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BlueTech Experiments (Tickle Concepts)

Joneleth

Registered User
Joined
Nov 30, 2005
Messages
36
Points
6
Hello people!

I like to come up with weird concepts for mad science tickling which I post on DA, I figure I should share them here as well.

I'll use the posts below to list them one by one and will edit this post to make a content page afterwards.

I hope you'll like them. :D


(post to be used as links later on)
 
Experiment N°1 : The Blotto Game


Participants : Varies but 4 would be ideal.

Experience Description :
Subjects are restrained in a comfortable chair. No contact between them will be allowed for the duration of the test. In front of them there is a touchscreen indicating several body parts : Neck, arms & underarms, ribs & belly, legs & knees and finally feet.
Subjects are given a capital of 25 points to distribute, amongst those 5 locations, to distribute freely. Minimum one point must be allocated to each spot, there is no maximum as long as you have enough points. The amount of points indicates how much the subject wants that spot to be protected.

Points distribution could therefore be (5,5,5,5,5) but also (10,1,5,1,8) or (21,1,1,1,1).

When all participants are done, their input will be compared for each spot.
The subject having entered the highest number on a specific spot will get spared for that spot in particular. The second highest will then receive a light tickle treatment, third one, slightly worse treatment, ect... until you arrive at the last person who will receive the worse possible treatment on said spot. This is applied to all 5 inputs.

To collect valuable data, 10 sessions of 5 minutes will be hold.

Expectations :
It is impossible for someone to protect themself for every spot, so the players have a choice : Split the torment at a reasonable level over their entire body or spare your worse spots at all costs while taking a more heavy burden on their less ticklish spots.
It will be interesting to observe how each player adapt over the rounds : it is possible that someone discover they are way more ticklish than expected somewhere and have to drastically review their strategy. In any case, data will be recorded and examined thourougly.
 
Experiment N°2 : Long or Intense?


Participants : 1

Experience Description :
The subject is restrained with 2 buttons in front of her : "LONG" and "INTENSE".

Pressing the "LONG" button will activate an hour of tickling, but with reasonable boundairies.
Pressing the "INTENSE" button will activate a terrible torment for the subject, but will only last 10 minutes.

A total of 3 sessions will be held, with a 10 minute break between sessions.
The participant will be warned beforehand that refusing to press the button will result in a "LONG" AND "INTENSE" session.



Expectations :
The interesting part will be to see if the subject decides to change the formula along the way. She might stick to the same thing for 3 rounds, but in case she changes in the second round, it will be very valuable to see if for the third round, she desperately goes back to the first option, or decide to stick with the second one.
 
Experiment N°3 : I'll help you, please help me too.


Participants : 3 or more

Experience Description :

The subjects are locked & restrained in separate rooms. No communications between the players will be allowed.

Each round, a sacrifice will be decided. The sacrfice will receive a maximum amount of tickle treatment for 20 minutes.
What is happening to the poor soul will be broadcasted to the other participants. It's up to them to decide if they want to help her or not. The other players will have an input that let them deactivate any device that's currently tormenting the sacrifice. However, releaving the sacrifice of a torment will transfer it to her savior. The savior can decide at any moment when she can stop the device tormenting her, but doing so will reactivate it on the sacrifice.

At the end of each round, the sacrifice will be informed of who helped her, and for how long.

The experiment will go on, until every participant has been the sacrifice twice.


Expectations :

This experiment will test the kindness but also the cunning of the subjects. It is easy to abandon every sacrifice to their torment, however when your turn finally comes, don't expect them to show you the kindness you didn't show them.
The risk of betrayal is also high, there is no guarentee that someone you helped will help you in return. Of course, that's why every sacrifice has to go twice. Someone that helped you at first might not be so generous if you ignore them when they're in peril.
Finally, the most interesting aspect to witness will be the final sacrifice : There is litterally no reason for anyone to help her anymore, unless it's an act of genuine kindness.
 
Experiment N°4 : Centipede Game


Participants : 1 or more

Experience Description :

For this experiment, it is imperative that the subjects have no knowledge of the amount of participants. It could also work with a single subject thinking she's playing with other people.

Subjects are placed in an isolated room, and have to play their turn one by one. Turn order is randomized for every round.

The rules of the game are simple : a tickle time bomb is being passed on from player to player. When the bomb goes off, the current holder gets a tickle treatment.
A bomb has 4 states : "GREEN","YELLOW","RED" and "BOOM", starting lightly, each phase being a more terrible torment than the previous one. Each time the bomb is being passed, it goes to the next phase.

A player turn consist of having 1 minute to choose between 2 choices : "TAKE" or "PASS".

Choosing "TAKE" : The player chooses to attempt to disarm the bomb. This is only possible in "BOOM" phase. If done so then, the bomb is successfully disarmed and the player will not be tickled. Should she however attempt it in any other phase, she will be subjected to the torment that the bomb is indicating at that time.

Choosing "PASS" : The bomb will be passed on to the next player. While this is possible without repercussions in "GREEN","YELLOW" or "RED" phase, attempting this in "BOOM" phase would cause the bomb to explode.
The subject will then be the victim of a horrible tickle treatment.

The experiment will be repeated a randomized amount of time between 5 and 10 times, so the players have no idea how long it will last.

Expectations :

The goal here is to evaluate each subject perception of a risk vs reward situation. While passing the bomb has a lower amount of chance of being tickled, the tickle torment that will be inflicted on the poor soul for triggering the bomb is no laughing matter... well actually it is. Choosing to take the bomb might result in a higher chance of being tickled, but the punishment will be far less severe. We expect that in the long run, most players will choose take, especially after experiencing the "BOOM" treatment at least once.
 
Experiment N°5 : Block or laugh.


Participants : 2

Experience Description :

For this experiment, the 2 subjects will alternate each other every round. Each round will have an attacker and a defender.
The attacker gets to choose 3 spots the defendant will be tickled on (neck, underarms, ribs, belly, legs, knees, feet) ; while the defendant can choose 3 spots she wants to protect.
After the choice is done, the results will be compared.

The defendant will then be tickled on every spot the attacker indicated and did not choose to defend.

If however the attacker decided to attack a defended spot, she's the one who will suffer the tickling on that spot instead.

10 rounds will be played, so both participants will be attacker & defender 5 times.


Expectations :

This is an adaptability test. Most defendants might want to protect their most ticklish spots, but if the attacker figures that out, she'll simply pick another spot. So it might be interesting to risk leaving your very sensitive spots open, and defending more minor positions.
 
Experiment N°6 : Budget Management​


Participants : 2

Experience Description :

In this test, the subjects are given a capital of points of 25 points, that they must split over their body parts. (neck,underarms, ribs & belly, legs, feet)
The players will alternate the role of the buyer and seller. Before every round, each body part must be assigned a value from 1 to 10 by the seller.

The buyer will be given 10 points each round. She must distribute those points over a maximum of 3 spots of the seller's body, so she can buy one spot for (10,0,0,0,0) or split it (3,3,4,0,0). If she stays equal or under the limit the seller has distributed, she wins and the seller gets tickled on the bought spots. However should she go overboard, she's the one who will be submitted to the tickle treatment. Note, the more she pays for a spot, the more it will get tickled.

10 rounds will be played, each player will be buyer & seller 5 times.

Expectations :

We hope to see various strategies coming from players. If someone keeps putting a high price on her most ticklish spots, the other player will most likely catch on. An easy way out might be for the seller to put her 10 points in the same spot, however should the buyer make the correct buy, she will most likely deeply regret that decision.
 
Experiment N°7 : Divide et impera


Participants : 2

Experience Description :

The two subjects will be evenly tickled for an hour.
Any participant can call from a break at any moment however :
- The timer is stopped for her when on a break.
- When she resumes the timer, her break period needs to be paid back in double time.
- When a participant take a break, her partner will suffer from double tickle treatment. She will be unable to call for a break herself, as long as her friend doesn't resume the treatment.
- Unknown to the participants, a hidden gauge is active. Should a participant decide to prolonge a break for too long, she will receive the "Bad Friend" penalty. Control of the tickling devices will be transferred to her partner for remaining duration of the experiment.

Expectations :

The experiment is about short term vs long term benefits : while being able to take a break when you want sounds great, abusing the function will get you tickled much more in the end. Participants will be advised to take good care of their friends, but that's it. If they end up in Bad Friend mode, may their friend have mercy on their soul.
 
Experiment N°8 : The Great Escape​


Participants : 1

Experience Description :

The subject will be locked in a contraption allowing moderate movement of her arms. The tickling will start at a very mild rate, for a period of 6 hours.

A touchscreen will be placed in front of the subject, proposing various puzzles. The subject will be informed that if she solves all the puzzles she will be released.

However, every time she solves a puzzle the tickling will get more intense, the last few rounds might be unbearable for some people.

At any moment, the subject can press the reset button, which will bring the tickling down to it's initial state, but will reset all the puzzles solved and replace them with new ones.

Expectations :

A percevering subject might get released soon, but we expect most people will eventually give up and prefer to endure the full treatment at minimum tickling.
 
Experiment N°9 : Mexican Standoff​


Participants : 3

Experience Description :

The 3 subjects are attached in a circle and watching each other. Communication between them is possible. In front of them, there are 2 buttons, each with the other two participants name on it. They only have one free hand, so they can only press one button at the same time. Pressing one button will activate the tickle device of the target. Once a target is being tickled, she can't press buttons any more. Last girl not laughing gets the last laugh,ironically.


Expectations :
It is possible for one girl to manage to press both buttons one after the other, but pretty hard to do. We therefore expect the girl first pressing a button to be the victim of the target she overlooked.
 
Experiment N°10 : Keep talking and nobody gets tickled


Participants : 2

Experience Description :

The 2 subjects are locked in separate rooms, but can communicate via an intercom. One of them will find a very complex time-bomb in her room, with a ticking countdown. The other player will find an elaborate manual of how to disarm her colleague's bomb. The aim is that the manual holder guides the disarmer to stop the timer before it runs out. For this period, they will receive a moderate amount of tickle treatment. Should they however make too many mistakes or run out of time, the bomb will "explode" unleashing on both girls a demonic amount of tickling.

Expectations :

Unlike previous experiments, this one is all about cooperation. We do expect the success rate to be rather low however, the stress of failure should make the participants mess up more than average.
 
Experiment N°11 : Tetris​


Participants : 1

Experience Description :

The participant will be handed a game controller and invited to play a game of tetris. The trick is each type of block (square, L-Block, Z-block,T-block,ect...) corresponds to a different body part (randomized each round). The more are placed on the screen, the more that part will get tickled. The effect takes place as soon as the piece hits the ground. The tickling can be reduced by playing the game and removing block lines. Should the participant get a game over, she will receive maximum treatment all over her body until the next round starts. Each round will last 15 minutes.

Expectations :

This will test a contestant's logic and ability to improvise. Unlike classic Tetris, a contestant will probably want to remove the blocks corresponding to her most ticklish spots first. However, in doing so she must be careful not to ruin the game or will suffer a penalty.
 
Experiment N°12 : I choose you!


Participants : 4

Experience Description :

The subjects are placed around a round table. Each subject has 3 buttons in front of her. To start, one girl will randomly be selected as the master. Once chosen, she will have one minute to press a button. The buttons each represent one of the other participants, the chosen one will be tickled. After her unfortunate trial, the victim of the previous round will become the new master.
Failing to chose will start a tickle treatment for all participants and a new master will randomly be selected.
Communication is not only possible, it's highly encouraged for this experiment.

Expectations :

The best way out here is that all participants accept to be the victim in turn. There is however the probability that a vicious circle is created where 2 participants tickle each other back and forth.
 
Experiment N°13 : Card Games on Tickle Machines


Participants : 4

Experience Description :

This experiment involves a peculiar deck of cards. Each card represents a body part, which represents the spots the subjects will be tickled. The more you have the same card, the harsher the punishment on said spot will be. Should you however get a full suit of 6 times the same card, you won't get tickled at all. There is however one exception: the skull cards, which represents a full body tickle, and collecting 6 cards of that one.

Each subject will draw 6 cards from the same deck. After that is done, the subjects will be allowed to trade with each other. Each subject can trade a maximum of 3 cards with another player. They are also allowed to trade up to 3 cards with the deck once.

Expectations :
Bluff is central here, as each girl will try to collect the card she needs, but must also try to avoid collecting skulls and try to trade her skulls by fooling a fellow participant.
 
Experiment N°14 : Volunteer's dilemma


Participants : 2 or more, ideally 4

Experience Description :

The subjects are isolated in separate rooms. Communication between them is not allowed. Several tickling devices will be shown to them via a monitor. The amount of devices match the number of participants.
For each device they must decide if they wish to volunteer to take it's load or ignore it. After all devices have been presented and every particpant has voted the tickling begins.
Each participant will be tickled by each device she has selected operating at normal capacity.
However should more than 1 person volunteer over a device, the load will be split amongst them.
On the contrary, if no one volunteered for the device, everyone will be tickled by it at full power.

Expectations :

The ideal situation here is that each participant takes one device over. Of course there is no way for them to know who is taking what, and a good balance between the votes will be hard to get. Voting for nothing is not an adviced option, as everyone will suffer a terrible torment then.
 
Experiment N°15: It's a date!


Participants : 10 +

Experience Description :

This experiment will include a large group of people of various gender and orientations.

The participants will be isolated in separate rooms with a computer in each. As a first step they will fill their profile in. Once it's done, they'll have access to everyone's profile. They'll have to pick the 3 persons they would like the most to go on a date with. In case of a match between 2 people, they'll be released and will be handed a free trip ticket. Should a participant have multiple matches (s)he will be allowed to make the final decision.
The losers will receive a tickle treatment to console their heart.

Expectations :

We hope this experiment will bring people closer together. If it doesn't, well they can just laugh it off.
 
Experiment N°16 : Raising the stakes.​


Participants : 2

Experience Description :

Both participants are asked to enter an amount of time, which represents how long the experiment will last. The amount they can enter is between 10 minutes & 20 minutes.

After this is done, the amount they'll be tickled will be as follow :

The subject who entered the lowest amount of time, will be tickled the highest amount of time.
The subject who entered the highest amount of time, will be tickled by the lowest amount minus the difference with the highest amount.
If both enter the same value, they'll be tickled for that amount.

Examples :
A entered 10 minutes, B 15 minutes.
A will be tickled for 15 minutes.
B will be tickled for 10 - (15-10) = 5 minutes.

A entered 19 minutes, B entered 20 minutes.
A will be tickled for 20 minutes.
B will be tickled for 19 - (20-19) = 18 minutes

A entered 10 minutes, B 20 minutes
A will be tickled for 20 minutes.
B will be tickled for 10 - (20-10) = 0 minutes, therefore escaping torment for this round.

The game will be repeated for 5 rounds.

Expectations :

If both players agree, they can both be tickled for 10 minutes each time, however it would for example be tempting to enter 20 minutes, expecting the other player to enter 10. However if both players do that, they'll both be tickled for 20 minutes.
 
Experiment N°17 : Clue​


Participants : 7

Experience Description :

Each round, a culprit and a victim will be randomly chosen. The culprit will be allowed to choose her method of tickling and the location of her deed and tickle the victim for 15 minutes.

Afterwards, the 5 remaining participants will have to investigate the case. Should they discover the culprit, method & area of the deed, they'll be allowed to tickle the culprit, along with the victim. Should they fail however, they will fall prey to the serial tickler.


Expectations :

It's Mrs Peacock with the feather in the bathroom.
 
Experiment N°18 : The Mole


Participants : 4+

Experience Description :

The participants are all in separate rooms, and their face is filmed & broadcasted to the other players. Each round, they will experience varying degrees of tickle torture. However, one participant is actually the tickler and will decide how the other players will get tickled. While the treatment is going on, she must do her best to fake being tickled, as her face is broadcasted along the rest. The other players have to find out who the mole is, and can do so whenever they want, via a provided input device. Should a player identify the mole, she will become the new mole and the current mole will receive a fun surprise. However, to avoid wild guessing, an incorrect response will be met with a appropriate punishment. In case more than a player identifies the mole within 15 seconds, the mole's punishment will increase accordingly.


Expectations :

This test will be executed with a few drama students, as a practical session to improve their acting skills, as a poor bluffing attempt will be severely punished by the other players. We expect the participants grades to do a nice jump forward.
 
Experiment N°19 : The Auction


Participants : 2 or more

Experience Description :

In this experiment all participants will bid on time. The timer will start at 10 minutes. Every bid the participants make must be at least an increase of 5 minutes. After the auction is finished, everyone will be tickled for the current amount of time on the timer, except the highest bidder, who will be spared.

A hidden timer of 5 minutes will start along with the experiment. When time is up the auction will be over, and the participants will have to pay their due with laughter.


Expectations :

While the best strategy here is probably for no one to bid anything, as soon as someone decides to play, the amount of tickling can quickly grow exponentially and the seeing the timer grow, most players will probably start making irrational bids.
 
Experiment N°20 : Crack the safe!​


Participants : 1 or more

Experience Description :

For this experiment, the participants will be able to roam free inside the experiment area; a 3 story house. They will be handed an advanced lock picking toolset. The house will be full of valuables but everything will be behind locks. Over a thousand locks will be present in the house, and while some locks lead to valuables, most are devious tickle traps. The participants are free to stay in the house as long as they want, food will be provided if necessary. They are free to leave when they want as long as they are not currently caught in a trap. Every treasure they managed to acquire in their stay will become their property.


Expectations :
We have 2 target goals for this experiment :
- Famous cat burglar's will be invited secretly so the law won't trouble them
- Volunteer inmates incarcerated for larceny and who wish to reduce their sentence.

The goals is to see if with the right treatment we can dissuade the participants to commit crime in the future.
 
Experiment N°21 : Money, Tools and Ticklishness​


Participants : 4 +

Experience Description :

This experiment makes use of BlueTech's latest invention; a laser beam that can increase or decrease the target ticklishness. Prior to the start of the experiment, all participants will be subjected to the beam, rendering them equally ticklish at an average level.

All participants will be handed a budget of 1 million dollars to begin the experiment.

After taking their seats an auction of tools will begin. Each participant is free to bid over the control of each tool. The highest bidder will gain control of it for the round and the money they spent will be reduced from their budget.

After the auction part, everyone will be free to choose who will be tickled by each tool they acquired. Choosing yourself is also an option. Who is controlling which tool is kept secret.

The tickling will then start. A victim will at any moment be able to stop her torment by proposing a price to buy the tool over. Should the owner accept, the tool's control will be transferred to it's new owner and the seller will receive the money.
There will be times where someone is unable to pay however, so the players have the possibility to make a loan ... in ticklishness. In exchange a "modest" sum, the laser beam will increase the ticklishness of the loaner. The longer she waits to pay back, the more interest she will have to pay to put her ticklishness back to normal.
In reverse, someone will be allowed to buy tickle resistance, but the effect will be temporarily.

The participants will be allowed to keep whatever they have earned at the end of a session.

Expectations :

A lot of possibilities here, someone might have to sell her tools at a loss in order to counter an unexpected attack. The longer the experiment goes, the more the subjects should become ticklish, creating a vicious cercle.
 
Experiment N°22 : The Tower of Hanoi


Participants : 4

Experience Description :

The experiment requires 3 victims & one player. The victims are attached to a rod, next to each other. Afterwards several disks will be put around the left rod. From biggest to smallest , from bottom to top.

The goal of the player is to get them all on the right rod by moving one disk at a time and never putting a bigger disk on top of the one under it.

The fun part of course is that each disk will be tickling the person tied to the rod it's currently on, and will be until the player solves the puzzle.

The player isn't safe either, as she will be tickled while solving the puzzle and the tickling will increase at a regular interval.

Expectations :

The player isn't the only one who should be observed here. The victim on the right will start with no tickling at all while the person on the left will be suffering heavily from the start. However as the experiment goes on their situation will slowly inverse.
 
Experiment N°23 : Battleship


Participants : 2

Experience Description
:

The participants start by placing their ships on the field. In turn they try to sink their opponent' ship. The trick is, each boat correspond to a body part. On a hit, the ship owner will briefly get tickled on the corresponding body part. Once a ship is sunk, the tickling won't stop until the end of the game. The winner gets released while the loser gets stuck for another 10 minutes.

Expectations :

May the worst player have the last laugh.
 
Experiment N°24 : The Sleeping Beauty​


Participants : 1

Experience Description :

The subject will be put to sleep and woken up at various interval and asked a question : "What do you want to be tickled with?" A list of several tools will be presented and she'll be forced to pick one. After her choice, her memory will be wiped and she'll be put back to sleep. The same question will be asked every time she's woken up, for a total of 5 times.

After this phase the tickling will begin.

She will be tickled by every tool she picked at the same time. If she picked 5 different ones, she'll be tickled by all of them. However should she take 5 time the same one, she'll only be tickled by that particular tool.


Expectations :

With her memory wiped out, our subject will have no way to know what she picked before. It will be interesting to see if her instincts are stable enough to pick the same thing every time or not.
 
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