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Cyberball
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==Gameplay== {{Unreferenced|section|date=March 2020}} [[Image:Cyberball.jpg|thumb|left|Gameplay screenshot]] The game replaces the standard [[Down (football)|downs]] system with an explosive ball that progresses from "cool" to "warm", "hot", and "critical" status as it is used. Players can only defuse the ball, resetting it from its current state back to "cool" by crossing the 50 [[American football field#Yard lines|yard line]] or by change of possession, whether through [[touchdown]], [[interception]], or [[fumble]]. A robot holding a critical ball while being tackled is destroyed along with the ball. The robots also possess finite durability. As offensive units are tackled, they wear down, finally issuing smoke and then flames after a number of hits. A flaming robot will explode when hit, thereby fumbling the ball. Players can use the money bonuses they earn while playing to upgrade their robots with faster and more durable units. Players select from run, pass, or option plays on offense, after which the computer presents four individual plays from which to choose. On defense, a player can select short, medium, or long defenses, and then select a specific defensive scheme. The standard configuration allows single player, two player [[Cooperative video game|cooperative]], two player head-to-head or four player head-to-head play. Playing with two teams of two people opened up a new dimension of gameplay. [[Artificial intelligence in video games|Computer-controlled]] avatars run offensive patterns in very specific ways before reaching their assigned passing spots. Human players, however, could exploit the fact that a number of offensive plays started with identical formations. By choosing one play, but moving their avatars in imitation of a similar but different play, the offensive team could disguise their intentions before suddenly breaking for their assigned pass locations. This offensive flexibility forced defending players to quickly recognize plays and move to break them up by rushing to what they guessed was the intended passing spot. Most often, the timely use of the defender's turbo, a short-term speed boost usable once per play, would determine whether the play resulted in a missed pass, an interception, a long gain, or a score. This ability to improvise in four player mode built the popularity of ''Cyberball'', leading to many tournaments across the United States for a period of time.
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