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Overall me and my friend would play this on my PC and his w/o the LAN, just watching eachother. Making sure you did not let the NPC get on his rocket after knocking him off was always fun. Scoring goals in the soccer type game setting was very rewarding yet not easy. The fact that you had to use pylons to make these turns, and you were going so fast, made the game very unique in multiple aspects. But when you finally knocked the SOB off his rocket and he started automatically running back to it, there was always this sense of urgency to MAKE SURE he did not get his rocket. I got goosebumps! Thinking about all the time I'd spend trying to knock off the opposing npc on a really nice looking rocket, and failing because he got back on it to fast, or because I timed my cables wrong would make me so mad.
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The fact that Ben mentioned how to procure further said rockets actually brought back stinging memories of failure and glory to me just now. I remember playing this when it came out, and it was soooo fun. Now it's your time to shine, even if it's only on our pages. There is nothing technically demanding going on here, but the mechanics were rock-solid. If anyone is willing to put in the work and can figure out who owns the rights, this would be an amazing PlayStation Network, Xbox Live Arcade, or PC release with updated graphics.

Copies of the game are hard to find and don't play well with modern systems. It hit the market, made an impression on a very small audience that was willing to work through its flaws, and slid away, never to be seen again.
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It's also a rarity in our list: a game that hasn't been revamped, rechewed, and regurgitated through a series of soulless remakes or updates. This was an amazing game, despite the delayed and tricky multiplayer implementation and higher-than-average system requirements. This is going to be a controversial choice for Masterpiece designation, but if you don't like it, there's the door. Even with the primitive graphics, the action looked brutally violent. It gets better: you could also use these cables to clothesline the other players, or rip them off their rockets and drag them behind you. You had a sort of tow-cable on either side of your engine that could attach to these pylons, allowing you to make tighter turns or quick 180 degree turns. Since the engines were so powerful, you could only turn in a limited fashion, and each field was littered with pylons. The premise was built around a sport where the crazy rode on rocket engines, called "sleds," and attempted to either race or destroy each other. Even the box looked like a giant middle finger on the shelves, next to the simulations and me-too PC releases of the time. Rocket Jockey was set in an alternate-reality 1930s America and the game oozed with the setting, from the advertisements to the music and art design. Rocket Science Games was dealing with the failure of its full-motion video releases-does anyone remember Loadstar: the Legend of Tully Bodine?-and decided to create something that would get rid of video and work like an actual game. For the soundtrack, the action, and the sheer balls of the thing, we think it deserves to finally get some recognition. Rocket Jockey has a loyal following, although it's not as well known as other games on our Masterpiece list. On the other hand, the game had style, and the few of us who stuck with it and played for any amount of time fell in love. The game didn't look immediately impressive in screenshots, and it was hard to explain.

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It shipped without multiplayer of any kind, although there was a patch that added LAN play released months after the game's launch. The system requirements were steep for the time, so you had to have a relatively high-end system to run it well.

The above quote is from the box of Rocket Jockey, a PC game that was released in 1996 and had many strikes against it. "It's your basic boy-meets-rocket, boy-loses-rocket, boy-gets-dragged-along-the-ground-and-crushed-against-wall-story."
