. If there are no coin icons in the upper-right corner of the screen, then the character is in a hallway. There are monsters in the wide hallway.
Technical problem 1 Use this code when the picture freezes, the game is paused, when the game is restarted or when there is no connection with the mindwave (green circle is half or less). Start the code from the beginning that this technical problem appeared.
Fear event presence codes
These codes describe the presence/absence of a fear event
Name Code Description
Fear on screen – No nf Use this code when there are no fear events or monsters visible on the screen.
Fear on screen - Yes yf Use this code when there are fear events or monsters visible on the screen. Indicate under modifiers the type of fear:
1). Fear event (rumbling/shadowed objects)
2). Monster with yellow eyes
3). Monster with green eyes.
NB. Sometimes you know the monsters are within the screen, but you cannot see them because of, for instance, the camera angle. Do activate this code in that case.
Technical problem 4 Use this code when the picture freezes, the game is paused, when the game is restarted or when there is no connection with the mindwave (green circle is half or less). Start the code from the beginning that this technical problem appeared.
MindLight codes
These codes describe the brightness of the mindlight. Given the variance in ambient lighting throughout the game space, both luminosity and body language should be taken into consideration to discern the mindlight codes. When, for instance, the brightness is difficult to see (due to a lot of light in the room or the camera angle), pay attention to the body posture and facial expression of the player character.
Name Code Description
Pre-Teru P Use this code when the player character hasn’t picked up Teru yet. Start this code when the picture fades black between the overall story of the game and that you see Arty in the first hallway.
None N The environment around the player is almost to completely dark and/or the character’s body language is suggestive of high state anxiety; he is frowning, slouching, and crossing his arms.
Some S The mindlight is extended to provide a small-to-moderate range of illumination. Furthermore, the character’s posture is suggestive of a slightly anxious state; he is holding his arms close to his body and is beginning to slouch forward.
Total T The mindlight is extended to provide a large range of illumination. Furthermore, the character’s posture exudes confidence; he is standing erect, smiling, and his arms are held out and to the side, causing his body to take on a triangular silhouette. Another important identifying feature of total mindlight activation is the sparkle particle effect (bright flashes of light) that is visible on the ground in front of the character.
Teru occupied O During engagement in activities such as turning on ceiling lights, unlocking chests, and solving puzzles, the diffuse mindlight typically seen during exploration will be focused into a beam or not visible at all (for example, when walking around while making a puzzle, when inside a chest). Activate the Teru Occupied code following the onset of the foregoing activities.
No connection C Use this code when there is no connection with the mindwave (green circle is half or less).
Technical problem 3 Use this code when the picture freezes, the game is paused or when the game is restarted. Start the code from the beginning that this technical problem appeared.