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- Rocket Jockey - Demonstration version
-
- Thanks for checking out this demonstration version of the game, Rocket Jockey. We hope you'll enjoy and see the
- potential in what's to come. This shows the basic mechanics of how Rocket Jockey will be played throughout 3
- major contests - Rocket Ball, Rocket Racing and Rocket War. This demonstration won't have some of the objects
- which will enhance the environment and gameplay. Therefore, the final version of the game will be more
- challenging to learn. Rocket Jockey is a 3D combat action/sport game to be released for Christmas from Rocket
- Science Games.
-
- A minimum of a Pentium class machine is required with Windows 95 and a P120 with 16MB of RAM is
- recommended at this stage. If you're trying to run on a less beefy machine, please try re-sizing your window with the
- minus (-) key. Default is low resolution but please check out 640x480 which will be optimized in the final game.
-
- Important Stuff
- This is a demo, and as such has known problems. Some of these problems are listed in the notes section. ROCKET
- SCIENCE GAMES IS PROVIDING THIS DEMO TO YOU WITHOUT A WARRANTY, ON AN "AS-IS"
- BASIS. Rocket Science Games is not liable to you for any problems or damages to your system or software caused
- by running this game or any software installed with it.
-
- Quick Starting the game.
- o Set your display for 256 colors.
- o Double click on Jockey.EXE program.
- o Press the left mouse button inside the window of the Rocket Jockey screen.
- o You can look through the cycle or rider, but it's not required.
- o Begin the level by selecting START.
- o Press I to accelerate your cycle.
-
- Keyboard Controls
- Though there is no formal stick support yet, we will support all the new pads and sticks that can be configured
- appropriately.
-
- Cycle Control: Game Control:
- J: Cable left. Esc: Abort go to title screen
- L: Cable right. Ctrl-X: Exit application.
- M: Brake. Ctrl-F3: Force a screen refresh
- K: Connect all cables. F10/+: Increase view
- I: Thrust. F9/-: Decrease view
- F8: Increase resolution
- F7: Decrease resolution
- F5 toggle: Pause; Pause without text; Unpause
-
- Cycle/Rider Control: Change Camera:
- E or arrow up: Nose down/Run forward U: Look left.
- D or arrow dn: Nose up/Jump O: Look right.
- S or arrow lft: Lean left/Turn left R: Instant Replay
- F or arrow rt: Lean right/Turn right
- Spacebar: Bail off cycle/Dive
-
- When rider is cabled
- E or arrow up: Fight free of cable
-
- Rocket Jockey
- Climb onboard your home-brewed, garage-built rocket and compete with the daredevil pilots who fly them. It's the
- feel of air racing combined with the thrill of being an experimental test pilot. The different contests all have the
- underlying objectives of avoiding damage, eliminating your opponents in order to complete the contest goals. In
- each contest you'll need to use your knowledge to battle or avoid other riders while using your reflexes to pilot a
- rocket. The arenas will be filled with crowds watching and cheering on the events.
-
- Overview
- Your rocket is basically a very fast projectile with little control in a large enclosed arena. You can bank slightly but
- your fundamental steering mechanic will be cables which shoot from the sides of your cycle and hook onto stationary
- objects such as pillars located throughout the arena. You may also hook onto other movable objects like balls,
- cycles or riders in order to detain or disable other competitors. Cycles and riders will take on damage until they can't
- go on and are eliminated from the competition. The dynamics of your cycles handling are based on physics, so you
- can use your momentum to cable onto loose objects on the field and throw a ball through a goal or a toss a rider into
- a wall. The rocket handling and understanding how objects collide will add to building your skill to survive the
- challenge.
- Other objects:
- o bombs which the rider can throw at other players to stun them off their cycles
- o knuckle ball flies in erratic trajectories
-
- You can pick up one cable or hook type at a time. Cable spools will be located throughout levels and will have
- different characteristics. The cables are composed of different materials and are of limited length. They have some
- elasticity, can break, and can be replaced with other cables with different properties which are located around the
- arenas to acquire.
- Other cable spools:
- o spiked wire - barbed wire on steroids causes damage when brushed against
- o thin line cable - thin and difficult to see, great for a clothesline.
- o bungee - stretchy.
-
- There will be a variety of cycles which have different abilities affecting your handling and speed. In war if you're
- pulled off a cycle you've got to run and find a free cycle quickly or you won't last long. The rocket takes on damage
- by running into walls, other riders, and other cycles. Pieces and parts of the cycle can be cabled off and this will
- affect your speed and handling. If your cycle has enough damage, you need to watch the heat index in the heads-up
- display or it will blow up. Pulling too much weight or using the brakes will raise the temperature. Air cools off the
- cycle engine.
-
- Your goals throughout the games will be to avoid being damaged to the point of elimination while inflicting damage
- or scoring points in one of 3 different contests. Each contest will have a variety of levels.
-
- Rocket War
- This is the battle royale where the last man standing is the winner. You can take out other players by pulling them
- off their cycles and throwing them around or grabbing their cycles and damaging them so they can't damage you.
- You can string a cable across pillars to set a clothesline trap or string up a rider so that he's out of contention.
- Riders can get to other cycles by pulling off another rider and taking his bike. The goal in the War contest is to
- disable all other riders by cabling them to pylons. In order to do this, the player must attach his cable to a rider, then
- attach the other cable to a pylon and connect the right/left cables together. Doing this in the allotted amount of time
- will win the game. The player will then see a replay of the winning sequence.
-
- Rocket Ball
- A variety of contests centered around balls that have different characteristics. You're up against the other guy, to
- defend and outsmart for a goal. Unlike Rocket War, you are tethered to your cycle so that you can climb back on
- your cycle within a short distance. This contest is currently a practice match.
- Contest objects:
- o sticky balls - sticks to whatever it touches.
- o magnetic balls - is pulled in the direction of the nearest cycle.
- o curve balls - follows a curved path in the direction thrown.
- o puck - acts like an air hockey puck.
-
- Rocket Race
- A combination of obstacle course, survival and speed. Navigate through the course trying for the shortest time while
- some of other riders do the same, but coming the other direction. Try to knock out the riders in the lead and
- interfere with other riders. There will be series style racing where the player needs to win to advance to the next
- level of courses. Winning will be defined by a minimum time limit and coming in first place. Riders need to follow
- a defined path and pass through gates similar to slaloming. There will be a number of gate types to race through.
- Contest objects:
- o speed walls - forces the player to be at a minimum speed to force it down.
- o horizontal harpoon - they latch onto cycles from the side and throw the cycle into a wall.
- o vertically mounted harpoons - which attach to the cycle from the top and pulls the cycle up.
- o pop-up walls - triggered walls obstruct the riders paths. Billboards can be crashed through.
- o corkscrew pillars - latching onto this will raise the rider to a different height depending on his release point to
- get over long walls.
- o hoops - flying through will upgrade the players cycle with special properties (cycle power, health, stealth,
- slipperiness).
-
- Still to Come.
- Higher resolution - the game will run optimized for full-screen, 640x480 resolution. See the replay in the rolling
- demo for a picture of high resolution play.
- networking - network play will support up to 6 players.
- sound - Music is not in the game yet. Periods of silence will be filled. Music will be fast paced, surf style music.
- advanced objects- pop-up walls, harpoons, hoops with powerups are still to be implemented. These will all add
- variety to the gameplay.
- Levels - These are not final nor tested for gameplay. The number of riders will vary from level to level depending on
- the layout and objective. A variety of backgrounds, arena shapes, ground types will be implemented. There will be
- limited use of the vertical area such as finding a shortcut over a wall. About 10 levels of each contest are planned.
- 3D accelerator card support planned.
-
- Known Problems
- o Running this game continuously without playing it is not recommended. Disk space will be used and it will take
- longer to exit. The solution is to run the game when you want to play and exit after playing.
- o Sometimes other riders become "confused" and will stand around until cabled.
- o Screensavers or other applications which grab the color pallette can throw Rocket Jockey's pallette off. Use
- Ctrl-F3 to force a reset.
- o Aborting from the attract screen will generate artifacts in levels. So please don't.
-
- For the player, things to try:
- o turn on a pylon, which should be easy after a couple of tries.
- o cable something up to a pylon, a straightforward extension to turning with the cable. This will introduce you to
- the concept of joining the right and left cables together to make one extended cable.
- o string a clothesline between two pylons, an important skill to acquire. This is your basic trap for other riders.
- Find two pylons within reasonable proximity of each other and use your right and left cable to join them using
- the "connect all cables" key.
- o cable a bomb, not too tricky, the easiest way is to grab onto the bomb, drag it into a goal. Harder to do is use
- the built-up momentum of the cycle to fling it in. It will be important to be able to grab the bombs and balls
- "on-the-run" and release them as soon as they swing in the direction you want to shoot so you can blow a rider
- off his cycle or score a goal in Rocket Ball from a distance. There will be a variety of balls with different
- characteristics - magnetic, sticky, curve, knuckle.
- o cable a rider, cabling a rider causes him the most direct damage and will take him off his cycle. This is
- important if your strategy is to ditch your less powerful or damaged cycle for his. An instant upgrade.
- o cable a pedestrian (rider on foot) , not super difficult once you realize you need to angle your cycle down to
- cable the rider who is running around at a different - lower elevation. Being a pedestrian is a dangerous thing
- since you are now a target for anyone to use and abuse.
- o run into an on foot rider (or balls), this is tough. A rider on foot is a small target and a rocket is moving too
- quickly to be a precise targeting instrument, but it causes him damage and is good for the highlight reel.
-
- Tips
- o When you are knocked off your cycle and are on the ground, use your directional pad to control the rider to an
- available cycle. You need to come in contact with the empty cycle then press thrust.
- o When the player is cabled, repeatedly press the E key to shake free from the cable.
- o No matter how good you think you are, you will not be able to find things by chance or by a feeling. Use the
- RADAR. The heads up display has rider health information, cycle temperature, score, and a radar screen. The
- blue indicates a rider on the ground, the green is a cycle without the rider, and the red is a cycle and rider. The
- player is the middle, so to get to any of the objects, place it at 12 o'clock and go.
- o End game situations are win (described above), lose - your health dwindles to nothing and you'll be treated to a
- replay of the final humiliation which pushed you over the edge, and time runs out - where you have free time
- afterward to continue playing without any consequences. We plan to have referees come out and drag you away
- for any time-wasting or creative disposals of finished players.
-
-
- Rocket Science Games Contact Information:
- 139 Townsend St.
- San Francisco, CA 94107
- (415) 442-5000
-
- http://www.rocketsci.com/
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