© 2013 Ralph Martin Palmer - All Rights Reserved.
Copyrights (PAu-2-093-882, PAu-2-093-883, PAu-2-095-101)
The first hybrid sport played on a curvilinear court.
This entirely new sports game is the first Fantasy Sports game
which combines the agility of soccer, the leaping abilities of
basketball, and the body control of gymnastics. It 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.
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. The players' stats are screened for the immediate game
with calculations for projected game performance in the next
quarter. Historical stats are warehoused in the cloud 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). "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.