MyI@FarNiche

Building an XNA Game Studio XBox360 Indie Game.

[page 0033] ~ VennisPong:

A Real Time, Face Time Strategy Game.

VennisPong is a combination of three games in one.  Volleyball, Tennis and Ping-Pong, that being Table Tennis.  Each of these games have their own playing field, equipment, participant and rule prerequisites.  VennisPong is a collage of these three, where the adaptation is adherent to provide the longest volley possible by giving a “good-faith” effort to allow the other teams members a reasonable chance to return the volley.

The Playing Field.

As in Table Tennis, the playing field is a ping pong table sized plane, with an accompanying net that splits the field width wise into two equal halves.  Preferably, and as in some Volleyball and Tennis courts, the floor provides a deadening effect.  In this case a carpeted floor deadens the balls bounce and keeps the out-of-play balls nearer to the playing field.

The Equipment.

The equipment needed to play this game consists of a ping pong ball, two padded table tennis rackets (paddles) and two strung tennis court rackets (rackets).

The Participant.

This game is designed to be a four player game, other adaptations are sure to be available through ingenuity, cunning, skill, and agreeable corroboration.

The Rules.

This game adheres somewhat to the scoring used in conventional table tennis, i.e. ping pong, that being Service is found after a volley where the ball crosses the net successfully three times in succession.  The winning side of the volley is then given the initial service and the game begins.  Service starts in the right hand service area.  The ball, when served for a volley must be at least one foot above the surface of the releasing hand.  Either racket may be used to serve the ball.

Once the ball is in motion, the main objective is to keep the ball alive, which means, to keep the ball from rolling.  Keeping the ball bouncing by a constant succession of both teams members racket hits, in any order and in any chain of succession and as many times by any of either player on any side is allowable.  If the ball rolls the play is dead and which ever side the ball begins its roll is the loosing side.  And so, either team/side can score a point on any serve because the other team/side had the ball die on their side.  The sides are marked using the line of the net from one side to the other as it is connected to the table and follows along in parallel to infinity in either direction.  Walls and other collideable objects will most assuredly prevent the infinity predicament from becoming an issue, if I am found to be wrong, please advise, or reinvent.  Therefore the ball must continue to some capacity in respect to vertical velocity.  Comparatively a purely horizontal velocity equates to a roll.  At times a horizontal velocity may be negated, i.e. when rolling across a couch seat cushion where it continues to roll to the edge and then drops to the floor.  This vertical velocity sustains the play and the ball is allowed to be hit and brought back into play.

The team side, consisting of two players, may hit the ball as many times as they would like to continue the play as long as the ball does not roll or no longer has the capacity to naturally regain any vertical velocity from that roll.  Once the ball rolls, that service is considered dead and the side on which the roll has begun is the side and team that gives the other team a point, something like Volleyball.

Play advances and the service is switched to the other team after five points have been scored.  The game is played up to twenty one.  In case of a tie where both teams have a score of twenty, the first team to advance two points above the other team is the winning team.  Twenty-two to twenty will win, something akin to Tennis “advantage”, but there is no “break point” because service is not imperative in concern to the capacity to score a point.

If you have the energy to play another set, the teams switch sides and the next game ensues.

Beyond that, read up on those three games and come to an agreement on some house rules and have fun.

Game Two, Forest Bowling.

The second game, the bonus game, Forest Bowling has its roots in Bowling, but in particular indoor Ten-pin bowling.

The Playing Field.

Seeing that this is Forest Bowling, the intention is that it is to be played in the forest.  A lane is any mostly flat terrain approximately twenty to thirty, possibly forty feet long, six to ten feet wide and the surface can be any of a variety of materials; dirt, sand, grass, bog.  But the preferred medium is crushed red gravel.

The Equipment.

Their are some equipment specifications.  The first and second go hand in hand, that being a paper and pencil, which can be very difficult to find in the forest.  Next is the all important Bowling Ball.  A ball from a mother, sister or brother-in-law who no longer bowls are perfect candidates from whom a ball may be offered.  Any pound (lb.) weight of ball may be used, but make sure the finger holes do not snag or twist your fingers on release because that would really hurt.  Also, please advise said acquire-ee that the acquirer will be using this ball on a surface that will mar the finish of the bowling ball and that forever after, having been used to play Forest Bowling, will never be suitable to be played with again on an indoor bowling lane.  It will become a dedicated Forest Bowling Ball, never to see the fluorescent light on the polished bowling alley lanes, automated pin setters nor ball returns again.  The next set of equipment is that of the bowling pins.  These pins can be of any wood but white birch is preferable, dead and down is the general rule.  These pins, being approximately six to eight inches in diameter and also approximately twenty-four inches that being two feet, in height should be vertically straight and have the ends cut at a ninety degree angle to the vertical to ensure they are capable of standing on their own.  As for bowling shoes, any shoes will do, even no shoes.  If you feel the need to wear steel tip, epoxy resin or carbon something or other composite boots then do so.

The Participant.

Their may be as many bowlers playing in one game as you see fit.  The only limitation is in keeping all of the players motivated and at the ready when it is their turn to bowl and then subsequently becomes their turn afterwards to be the pin setter for the next bowler.

The Rules.

Forest Bowling moves along as such.  Their are three pins, each eight inches in diameter by two foot high.  They are set up in a triangle with each pin about a foot and a half apart, maybe a little bit more.  The lead pin in the front faces the bowler down the lane with the other two pins behind making it look something like an equilateral triangle.  The midpoint on the line between the back two pins is perpendicular to the line which follows through the lead pin down the bowling alley to the bowler.  The bowler takes the ball, and after there has been an agreed upon release line, makes the ball move towards the pins at the end of the lane.  The ball moves down the lane and hopefully strikes the pin set.  If all three pins are knocked down it is considered a strike.  If one or two pins are knocked over, a second ball may be cast down the lane in hopes of knocking down the one or two remaining standing pins.  If the remaining pins are knocked down with the second ball it is called a spare.  But, if there are one or two pins in the lane after the first ball has been cast, those pins remain until the second ball is cast and until the bowlers turn is over.  In Forest Bowling the pin resetters are best advised to take little risk, and it makes game play more interesting by leaving those downed pins there.

There are various rules as to what that bowler is to do next.  One variation is that that bowler becomes the pin setter for the next bowler, another variation is that that bowler becomes the scorer and then the pin setter.  Having some consistency assures an equal load sharing across the entire team of bowlers and a smooth transition across the entire game.

This game, seeing that there are so few pins, makes it possible to use roman numerals in the “frame” when scoring.  The person with the highest score wins the game.

Again, be smart, stay safe and have fun.

To conclude, as with any physical activity care should be taken before, during and afterward to ensure freedom of injury.  Warm up, stretch, eat right, drink plenty of fluids, play nice and be sure to say to yourself “careful”, allot, if not for your own sake, for the sake of others around you.

With that, thank you, happy gaming, and of course watch VennisPong on my YouTube Channel, the video complement to this blog.

G’day.

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March 4, 2013 - Posted by | 2013 [0019] to [00??], The Process

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