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Old 22-07-2010, 08:42 PM   #1
rocketjockeyremake
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Join Date: Jul 2010
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Cool Rocket Jockey - the game, the myth, the legend

Hi all,

Rocket Jockey - the game, the myth, the legend. If you played it, you'll know what I'm talking about, if you don't just visit the Facebook group. Currently trying to get fans together in ONE place online, currently trying hard to get a remake for this with a small developer.

You can find all info and downloads (how to play in WinXP) at the Rocket Jockey Facebook group:
http://www.facebook.com/#!/group.php...0271810&v=wall

Some info on the game (trying to get a remake done):

Rocket Jockey was a PC game from the late 90s. An incredibly unique idea, and a really fun and cool game. There are three game modes: Rocket Ball, Rocket War and Rocket Race. Maybe someday we will get a Rocket Jockey 2. (see the INFO tab for links for downloading the retro PC game Rocket Jockey with instructions for WinXP & the MULTIplayer patch).

Rocket Ball,
a twisted take on (kayak) polo or soccer/football, is the most 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 stupid and never works together, but strict time limits, handicaps and the number of opponents makes Rocket Ball very difficult in later levels.

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 were not required to advance to the later rounds, only the elimination of all rivals. Dismounting an opponent and stealing their sled was also an option, both to switch to a working or less damaged sled and to unlock it for use in later levels.

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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