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Developer for a Day 6 Submission Title: Mutant League Football: MBP Edition Genre: Fantasy Sports Origin Date: 4/26/08 1006 Completion Date: 5/16/08 1938 By: Scott Madison Gamespot username: smadiso1 Gamespot page: http://www.gamespot.com/users/smadiso1/ Email: email@example.com Special Thanks to: A good friend who wishes to remain unnamed and yet saved this project from certain doom. I. Basic Info A. Premise: For those who have never heard of Mutant League Football, it is a Sega Genesis game released by Electronic Arts (EA) back in 1993. While it never reached the same fame as the Madden football series, it was still very popular during its time and even grew into a cult classic with the release of its sequel, Mutant League Hockey. Mutant League Football was known for its gory gameplay and became the first football game to ever allow you to actually win a game by killing off most of the other team‘s players! It also offered high-speed gameplay options, a playoff mode, and head-to-head mode. By today‘s standards the game is incredibly outdated in graphics, gameplay, and features. With a noticeable decline in interest in the overworked Madden NFL series by many gamers, including some hardcore fans of the series, a revamped version of Mutant League Football could help spur new interest in the American football genre and also rekindle a classic game that had a large fan base. And it would be way funnier than another Madden game. I bring to the judging panel Mutant League Football: MBP Edition, the long-awaited true sequel to an old classic. The MBP is the acronym for a new end-of-the-year award found only in Mutant League Football: Most Brutal Player. Move over, MVPs! There‘s a whole new meaning to ―fantasy football.‖ For those who did not have the fortuitous delight of actually playing the original Mutant League Football, the game can best be summed up like this: take Madden NFL 1993, throw in some monsters, overdose everyone on steroids, remove any thoughts of sportsmanlike conduct and finally allow full-out brawls that result in the literal killing of one's opponents. While many core aspects of Madden NFL were found in the original Mutant League Football, a few very important differences existed that judges should be aware of: 1. Only seven players were allowed on field – This limited play options severely but also sped up the game incredibly. There were fewer players for the Genesis to emulate so gameplay could move by extremely fast. Gamers even had the option to select various game speeds, which determined how fast the ball and players moved. 2. Five races made up the sixteen teams' players – Instead of just having human players to play football with, five races were interspersed throughout the sixteen teams. Superhumans, Robots, Trolls, Aliens and Skeletons each brought different attributes that allowed them to excel or fail at various positions. Player characters, however, could not be moved from one position to the next, so each team was stuck with using only a few player characters for each position with no hope of improvement. 3. You could kill your opponent – This was probably the most notable difference in the Mutant League. Player characters could be killed by other players, land mines, fire pits and exploding footballs (the latter created by Nasty Audibles). While the option did exist to turn the deaths off, player characters would still explode or get torn apart in the same gory animations as when deaths were turned on. Gamers could also increase the Death Index, which increased the rate at which player characters received damage from one another. Games played on the highest Death Rating very rarely ended at the end of the official time limit. In addition to killing other players, the ref was also a fair target for getting killed. 4. Nasty Audibles – While a gamer could use three-pass or three-run audibles, the Mutant League also included the unique Nasty Audibles. Designed to grant one or several players with a unique superpower for a set time limit these Nasty Audibles could change the game in an instant. Each team had two Nasty Audibles for the offense and two for the defense. Each audible could be used once per half. A third Nasty Audible, Kill Ref, could be used by both offense and defense without limit. 5. All teams entered the playoffs – The playoffs were a play function that allowed you to attempt to take a team to the Mutant Bowl. All sixteen teams participated in the playoffs. The gamer could choose who they wanted to face in the first round but all other participants were randomly seeded throughout the brackets. 6. Bribable Refs – A common question that comes up for people who have never played the original Mutant League Football is, ―Why do you get to kill the ref?‖ Besides fulfilling every American football fan‘s dream of ripping the head off a ref who just made a bad call, the Kill Ref Nasty Audible was the only way to remove a Bribed ref. Refs who had been bribed by a team would call any, and every, penalty imaginable upon the opposing team. Penalties often included ―Excessive farting‖, ―Excessive Drooling‖ and ―Booger Picking.‖ Each penalty would net the team who bribed the ref 5 yards in their favor. Needless to say, refs who are making calls like this had to be removed if an inflicted team was to win. 7. Breakdown scoring – A Breakdown was an incredibly rare scoring option that made extra points a lot more interesting. Back in 1993, the NFL still only allowed one-point extra point kick attempts. Mutant League Football opted along the lines of the NCAA football rules and allowed two point conversions. In addition to this, if the opposing defense was able to get their hands on the ball (via interception, fumble, fumble by kill) and then ran it back to the opposite end zone a Breakdown occurred. The Breakdown scored six points for the defense and allowed them to attempt an extra point as well. The game could conceivably go from one Breakdown to the next so long as the offense continued to turn the ball over to the defense. 8. No season play – Mutant League Football was, unfortunately, too limited to offer season play. While end-game stats were displayed, there was no automatic recording of them. Besides playoff mode, only exhibition and practice games could be selected. 9. Head-to-head play only – Unlike the Madden NFL series, there was no co-op play mode in Mutant League Football. Head-to-head play could take place in both exhibition and playoff modes. 10. Team stadiums had nasty surprises – Every stadium had a different playfield, and many came with booby traps for both teams to contend with. Crater pits would remove a player character from the playfield until the next down. Fire pits killed player characters. And mines not only killed player characters but also left either fire pits or crater pits behind depending on the field type. Some playfields were set on asteroids where player characters actually fell out of the stadium, but returned for the next play. One stadium was even made of rubber so that they bounced up really high when smacked down onto the surface. The varying stadiums always made away games very interesting in that you always had something new to contend with. 11. Lastly, Trolls do fart and quite often – At first the low and somber expulsion of gas may sound like a miscued QB call. But there is no mistaking the smoky cloud that issues forth from a Troll derrière: trolls do fart in Mutant League Football and they do it quite often. So it‘s not surprising at all that trolls would in fact find a way to use this unique trait to their advantage in their own special Nasty Audible: Skunk. Mutant League football was not for gamers who did not enjoy the blatant presence of fart jokes. B. Platform Support: 1. Playstation 3 – with Hi-Def video and sound support. 2. Xbox 360 - with Hi-Def video and sound support. 3. Wii – complete with Wiimote controls. 4. PC – Despite the recent pullout by EA on this platform for the Madden series, Mutant League Football will bring football back to the PC. C. Game Engine: Fortunately for EA, bringing Mutant League Football back to life is a considerably easy task given that they already have a well-established football engine within the Madden NFL series. The Madden NFL engine would, of course, only serve as a base template (much like it does for NCAA Football), as a number of changes would need to be made in order to bring the Mutant League Football universe back to life. Below is the list of alterations to the Madden NFL engine and the returning favorites from the Mutant League Football original. 1. Human players converted to Mutant players – Mutant League Football hosted five races of player characters: Superhuman, Troll, Alien, Skeleton and Robot. More info is provided on these races in the Detailed Game Aspects section at the end. While the original animations for humans could be easily used for Superhumans, four additional skins would need to be created for the four additional races. The original motion capturing used to incorporate lifelike movements in players should still be able to be applied to the other races as only a superficial difference will be seen. One major change from the original Mutant League Football will be that Aliens will run on two legs as opposed to rolling during movement. This will enable the use of the lifelike motion capturing (such as diving for a ball or jumping up for a catch) to be more easily incorporated for the race. 2. Built-in kill animations and deaths for players – Players in Mutant League Football can gain a competitive edge by killing other players and referees. Because of this, kill/death animations would need to be created. Death from player-inflicted damage (punches, pancakes and tackles), fire pits, land mines, dynamite and exploding footballs would all need to be built in. Blood and killing can all be disabled within the main game settings menu for the faint of heart. Descriptions of some kill animations follow below: a. Superhuman killed by opposing player: With enough sustained damage, a Superhuman will be torn into three pieces – the head flies up with the spine attached, the torso gets carried away with the killing player and the legs fall to their respective sides. With the blood option turned on a gory mess ensues, while the no blood option has the look of a rag doll without any stuffing being torn apart. b. Alien killed by opposing player: With enough sustained damage, an Alien will pop and disintegrate into thin air as its acid blood corrodes the outside shell. The killing player simply plods on through with a small amount of vapor trailing from their body; however, if the killing player sustains enough damage itself from the acid splash effect from the alien death, they too will die. See the Alien race description towards the end for more info on Alien deaths. With blood on, the acid will appear yellowish and will pop out and cover the alien‘s body. With blood off, the body will simply evaporate. c. Any player character player steps on a landmine: Landmines are set to explode if anyone steps on one. The resulting explosion incinerates any player that stepped on it and leaves a fire pit or crater pit (depending on the home field) behind. d. Any character player killed by exploding football: Much like a landmine, an exploding football (generated by certain Nasty Audibles) will incinerate any character within a half-yard radius of the blast. No fire pit or crater pit will be left behind. 3. Player-of-the-week and end-of-the-year awards – All awards found in Madden NFL will be implemented, such as MVP, rookie of the year and player-of-the-week. Mutant League Football: MBP Edition will be unique in that awards will serve as the main way to increase player character attributes. Calculated attribute increases after games and seasons will not occur in this game! Instead, gamers must compete for offensive and defensive player-of-the-week awards that are given out in each conference. So a total of four awards will be given out after each week. The weekly awards will give a small attribute point bonus that the gamer can assign freely when the winners are announced. All end-of-the-year awards, except for the BWY, will earn player characters a decent attribute point bonus that the gamer can assign freely when the winners are announced. New end-of-the-year awards includes: a. MBP: The Most Brutal Player award is the most coveted award in the Mutant League. ‗Nancy boys‘ look to win the MVP by scoring points and gaining yards. The toughest and meanest of players want to rack up kills and great hits and avoid weenie hits to take home the MBP. This award still is presented even when Kills are turned off. It simply relies on great hits and weenie hits to determine the winner. b. BWY: The Biggest Weenie of the Year is awarded to the player who was killed the most and/or racked up the most weenie hits during the year. This is not an award to be proud of, but when you‘re one of the Sixty Whiners, just earning an award is often an accomplishment worthy of a contract extension. c. RBY: The Ref Basher of the Year is awarded to the player who has racked up the most referee kills in the year. Ref kills are a separate stat that is often looked upon with disdain by some players. Others revel in the fact that they can still take down a Ref who is fully loaded with a rocket launcher and flamethrower and have the numbers to prove it. 4. Mini-game Training camps – Mini-games in Madden NFL offer players a chance to gain extra attribute point bonuses for player characters depending on ending rank and mini- game difficulty. The same mini-game philosophy will be used for this game but with one added emphasis: these mini-games will serve as the only other method for gaining attribute point bonuses. Each mini-game can only be played once each season by one character. While many mini-games will remain similar to the Madden NFL series, a few will be changed to reflect the Mutant League Football mayhem: a. Throw the Pig: A quarterback centered mini-game that focuses on completing passes to set routes run by practice robots. Earn more points by completing more passes in the fewest attempts. Successful completion allows for increases in QB Throwing Accuracy, Throwing Power, and Awareness. b. Stink-bomb Drill: A quarterback centered mini-game that focuses on evading incoming launched stink-bombs while attempting to hit three to five stationary targets. Earn more points by staying in the pocket, evading more successive stink-bombs and hitting the correct target. Successful completion allows for increases in QB Throwing Accuracy, Throwing Power and Agility. c. Slay Running: A running back/receiver/tight end centered mini-game that focuses on gaining yardage and touchdowns by running set team plays against two to three defensive practice robots with one blocker robot. Earn more points by gaining more yardage, touchdowns and kills. Successful completion allows for increases in Speed, Tackle Breaking and Carrying. d. Hot Hands: A running back/receiver/tight end centered mini-game. Earn more points by completing more successive catches. Successful completion allows for increases in Catching, Carrying and Speed. e. Trench War: A tight end/offensive line centered mini-game. Player characters must breakthrough one to two practice robots as fast as possible to reach triggers that destroy the robot guards. Earn more points by breaking through or killing defenders to hit all triggers quicker. Successful completion allows for increases in Pass Block, Run Block, and Strength. f. Killing Fields: A defensive player centered mini-game. This pits the player character against practice robots which must be destroyed within a two minute time limit. Earn more points with more kills, more great hits and fewer weenie hits. Successful completion allows for increases in Strength, Endurance and Stamina. g. Smear the Bot: A defensive player centered mini-game. This places the player character and a defensive robot against one offensive blocking robot and one ball carrying robot. Earn more points with loss of yardage plays, fumbles and kills. Successful completion allows for increases in Strength, Block Breaking and Tackling. h. Deflect the Pig: A corner/linebacker/safety centered mini-game. This pits the player character against a robot QB who passes to stationary targets. Earn more points by deflecting more successive passes and intercepting the ball. Successful completion allows for increases in Speed, Catching and Awareness. i. Kick the Pig: A kicker centered mini-game. Simply kick the ball between the uprights with increasing difficulty within a time limit. Earn more points by kicking more successful field goals in the time limit. Successful completion allows for increases in Kicking Power, Kicking Accuracy and Endurance. j. Punt the Pig: A punter centered mini-game. Simply kick the ball into the corners with increasing difficulty within a time limit. Earn more points by punting more successful corner shots in the time limit. Successful completion allows for increases in Punting Power, Punting Accuracy and Endurance. k. Dr. Frankenstein‘s Chair: Any player character mini-game. Dr. Frankenstein‘s Chair isn‘t so much a mini-game as it is a Russian roulette. A character will sit in the chair and will receive a jolt of electricity. This game randomly eliminates anywhere from zero to ¾ of the Deaths earned from the previous season. This allows a player to attempt to gain back attributes previously lost from the attribute drain due to reaching a set Deaths point. 5. Attribute decreases linked to Deaths – The Madden NFL series has relied on age or injuries to cause attribute decreases and eventual retirement. In Mutant League Football: MBP Edition all attribute decreases will be dependent on the Deaths stat or how many times the player has been killed. Each character race has a default Deaths number that when reached forces the character to retire (this can even occur during a season and playoffs). Attribute decreases occur at 1/8, ¼, ½, and ¾ of this default retirement number. The attribute decreases received will be a set calculated ratio that varies for each race. 6. Death accumulation for Free Mutants - The Free Agent list is renamed to the Free Mutant list; primarily because no Mutant in his right mind would allow anyone to get away with calling him an ―agent.‖ When player characters find themselves on the Free Mutant list, they tend to get into trouble during the season. Without a stable paycheck and means Fame, they revert to less than socially acceptable means to get their money and Fame. This typically turns into numerous run-ins with the heavily armed Galactic Police. Any character who is on the Free Mutant list receives five deaths at the start of the next season. Characters who hit their retirement Death number while on the Free Mutant list will retire at the beginning of the next season with the accrual of the five Deaths. 7. Attributes and Stats – While many attributes and stats will remain the same, as seen in Madden NFL, a few new additions will be seen. Most importantly is the removal of age (as mentioned in a previous section). A character could conceivably play through the entire Franchise so long as they were careful to not rack up too many Deaths. Stats and attributes added in will include: a. Kills – keeps track of how many kills a character has had per season and lifetime. b. Great Hits – keeps track of how many power hits (tackle or pancake attempt with the turbo button) a character has had per season and lifetime. c. Weenie Hits – keeps track of how many missed tackles, missed blocks and times knocked down by opponents a character has had in a season and lifetime. d. Strength – this attribute will also affect how much damage a character will do when punching and tackling. e. Toughness – instead of determining how likely a player will be injured, this attribute will determine how well a character can take oncoming punches and tackles. f. Stamina – This attribute will determine how much energy a character can expend while playing and using turbo before needing to rest. A higher base Stamina will allow for quicker current Stamina recovery when on the bench. g. Endurance – This attribute will determine how much damage a character can take before dying. In essence, this is a character‘s Hit Point (or HP) maximum. When Strength from opponents exceeds Toughness (strength can be augmented from Turbo use and Nasty Audibles) or if they are hit by damage-inflicting objects (such as exploding footballs and dynamite), considerable HP will be lost. HP is still lost when struck by a punch or tackle when Toughness is greater than an opponent‘s Strength, but in far lower amounts. When Endurance reaches zero, the character dies (unless Kills are disabled). A higher base Endurance will allow for quicker current Endurance recovery when on the bench. h. Deaths – keeps track of the number of times a character has died in a season and over lifetime. 8. Team race restrictions lifted – A few of the original teams had all-one-race policies enforced for its roster of players. For example, the Turbo Techies were all Robots and were, in fact, the only team to have Robots. Mutant League Football: MBP Edition will lift these previous restrictions and will allow even the pre-built all-one-race teams to draft in or trade in players of other races. When the AI plays an all-one-race team, it will tend to favor that one race but will still draft and make trades for other race players during a season or franchise play. 9. The Mutant League Draft and The Thresher – While the Madden NFL combine and drafting system will be used in this Mutant League sequel, numerous changes will be made to make it far easier to use. Teams will still receive draft selections based on the previous season record and any draft selection trades. Scouting and drafting occurs in the Thresher, which is a one-time Battle Royale in which applicants attempt to show off just how much of a bad ass mutant they really are against numerous mechanized pain bringers and one another. Every team can view each applicant‘s attributes, which are displayed in full number form just as they are in regular season play. Most applicants start with decently high stats, making them suitable picks to bolster any team‘s degrading roster. A few stand-outs and the far more rare All-Mutant picks will be available as well. The remaining picks will be comprised of players who are better suited for providing Ultra-boar slop with its great taste. 10. Naming of draft players – Names in the original Mutant League Football followed a basic rule set: if it was a big-time player they had a cool name and reserves had rather stupid names (like Flunkit and Flunkus). Since the current draft system uses current player names randomized and then combined to create new player names, the system will need updating to fit the Mutant League standards. While names will be reused (standout names less so), each race will be given some set nouns that can then have various suffixes added to them. For example, Robots will have a name set of Alpha and a suffix set from 1 to 9. Trolls will have a name set of Flunk with a suffix set of -en, -it, -us, etc. Some hidden standout names will be thrown into the available names as well for the computer to use. 11. Fame system – While Mutant League players do get paid a nominal amount for their seasons of work, they long ago learned that while a team could pay them a few million credits, being famous could get them hundreds of millions of credits from the many intergalactic advertising agencies. And so the Fame system was born from which a signing team promised to make a player famous to the player‘s desired level. Each player has a calculated Fame requirement; the variables of this are discussed in the next section. The Fame system acts much like the Salary Cap system in Madden NFL. A team can only sign players up to the team‘s Fame Cap limit. The Fame Cap has one major difference from the Salary Cap: a team‘s Fame Cap changes based on their success and failures throughout a Franchise. Every team starts with a team specific Fame Cap at the beginning of the Franchise. Teams with more talented players will start with a higher Fame Cap while teams with less than talented players will start with a lower Fame Cap. The following describes how the Fame system works. a. Team Fame accrual – Fame Caps will be increased at the end of each season based upon the following achievements: 1) Total wins: Simply winning a game will earn a team an increase in Fame Cap. However, the amount of Fame Cap increase earned is determined by the opposing team‘s Fame Cap. By defeating teams with a higher Fame Cap, the greater the increase will be from that win. Defeating teams with a lower Fame Cap will give far less increases to the Fame Cap, but a nominal increase will still be earned. 2) Winning Conference: By winning the team‘s conference final, a sizable Fame Cap increase will be earned. 3) Winning the Mutant Bowl: By winning the big game, the team will earn the largest Fame Cap increase available. 4) Finishing a season undefeated: By finishing the regular season with no losses, the team will earn a sizable increase. A loss in the playoffs will not forfeit this achievement. 5) Finishing a season winless: While not an achievement any team would want to strive for, the league takes pity upon the weenies that finish without a win and grant them a small increase to their Fame Cap in the hopes of salvaging some talent for next year. Or at least giving the other teams some fresh meat to beat on next season. 6) Player awards earned: Having a player win an end-of-the-year award is a momentous occasion. Even the winner of the BWY (The Biggest Weenie of the Year) award will earn their team a modest increase to their team‘s Fame Cap. Teams will also gain a nominal Fame Cap increase with each player-of-the-week award earned. b. Team Fame depreciation - Fame Caps will be decreased at the end of each season based upon the following achievements: 1) Total losses: Losing is never an option in the Mutant League. Any loss will earn a team a decrease in Fame Cap, but like winning, the decrease depends on the opponent‘s Fame Cap. Losses to teams with higher Fame Caps will result in smaller decreases as they were less likely to win, while upset losses to teams with smaller Fame Caps will result in much larger decreases. 2) Loss by annihilation: As if losing wasn‘t bad enough, losing by being unable to send 11 men out is just humiliating. A team will earn an additional decrease when they lose by Annihilation. 12. Player character calculated Fame requirement – Each player character varies in their requested Fame requirement to play for a team. A player character‘s attributes affects the calculation, with Awareness factoring in the heaviest. A smarter player character knows they can get more fame out of a contract than a dumber-than-rocks player character who just likes to smash anything that moves. Higher attributes generally result in a higher Fame requirement. Past seasons‘ stats and awards won also affect how much a player will require for a contract. Player contract negotiations will follow the same contract negotiations as seen in Madden NFL only no agents are involved. All negotiations are done through player characters, as the mutants realized that agents made better tackling dummies than contract negotiators. The former tackling dummies tend to agree with the mutants‘ logic. 13. Play styles. New custom team build/team classification – Madden NFL offers the ability to create a custom team with a particular play style in mind for player character generation. Mutant League Football: MBP Edition will use five existing team builds (Air it Out, Smash- mouth, Strong D, Strong O, and Balanced) add two additional builds (Smash-head and Cupcake) and rename one existing build (West Coast Offense becomes Western Spiral Arm O): a. Smash-head: For teams that think offense is for pretty boys and defense is just a joke, they embrace the age-old mantra of ―Kill them all.‖ Smash-head football is designed to bring in heavy-hitting, massively built, and usually dimwitted players all in the effort to kill off the opposing team as fast as possible. While the play style does result in high turnover rates on the defensive side of the ball, it rarely keeps talented teams out of the end zone, let alone puts their own offense in the end zone. This is not a play style for those with a weak stomach. b. Cupcake: Some teams just can‘t catch a break. Their top draft picks get smashed and end up retiring early, veterans just don‘t seem to perform like they did and the coaches are just too dumb to call the right play. Such is life for a Cupcake team. Whether they‘ve been cursed on the playfield or are really just too dumb and untalented to make it in the league no one will ever know. Shipping out dead weight and bringing in some fresh talent can help bring a team out of their woes, but true Cupcake teams never quite escape the name. c. Air It Out: ―Just throw the freakin‘ ball!‖ Nothing could be easier than sending the receivers out and then throwing up a prayer. Air It Out is all about putting the ball in the air as much as possible and then hopefully coming down with it each time. A good quarterback and great receivers are needed to keep the ball from being turned over. And a good offensive line ensures that the quarterback stays alive long enough to do it. d. Strong D: Getting the right group of heavy hitting, yet thinking, players takes patience and talent. But when a coach gets this mix, you get a defense that not only can keep an offense out of the end zone but also gets turnovers and, many times, kills. A team with Strong D might very well have a defense that can score more points than their offense. e. Strong O: Some teams don‘t care how they put the ball in the end zone but they know they want the best players out there who can do it. Strong O combines great players who can run, pass and catch, but not necessarily using just one philosophy to do it. Teams like this often struggle with finding an identity, but those that score often enough to win really don‘t care who they are. They just know they‘re winning. f. Smash-mouth: While many teams like to defy gravity with putting the ball in the air for just anyone to grab, Smash-mouth puts the ball in the hands of the guy who knows just what to do with it: run with it and kill anyone in his way. With strong and fast runners on these teams, it often takes entire defenses to bring them down in one down. And to think there‘s still three more to go after he‘s done the damage on that last one! g. Western Spiral Arm O: Unearthed a few years ago on an insignificant blue globe in the far reaches of the Western Spiral Arm came a playbook on a lowly coast by a bay. No one really cared where it came from, but the plays found in the book were worth more than anything else found on that decaying little world. Western Spiral Arm O brings a quirky, yet potent, offensive passing game adapted for Mutant League play from a clearly dull and ancient sport. h. Balanced: Some teams really just don‘t know what they want to do. So to pass the time away until they figure it out they simply draft good players from nearly every position that they can find. A Balanced team provides a decent offensive and decent defensive team that clearly can‘t make up its mind what it‘s going to do in life. While they might not be able to score lots of points, they certainly hope they can keep from giving up too many. 14. New formations and 11-man gameplay - Mutant League Football suffered from having only seven player characters on the field. Using the current Madden NFL engine, this number can be increased to 11, which would also increase the number of allowable players on a roster to 42. With the increase in on-field players, standard formations can also be used. Most formations will be renamed to reflect the gory nature of the game. A few formations (most notably Shotgun, Field Goal and Punt) will remain the same. 15. Renamed and restructured play books – While many of the original plays from Mutant League Football will be reincorporated, the playbooks will be updated with new plays for formations not found in Mutant League Football (such as the dime formation). Plays found in Madden NFL can be used, but sticking with Mutant League Football tradition, they will be renamed to reflect the gory nature of the game. A few examples are listed below: a. Slay Action Pass: Play Action passing got boring after the first season of Mutant League Football. So, smarty-pants QBs started to play with the Slay Action Pass which provided their receivers and running backs with the option to rough up the defense a little bit, break free and catch the ball for a decent gain. Although, when the defense is far tougher than your cupcake receiver the Slay Action doesn‘t work so well. b. Gash Left/Right: When slicing to the left and right just won‘t cut it, QBs rely on the Gash play to send a running back right into the opposition. This play typically only works with hard to tackle or oversized brutish running backs, as anyone else will likely just get killed. c. Hail Scary Pass: The name says it all. It‘s a pass that‘s just so darn scary some QBs soil themselves when throwing it. When it doesn‘t work you just gave the ball to the defense and you have a rather funky smelling QB on your hands. When it does work, though, you get a scary amount of yards but still have to deal with that funky smelling QB. Will someone get this guy some new pants already?! 16. Change 32 team roster to 16 team roster - Mutant League Football featured only 16 teams in total. Each original team will return in MBP addition and the option to custom create teams will also be available. However, only 16 teams will be allowed to compete in Franchise mode so players must remove original teams to allow custom teams to be included. Custom teams will not be available in online Franchise mode. 17. Restructure Playoff brackets – As noted in the previous section, using the Madden NFL playoff structure would require a change to only allow 16 teams in total to compete in the playoffs. Teams will be seeded based on season record with the best record teams getting the highest seeds and playing the worst record teams getting the lowest seeds. The best example I can give is to think of the Sweet Sixteen bracket set up in the NCAA Basketball tournaments; only here there will only be two number one spots and so on down to number eight. The winner of each Conference plays in the highly acclaimed Mutant Bowl. 18. Nasty Audibles built in – Another unique feature to Mutant League Football was the use of Nasty Audibles. As found in the original game, Nasty Audibles can be used once each half. The Kill Ref nasty audible will always remain available for both offense and defense and can be used without limit. Each team will retain two unique nasty audibles (one offensive and one defensive) that are only available to their team or a few teams. They can then choose two additional common Nasty Audibles (one offensive and one defensive) that can be changed before each game. Four additional normal play audibles will still be accessible for customization, as offered in the Madden NFL series, on both sides of the ball. Here is a sample listing of some original Nasty Audibles that will return in Mutant League Football: MBP Edition: a. Super Speed – Common Offensive/Defensive Nasty Audible: Boosted with a 5 second burst of speed, a player character will shoot around or even through the opposition before anyone can lay a claw on them. b. Run Blast – Common Offensive Nasty Audible: Not every running back can break tackles or sprint down the field with blazing speed. Some need a slight edge and that‘s where Run Blast comes into play. This Nasty Audible places five sticks of dynamite in the hands of the running back to throw at oncoming defensive opponents. The resulting damage is rarely enough to kill an opponent outright, but any who are already quite low on Endurance can easily get blown to pieces by these dangerous sticks. c. Ghosts – Common Defensive Nasty Audible: Fortunately for the Mutant League, no one ever signed any stupid treaties that prohibited personal cloaking devices. As such, the Ghost Nasty Audible has been a beloved play for defenses that want to disappear and catch an offense off guard. Once the ball is hiked, every defensive player becomes invisible until the next down. d. Rumble Fumble – Killer Konvicts/Icebay Bashers Unique Offensive Nasty Audible: Common knowledge in football is that a fumbled ball will draw players to it like flies to dog poo. Building off this knowledge, some homicidal teams jury-rig the beloved pigskin with several small explosive devices. The moment any player touches the booby-trapped ball it explodes, taking with it anyone, friend or foe, within a half-yard radius. ‗Tis truly a malicious act, but a lot of fun to watch. e. QB Bash –War Slammers/Terminator Trolls Unique Defensive Nasty Audible: When the opposing team‘s QB has just been tearing apart your defense and the offensive line isn‘t giving up any spaces to get rid of said QB, that‘s where QB Bash comes in. While not guaranteed to work, any team that initiates QB Bash (before the ball is hiked) will attempt to bash the opposing team‘s QB until he is dead or escapes out of bounds. Regardless of the fate of the opposing QB, the defense who called QB Bash is always penalized 10 yards for QB bashing. But what‘s ten yards for taking the head off someone‘s prized QB? 19. ―Breakdown‖ scoring option – Like the original Mutant League Football, the Breakdown scoring option returns. During any extra point attempt, one or two point, if the defense is able to get control of the ball and run it into the opposing team‘s end zone they will score six points. That team then has the option to attempt an extra point themselves. 20. Build in Annihilation wins - Regardless of the score or time remaining in a game, when a team can no longer place 11 men on either side of the ball they forfeit the game and the other team wins by Annihilation. Player characters can play at any position within their respective side of the ball so even when all backup QBs have been killed, a gamer can still put in another offensive player at QB. Even if they do throw or run like their grandma, someone must always fill an open position. Of course, player characters related to former players of the old school team ―Hell‘s Grannies‖ will admit they only wish that they could run like their grandmas. 21. Punches built in – The original Mutant League Football relied on punches on both sides of the ball as opposed to stiff arms and strip attempts at the ball. While the control schemes remain exactly the same, as found in the Madden NFL series, the stiff arm ability (offense with the ball) and the strip ball attempt (defense) will both be replaced with punches. The effect is similar to what stiff arms and strip attempts did but also causes direct damage to the targeted player. Damage inflicted is determined by the player‘s strength stat. 22. Visible, Bribable and Killable referees – Referees have disappeared from the Madden series except the rare occasion when you run into one on the sideline. Mutant League Football stood apart from other football games, as you could bribe refs for extra yardage and also kill them for making bad calls. Referees on the field will act much like the original did in Mutant League Football. In keeping with Mutant League tradition, no ref is beyond the greasing of a palm or even two. Each team can bribe the ref once per game. A bribed ref will act similar to their original counterparts in that they will be more likely to call penalties against the opposing team and will certainly call a made up penalty against the opposing team when they gain yardage or hold your team from gaining yards. A bribed ref will continue to make bad calls, in favor of the team who bribed him, until he is killed. If the other team happens to bribe the ref as well, he will make bad calls on both teams! The only way to remove a bribed ref is to of course, kill him with the Kill Ref nasty Audible. As such, they will also have death/kill animations, as they can be killed and will now also fight back! Replacement refs will sport increasing amounts of armor and eventually wield weapons (like a rocket launcher and flamethrower) to help fend off the hordes of mutant players who attempt to dogpile on top of them. 23. Goalpost taunting and commentating– As seen in the original Mutant League Football, the goalposts will once again come alive with a skeleton head on the top. Instead of simply laughing at you or spinning its head for an extra point kick, it will interact with players on the field depending on what team they play for. Home field players will receive compliments and cheers from their goalposts. The visiting team players will suffer from ridicule and snide remarks from goalposts. The goalpost will also serve as the commentator, though only one voiceover will be used, as it is the same entity. A tiered commentating system will be used to allow filtered obnoxious comments and taunts. The lowest level will filter out all obnoxious content, leaving only mild comments; e.g.: ‗Touchdown‘ and ‗Great Hit.‘ The highest level will allow full use of all obnoxious content; e.g.: ‗Ooo, he just got the crap kicked out of him!‘ and ‗There‘s one less piece o‘ crap for me to look at!‘ Obnoxious content will be limited to what can be heard in a Teen ESRB rating. 24. Franchise play – A first for Mutant League Football, players will be able to compete in Franchise play with one or all teams. Franchises will last for twenty years, have trackable stats for all players (including player kills, ref kills and weenie hits), have drafts for rookies, offer trading of players/picks between teams, allow upgrades/customization of stadiums, and will put the player in complete control of just how much notoriety (or infamy) their team can gain in the new Fame system. Because skeletons don‘t need money; they just want to be famous. 25. Unique stadiums, upgradeable fields and custom fields – The unique team stadiums will also return for the sequel, though some will likely receive facelifts. Along with being able to create their own teams, gamers will be able to build their own stadiums just like Madden NFL offers. However, in keeping with Mutant League tradition, every field can be booby-trapped. The stadiums and traps will cost nothing, as money has no affect in this game, except for bribing the ref (which can only be done once each game). Traps can be placed at will by the player, but they must realize that they too will be facing the traps they place for at least one full half. 26. Online play – Building from the expected changes in online play for Madden09, Mutant League Football: MBP will offer online versus play and franchise play for personal leagues. All teams may be played by human players or given AI control. Flex scheduling will also be implemented to help aid in restricted play times for players. Leader boards for each custom league can be made available for viewing on a company-based website. 27. Family Play?! – In a game this full of blood, gore and violence, anyone would have the right to say this just doesn‘t make sense. In keeping with the EA idea of bringing easy playing of sports games to the whole family, and my own attempts to get parents involved with their kids‘ gaming sessions, Family Play will host unalterable settings that will ensure a family-friendly gaming environment. Family Play will always default to Comment Filter at the lowest setting (simple commentary with no foul language), Kills turned off, Blood turned off and the core control scheme previously set for Family Play (as designed for each system) found in Madden NFL. Punching will still be available, but will serve much like the stiff-arm, strip-ball, and attempt block commands seen in Madden NFL. 28. Parental Controls – As mentioned in the previous section, a central goal for my game designing is to help convince parents to get involved with their kids‘ video gaming—and vice versa. As such, upon the initial boot up of the game a screen will prompt the player to set up a Parental Control profile. This profile will serve as the parent‘s key to ensuring no objectionable content will reach their children until the parent is ready to unlock said content. Through the use of the Parental Control profile, parents will then be able to create sub-profiles which can have filters placed on each account (such as Kills off, Blood on, Comment Filter 1). Younger gamers can then access the game at any time but will only be able to play using the options unlocked for them by the Parental Control profile. All additional sub-profiles will be created by the Parental Control Profile. If more than one gamer with a profile wants to play (so as to save stats for their team), the profile with the lowest settings will be used as the default setting. For gamers who are already making their own decisions in video game purchasing (18 years and older, presumably), the Parental Control Profile will serve as their primary profile. For online franchise play, the creator of the league can specify which settings will be used for all games and every participating profile must meet the specified league settings (so a profile with Blood turned off cannot participate in a league created to have Blood turned on). League settings cannot be changed once started, and any player who has changed their settings will have to manually change their settings back to league-specified settings before being able to participate in any additional games. 29. Authentic Heavy metal guitar riffs - the music in the original Mutant League Football had a definite edge to it. And it was an edge that gave the game an attitude that deserves to be preserved. Putting a skilled heavy metal band or any band deemed talented enough to the task of playing classic Mutant League Football songs, retooling some, and creating new ones will bring the musical score up to par with today‘s musical standards. Adding in some rap tracks would help give the game some more edge as well. Anyone who attempts to bring ―Monster Mash‖ into the soundtrack will be dealt with accordingly: mashed by a sledgehammer. 30. ―EA Sports‖ gets squashed - The well-known introduction of ―EA Sports‖ is a must for any EA sports game. But as with everything else in Mutant League, even the introduction needs some attitude. With the EA logo appearing and the classic EA announcer declaring ―EA Sports‖ a foot of either one of the five players (random selection upon startup) will squash the EA Sports Logo. A few seconds pass after the squashing, the player‘s face fills the screen and the voiced actor for that race type will announce ―It‘s in the game!‖ 31. Lastly, but certainly not least, Trolls still fart and quite often – There‘s no reason to cut out classic fart jokes. While farts will be linked to the Comment Filter, they can be turned off with the setting at one and thus always off during Family Play. With the Comment Filter set at 2 and above, expect a gaseous assault from everyone‘s favorite dimwitted meat heads and a fair share of tasteless comments from the Goalpost commentator about them as well. II. Detailed game aspects A. Teams – All 16 teams return for the sequel, though many will be undergoing some restructuring. The original game was built with 1993 NFL players in mind, and while some old time favorites will still be found in the game (like Bones Jackson), numerous current-day NFL players will find mutant league doppelgangers within Mutant League Football: MBP Edition. The following lists each conference, each team, expected play style and a few high- profile characters: 1. Toxic Conference a. War Slammers – Strong D: The General and his fierce leathernecks return ready for a fight. The dynamic defensive duo Docken and Shocken continue to rack up points and kills on this hefty defensive team. b. Sixty Whiners – Cupcake: The past twenty years should have been a great building time for these cupcakes; but all they‘ve added is a few sprinkles to their cake-like play style. Mr. Sprinkle now leads this band of so-called players, but many wonder if he will simply be flattened like all the coaches before him. c. Deathskin Razors – Strong O: Getting the ball in the end zone is the only thing this all-skeleton team cares about. Whether it‘s on the ground or in the air they seek out the best boney offensive talent the galaxy has to offer. d. Icebay Bashers – Smash-head: With their veteran QB, Oldman Winter, still leading the offense, the Bashers prove they still have some brains when in possession of the ball. On the defensive side, however, they still hold true to their old ways of ―Bash ‗em all!‖ e. Vile Vulgars – Air it Out – The Vulgars have struggled over the past few years but feel that their young Alien receiving duo, Switch and Blade, can bring them into a new era of passing greatness. However, can their aging QB, Rapier, take advantage of these two new receiving powerhouses? f. Rad Rockers – Western Spiral Arm O: Taking on the highly acclaimed playbook of the Darkstar Dragons, the Rad Rockers still suffer with slow and dimwitted players on the offense. L.T. Impaler still leads their quick defense but many wonder just how much longer can this legend play? g. Midway Monsters – Smash-mouth: Bones Jackson returns for a record-setting th 25 year and proves even the old and boney can still smash their way through the young guns. With some fresh young offensive linemen paving the way through defenses, ole‘ Bones might just make it another five years. h. Road Warriors – Balanced: Having lost their best receiver in team history, Slicer, the Warriors themselves became lost as to where to go. In recent years they have built up a decent crew of players who can hold their own against most teams. Their key running back, Striker, helps lead this up and coming all Superhuman team as they try to find their identity. 2. Maniac Conference a. Turbo Techies – Strong O: While this all-Robot team was undergoing some major refitting and reprogramming, new head coach Terabyte stumbled across his newest star: PM1800. This quarterback brings new meaning to the Laser Rocket Arm, as he comes equipped with one, and can throw passes that tear through defenses like a lightsaber through butter. He does run the risk of becoming stuck at the line when issuing out false play-calls and requires a quick reboot to the backside. b. Terminator Trolz – Strong D: Maintaining the ever popular Mo and Spew Puke on the defense has kept this all Troll team on top and opposing teams‘ offenses out of the end zone. The offense still struggles in the passing game but with a team this full of flatulence, who can stop them? c. Killer Konvicts – Smash-head: Many called it a gamble twenty years ago; starting a brand new team using only players who recently served in prison, or who were released for games due to careful bribing of wardens. But such a gamble paid off as the Konvicts have proven they can simply kill off the opposition rather than score more points. Just be glad these guys are kept on the field and are not loose in the streets. d. Psycho Slashers – Balanced: The past few years have not been good to the all Alien Psycho Slashers. Many fans say they lost their edge as their defense lost its blood lust and the offense just got lost on the way to the end zone. While they maintain an edge in tackle breaking, the team just can‘t seem to keep enough players alive once they get hit. e. Misfit Demons – Air it Out: Having snagged the best quarterback and receiver tandem in the league, Pretty Boy T and The Dazzler look to tear up more defenses with their amazing air assault. An aging defense has some fans concerned, but the players in the secondary show no signs of letting up on their punishing hits any time soon. f. Slaycity Slayers – Smash-mouth: Still going strong after so many years, coach Slayer still lives and dies by the run game. His young troll fullback, Run N‘ Gun, breaks through nearly every defense without a sweat. With a hefty defense on the front line he ensures no running game will ever be used effectively against him either. g. Darkstar Dragons – Western Spiral Arm O: The Razor Kid has taken the reins after Joe Magician has retired and accepted his place in the Hall of Bloody Fame. This strong, deep defensive core continues to trouble most teams, but the run defense still plagues their front line. h. Screaming Evils – Cupcake: Whatever it was the Evils had back in the day, if they even had anything at all, is surely gone now. In fact, many fans question just how evil they really are anymore. For when a team gets killed far more often then they can kill an opposing player, one must ask just how evil can you really be? B. Player Races – All five races return in this new Mutant League edition. Each race will have a distinct voice actor that will supply taunts, celebrations and line calling sound bites. As seen in the original Mutant League Football, characters will have a base team color that is dyed to their exterior while pads, boots and helmets (note that all helmets in the Mutant League do not have face masks) will change to home or away colors. While each race typically follows a set standard for attributes, there will be exceptions to the rule, particularly for standout veterans and draft picks. The following describes each race and any changes that will be made to them: 1. Superhuman – This race represents a wide array of player characters. Superhumans can look like normal human players (as seen in Madden), take on cyborg implants (superficial décor only), show tattoos, and display wide arrays of scars. All superhumans wear spiked helmets, spiked shoulder pads and spiked boots. They are free to choose between wearing banana hammocks (as in the original), knee high pants and full length pants. All superhumans go shirtless, as only pansies wear shirts. Attribute-wise a superhuman is an all-around player capable of playing any position. They have decent Strength, decent Speed, decent Toughness and decent Endurance. Superhuman bodies are still rather fragile and can only be patched back together so many times. They can withstand 60 Deaths before having to retire. 2. Robot – Designed specifically for playing with speed and smarts, very few players can outrun or outthink a Robot. Some customization is seen with robots as different arm attachments, leg attachments, head designs and torso designs can be selected. They wear no equipment, relying instead on their metal frames to take all the damage. Attribute-wise, Robots will favor Speed, Awareness and Stamina but will suffer at Toughness and Endurance. Since Robots were designed to be replaced with ever- improving models, they suffer from the shortest career lives by only withstanding 40 Deaths before having to retire. 3. Skeleton – No one is quite sure how skeletons really come to be. Whether it‘s a crazy necromancer playing with magic in the cesspools of Necromicron 6 or Dr. Frankenstein giving a worn-out superhuman too much juice in his shock chair, there just seems to be a steady supply of Skeletons in the league. By shedding the excess flesh they become far more agile and retain their years of wisdom from their previous living state. The only customization skeletons see is in selecting whether they are a human or troll skeleton. All skeletons wear spiked helmets, spiked shoulder pads and spiked boots. Attribute- wise they favor Agility, Speed and Awareness but suffer at Strength and Toughness. Because they have already died, skeletons can enjoy long careers as patching them back together is as easy as ―the foot bone‘s connected to the leg bone…‖ They can withstand 100 deaths before having to retire. 4. Alien – No race can match the agility of an alien and when matched with their speed they can be nearly impossible to bring down. While their tough exoskeleton is able to protect them from most hits, they suffer from low Endurance and can only withstand a few big hits. Due to the extreme acidic nature of Alien blood, they enjoy the unique ability of being able to automatically damage any opponent who managed to kill them from direct contact (such as tackles and punches). If this opponent is low enough in current Endurance the acid blood attack can kill them as well! Aliens killed by mines or thrown explosives (such as dynamite and exploding footballs) will simply dissolve into gas with no damage done to their assailant. Aliens have no customization selections. All Aliens wear shoulder pads. Attribute wise they favor Agility, Toughness and Tackle Breaking but suffer at Strength and Endurance. Alien bodies still pose a challenge to put back together and as such they suffer from shorter careers. They can withstand 50 deaths before having to retire. 5. Troll – When it comes to sheer brute strength, no one can deliver like a troll. Just don‘t expect one to deliver any rousing team speeches before the game because their tiny brains can barely handle speech as it is. In fact, they are more likely to deliver numerous gaseous emanations on field than oratory emanations. Trolls can be customized with tattoos and various scars. All trolls wear spiked shoulder pads and spiked boots. They are free to choose between wearing banana hammocks (as in the original), knee high pants and full length pants. All trolls go shirtless, as only pansies wear shirts. Attribute- wise they favor Strength, Toughness and Endurance but suffer at Speed and Awareness. Troll bodies can withstand vast amounts of damage and responds well to being patched back together. They enjoy long careers and can withstand 80 deaths before having to retire. C. Play Options – The following play options will be found on the main game screen which appears after the opening EA introduction: 1. Exhibition – Take on the computer with up to four people or go head-to-head with up to four people in a quick match. Online play is available in this mode. 2. Playoffs – Enter the playoffs with all other sixteen teams in a random bid placement. Prove that your team has what it takes to make it to the Mutant Bowl. Up to four people can join the team in co-op play. No head-to-head or online play is available in this mode. 3. Local Franchise – Start a Franchise that will last 20 years and prove you can build the most famous team in the history of the Mutant League. Sixteen teams can be controlled by gamers in this mode. Take on the computer with up to four people co-op or go head- to-head with up to four people in actual games. Flex scheduling is enabled. No online play is available in this mode. 4. Online Franchise – Start a Franchise that will last 20 years and prove you can build the most famous team in the history of the Mutant League. Sixteen teams can be controlled by gamers in this mode. Take on the computer with up to four people co-op or go head- to-head with up to four people in actual games. Flex scheduling is enabled. Online play is available in this mode. 5. Family Play – Sets Comment Filter to one (basic game comments), Kills off and Blood off. Family Play Controls scheme is set up according to current settings to allow easier control of game actions. Take on the computer with up to four people co-op or go head- to-head with up to four people in a Family Play match. 6. Build a team/stadium – Allows for building of custom teams and stadiums to be used in any play mode. III. Conclusion Mutant League Football: MBP Edition offers the same gory, faced-paced and crazy style of football as its Sega Genesis predecessor Mutant League Football. With numerous contemporary improvements to graphics, sound and gameplay this game offers addictive fantasy sports antics that no other modern day sports game can hope to match. Because if you‘re not playing in the Mutant League, then you‘re just playing with the Nitwit Feeble Losers.
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