Rocket Jockey - Game Modes

Game Modes

Rocket War is a classic deathmatch mode with the player facing any number of computer controlled jockeys in a fight to the death. The goal is to eliminate or disable all the opponents, using any means necessary. Points are awarded based on how the player eliminates the computer opponents. Basic moves such as a tripline or a ram off receives minimal points, whereas more difficult moves, such as the matchmaker (joining two riders together with grappling hooks), or ball and chain (joining a rider to a mine), awards much higher points. Points are used to rank a jockey's run through each individual arena. Points are not required to advance to the later rounds, only the elimination of all rivals. Dismounting an opponent and stealing their sled is also an option, both to switch to a working or less damaged sled and to unlock it for use in later levels.

Rocket Ball, a twisted take on polo or soccer/football, is a more distinctive game mode. Facing an opposing "team" which ranged from one to several independently acting computer opponents, the goal was to score as many points as possible in a set amount of time. Stealing the ball from the opponents, or eliminating them outright, while navigating the field and scoring goals with the sometimes explosive balls was a challenge at best and near impossible at worst. Aiding the player was the fact that the AI is rather weak and never works together, but strict time limits, handicaps and the number of opponents makes Rocket Ball very difficult in later levels.

Three interesting aspects of Rocket Ball are the presence of referees, tether cables, and the shortened cable duration. Referees are jockeys which tend to run around the arena after you on foot. They never mount a rocket but will sometimes try to kick you or another jockey around the field. They can be treadted exactly the same as other jockeys. Tether cables connect all jockeys, including the player, to their rockets. In this way, if a jockey falls off of his sled, or are cabled off, they will remain attached to their sled by a short cable until a certain amount of time passes. This allows a jockey to land nearby their rocket, even if they were to be cabled by an opponent. Shorter cable durations are also used, which shortens the amount of time a cable may be attached to a jockey or ball to only a few seconds. This increases the complexity of the game, generally forcing the player to make shots at a net, rather than towing in the ball, as well as making it harder to disable the opponent. The rules of Rocket War still apply in Rocket Ball: taking out your opponents can sometimes be a good strategy to gain some breathing room while trying to catch up in goals. Completing a match is dependant on the amount of goals you have versus your rivals. Winning on a stolen sled will also unlock it in this mode.

Rocket Race is what is says it is: a race to the finish. The course must be done in a certain amount of time, with either the player's rocket passing though sets of pylons, or grappling on to certain pylons as they light up. This is the most difficult of the three modes, especially for the AI, which almost never completed the course. At times, it can become an obstacle course, and on more than one occasion it becomes a test in how quickly the player can memorize a series of razor-quick turns, sometimes in very tight space. It features interesting tracks, but since the AI is virtually absent, Rocket Race does not have as much lasting appeal as the other two modes. Tethering cables and shortened cable duration on opponents are used, similar to Rocket Ball. Winning on a stolen rocket will unlock it, as in the other two game modes.

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