ROTOBALL - The First Fantasy Sports Game - is a hybrid of soccer, football, and basketball played on a curvilinear court which combines the agility of soccer, the leaping abilities of basketball, and the body control of gymnastics. ROTOBALL is an "actual" sport specifically designed to be played on either an indoor or outdoor court. The game is played with a round ball the size and resilience of a Size 4 regulation soccer ball. The playing field is a large court with a flat floor with rounded, oval walls which curve to an opening at the top.

© 1994 - 2008 (PAu-2-093-882, PAu-2-093-883, PAu-2-095-101)
All Rights Reserved

COURT SHAPE AND DIMENSIONS

The court is 150 feet long from end to end and 90 feet wide at the middle, its widest point. Large video screens are positioned strategically around the court for spectators to view important plays. All of the respective player's stats are screened for the immediate game with calculations for projected game performance in the next quarter. Historical stats are warehoused in the P2P (peer-to-peer) computer system residing on the various planets. A referee is stationed outside the court in a closed circuit monitoring room so he can see the play and to call the fouls and penalties. The side walls slope up gradually from the floor so the players can run up the side of the stadium. At a point about 40 feet above the floor, the walls curve back in, meeting at the ceiling opening. The court tapers to a point at either end.

THE OFFICIAL RULES

The game has four quarters of fifteen minutes each. Play begins with the ball in a specially designed chamber underneath the floor at midcourt. At the referee's whistle a "face off" between two opposing characters occurs when the ball is shot straight up into the air. If the ball is passed or caught by hand, it may not be carried for more than four steps before being passed, kicked, or headed (soccer). The ROTOBALL can be kicked down the field in control of one player. "Dribbling" is not allowed, although a character may take 4 steps up a wall without a penalty, as long as his forward distance does not exceed 12 feet. The ball can be hit with a fist as in volleyball, thrown like a football or baseball, struck as a handball, or thrown with both hands.



The goalie can catch the ball, but can not be touched by an opposing player while holding the ball within the marked nine-foot semicircle. The goalie can kick, head or throw the ball. When defending against an attempted goal, only two other players are allowed inside the nine-foot semicircle with the goalie. This primary rule for the goalie points out the overall limitation in hockey because, in hockey, the goalie adds no dimension to the game other then defense. When defending against an attempted goal, two other defending players are allowed inside the nine-foot semicircle. This makes for exciting multi-player game play since a sub-game is created within each team.

Substitution can be made for any character, but only once a quarter, starting with the second quarter. The goalie can be substituted only once in a game. Two thirty-second time outs per quarter may be taken by each team. There is a two minute break between quarters, and twenty minutes at half time, where all the teams retire to their Locker Rooms. The referee may call unlimited official time outs to permit medical assistance for injured characters, to repair equipment problems, and to resolve mechanical, score keeping and time keeping problems.

TEAM GENERATION SCREEN

Next, the player is prompted to pick four characters, two alternative characters and one goalie from each world on the team generation screen. A selection of team players will appear along with a thumbnail sketch of each of their faces. When the player selects each particular character, his or her statistics pop up on the screen in the representation as follows:

STRENGTH: How far each character can kick or throw, as well as how much damage is done when checking an opponent. Also, indicates the equipment.

SPEED: How fast your character is in relation to other characters.

ENDURANCE: How much punishment your character can withstand and how long the character can go without rest.

AGILITY: How accurate your character can shoot, throw and block shots.

Each of these statistics will dramatically affect the playing and handling of each character. You may have an extremely fast player, but with low endurance which will cause him to tire easily. You may have a very slow but accurate shooting player. Each player has a recruiting cost. The more gifted the players you recruit, the more they cost. A possible game cheat code, entered upon booting the game can allow players to change the statistics. After the players are chosen, you are given the chance to alter the stats to your choosing without the other player's knowledge, increasing an element of random chance to game play. For example, if you decide you would rather have a player a bit faster, then you may decrease their strength to raise their speed. All player statistics can be modified in this way, but if you increase one statistic, you must lower another one according to the computer's control. Lastly, you are given a field to enter a name for your newly created team. After this is done, it's off to the locker rooms and then on to the curvilinear playing field.

LOCKER ROOM

When you enter the Locker Room a video plays showcasing the first team which you are competing against and the venue or stadium. There are a variety of venues to play in, and the better your team becomes, the more counters to be earned. You are, also, shown how much of a purse is awarded to the winning team. After the video is finished, we go inside the Locker Room. You are given the chance to substitute players or purchase special equipment. Then, you can enter the Robot Factory Area to construct robots to replace injured characters or to act as a goalie. You may practice your moves in the Training Room, without any limitations.

TRAINING ROOM

When a player clicks on the Training Room, the doors will open and take you to a separate screen. This screen resembles a computer console with a perspective that gives you the feel of looking down into a locker room. Here players can pick individual characters and train them. Training allows the players to become familiar with their controls and each of the individual characters.

MODES

The Training Room offers two modes for players to test out their characters, Practice Mode and One on One Mode. If a player feels like practicing, then the PRACTICE MODE can be enabled. Practice mode places your character in your specially designed stadium with only a robotic goalie. Here you can practice running and jumping as well as kicking. The goalie's skill level for the interception of shots can be set to whatever the player indicates on the control panel. ONE ON ONE is the quickest way to learn how to control your character. Here you match your skill against a computer controlled robot. You can have a very aggressive robot that is not very skilled. He will be checking your player and causing fouls. You may also opt to have an opponent that plays a very conservative and highly skilled game or a defensive game. Any combination can be entered and played.

ROBOT FACTORY SCREEN

When a player enters the robot factory, you are given the chance to build a customized robot to add to your team. Robots are completely computer controlled and are strictly used as goalies or replacement characters. The robot will automatically respond based on the server's analysis of the game play. Robots can vary since they can be creatively designed but they are, also, the most expensive to recruit The custom choices presented allow the player to build a robot from the ground up. You can pick out body chassis designs, physical attachments, locomotion parameters and a neural (TM); controller. If a player's character unable to recover, the player has the option to transfer/transform his character into a full cyborg.

ROBOT CHASSIS DESIGNS

In the advent of a character's death, the player may choose to turn the deceased character into a cyborg. The ports allow attachments to be added. A robot with more attachments is a better or a slightly more dangerous player. The drawback is a decrease in speed and/or agility.

 

 


Are you a Defender of the Faith?
The Official Rules

General Manager
I am Gennifer Robbin. Who are you?

---- The Future of Sports ----

The year is 2793.4 The universe has just survived another clone war.The neighboring galaxies, Armetes and Plewak, have been harnessing mutual ecological resources to survive their weakened economies. Their treaties are considered temporary. The citizens of neighboring solar systems know and fear this situation but do not have the ability to change the political structure of the respective governments of the universe.

Operating on a political structure as City States in ancient Rome, individual Overlords rule as far as their arms can reach with their respective militia. There is a loose federation called, the Almodar. The Almodar was formed by the individual citizens of these planets. However, the Almodar is weak, teetering on a level just functional enough to enforce a unified peace.

Piracy abounds and the black market predictably thrives in almost every space port. The universal economy of credits has been destroyed and commerce, once again, flows by the old fashioned method of trade goods. Recently, the affluent personage have introduced a new form of commerce called counters.Like money, counters can be used to purchase goods and services. All economies are in a state of a permanent deflationary spiral, with no hope for the Netcitizen(TM).

With the universal economy virtually destroyed, crime running rampant and world leaders more corrupt than those they persecute, times are bad. Not as bad as during the clone wars. At least a man can make a living depending on his own ruthlessness. It was this ruthlessness which spawned a simple game. This game came to be known as ROTOBALL.

At first, the game seemed like a fad, something created on Gamma T. IV to pass the time. It was a simple game, but one which required the combined skills of several old earth style games. These talents combined with intricate plays and strategies came to form a game unlike any other sports game. A game to satisfy both the barbarian and thinking man in all of us. Conditions were rough on Gamma T. IV and the game didn't catch on, fading into oblivion after only a few years of playing in the eon fields. Two decades later, the Fantasy Sports game resurfaced on the neighboring planet of Sesquo. Perhaps, the descendents from Gamma T. IV may have brought the game over from their world, but this has not been confirmed by the override command.

Then the sports game, quickly drew huge crowds and attracted the attention of the Overlords. They created the financial unit called "counters" and, then, modified the game for tournament play.

The Aquatic world of Hydronia or the Aquatics were the first to jump on this bandwagon by building a new Rotoball area to accomodate it's new team. The Aquatics issued their first challenge to the Insectoids. It wasn't long before every world had a representative team.

The illustrious, Gennifer Robbin, is asking who is Lord Dunsburrough III?.

The answer is "Lord Dunsburrough always had a taste for adventure and the peculiar. He built his first anti-gravity machine at the age of eight. When he was twelve, he constructed a curious machine which could fly, wash dishes and recite all of Shakespeare's sonnets in any of thirty languages. With these strange inventions, he became an odd, unstable child."

Who is Argo Mordasn, Killekia, Bernard, Lon-7, and Zero?

Argo Mordasn - Outwardly, Argo Mordasn presents himself as an action-hero, strong, intense, inward, intensely focused with a steely gaze. His experiences have molded him into an intense opponent of evil wherever he finds it! When Mordasn speaks, his extreme intelligence and deductive powers force all to listen to him. His brilliant mind, with scientific training from Lord Dunsburrough, simply sees all around him very clearly and precisely. This intellect makes him the natural leader of the group. His intellect, however, is offset by his humanitarian nature which is the driving force in all his actions. As an action hero, Mordasn is very decisive, often intuitive and making the exact move necessary to win. He has extremely rapid reflexes, often allowing him to escape most danger at the last second. He is a skilled fighter who is supernaturally calm in battle. When not fighting, Mordasn can be relaxed and affable with the rest of the foursome, each of whom has a deep loyalty and respect for him. He has affectionate knicknames for each, and, occasionally, reminisces with his personal stories, showing his true comic nature.

1. Kileekia - Seventeen year old adolescent Tygian female cat warrior. Although Kileekia is not physically strong, she has razor sharp claws and is incredibly agile and dexterous. She was orphaned when her family was murdered by Draconians. She plays ROTOBALL with a frenzy because she is consumed by revenge.

2. Bernard - A teenage Tikonian male minor. Although monstrously strong, able to bench press over 20 tons, Bernard is extremely slow. Taken in by the Draconians as a slave, he escaped by leading a revolt. A gentle but brooding giant, Bernard seeks orderly harmonious surroundings.

3. Lon-7 - Twenty three old Canidine, a former circus performer specializing in highwire and trapeze. A renaissance man with a swashbuckler attitude as well a a taste for misadventure, Lon-7's bravado sometimes rings false as an attempt to hide his mistreatment by others.

4. Zero - A precocious dwarf mutant Draconian, Zero is the comic impish mascot for the team. He was adopted by Argo Mordasn and has become his most loyal and trustworthy friend. Zero's biggest concern arises from his fearless curiosity combined with the belligerent certitude that he is a Tyrannosaurus Rex.

THE TOURNAMENT GAME

Players choose Tournament Game from the Start Menu. After a prompt, you select an Origin World indicative of your team or race for stadium play. When a new game is selected the player is taken to the Origin World Screen where you begin building your prophetic team into legendary status as "Overlord of the Universe". As an Overlord, you have 10,000 COUNTERS. The "draft" for your team is limited to your buying power!

The available worlds, according to their orbital location, are the following:

Terra 2 - An earth like planet.

Hydronia - An aquatic planet covered almost entirely by water, whose native inhabitants are amphibious.

Sesquo - A planet inhabited by peaceful nomads, much like early American Indians.

Gamma T. IV - A military-industrial planet populated by strange races from the universe.

Draconos 9 - A world built in the clouds, populated by a reptilian race first created by the Huxley Explorer.

Tikor - A harsh, hot, mining world populated by a race of large stone men.

Tygia - A jungle planet populated by a terrifying feline rave.

Sanctum - An overpopulated world with no native race, only galactic rogues and thieves.

Cyberius - An alien constructed moon boasting the leading edge of technology with an amazing array of robots and cyborgs.

Amazonian - A paradise planet populated by women.

Plewak - An insectoid ruled, old and desolate planet.

The Origin World Screen consists of thirteen icons in the top portion of your game screen. These icons represent the different virtual worlds or colonies. As you move the cursor to highlight each world, a 3-D graphic of each planet's indigenous race is displayed, scrolling basic information about each race. This screen is where you pick a virtual world to represent your league team. What is really interesting about my completely original game is having 6 virtual stadium designs which can be built on different origin worlds for league play. The result is competitive advantages for different races within a backdrop of sport.

Planet Race
Advantages/Disadvantages

Amazonian Amazonians +Strength/+Endurance-Agility

Asylum - Varies

Botog 7 Canidines +Strength/+Agility-Speed

Calibus 12 Calebs +++Agility/---Strength

Cyberius 10 Androids +Strength/-Speed

Draconus 8 Draconians ++Strength/-Speed

Gamma Tetris IV Terrans None

Hydronia 3 Hydronians +Endurance/+Strength --Speed

Plevak Plevakians +Speed/+Agility

Sanctum Etruscans +Strength/+Speed --Agility

Sesquo 6 Sesquoians ++Endurance/-Agility -Strength

Tikor Tikorians +++Strength/---Speed

Tygia Tigians ++Speed/+Agility --Strength

Start>
New Game>One Player or Two Player Game>
Team Generation>Locker Room>
Either Save Game and/or Quit or Robot Area and/or Equipment Store>
1st thru 4th quarters with half time (Traditional football or basketball timed allotment)

When you start the game, you are given the following options:
1. One Player New Game
2. Two Player New Game
3. Continue Saved Game



Go to GAME DESIGN THE TOURNAMENT GAME