Magazine
feature
Client:
"Space News", Gwent
Audience:
Pre-to-teen children
Brief:
Outline the rules of the most complicated - and popular - sport in
the universe
TUNNEL
TEAM - THE GREATEST SPECTATOR SPORT IN THE UNIVERSE
Tunnel
Team Rules
For 9000 Earth
years, the Zeets of Apsigon have been spreading their culture by visiting
planets around the civilised universe and signing their best athletes
up to the Intergalactic Tunnel Team League.
Each side has
two teams of ten Travellers and Blockers. All four teams are encased
in spheres of Zeet Esseraferama Memory Plastic (ZEMP). Each player
uses a Zeet Thermosuction Lance (ZTL) combined with a Zeet Gas Pack
(ZGP) worn on the back.
The Travellers
first use their ZTL's in travel mode to roll their ZEMP sphere off
the starting mound, and then switch to stretch mode to heat up their
sphere to create a 500-metre tunnel to score one point.
The opposing
team's Blockers use their own combination of sphere and tunnel to
prevent them succeeding.
Travel Mode
Activating 'Grab'
on the ZTL fires the suction pad at the end of the lance onto the
sphere wall, forming an instant bond using a Zeet combination of chemistry,
magnetism and electricity.
When the player
activates 'Reel', the tiny but powerful thermo-electric winch inside
the ZTL literally wrenches him upwards toward the suction pad.
The sphere rolls
toward the player's body weight until he activates 'Release' disengaging
the suction pad and allowing the player to repeat the travel cycle.
Stretch mode
Pressing the
ZTL's suction pad against the wall and activating 'Heat' raises the
temperature of the pad to 650 C in less than three seconds. The ZEMP
sphere reacts to that heat by becoming soft and pliable within a 6-metre
circle. The ZTL logic circuits then instruct the ZGP to release enough
of the players' pressured breathing supply to inflate the sphere as
the wall is pushed out in various formations.
Once the size
of the tunnel created exceeds the 500-metre limit, cells in the ZEMP
stretch to open, allowing the internal atmosphere to escape with a
shrill whistling sound (indicating the point scored) and deflating
the tunnel to its original spherical format once more.
On the field
No two Tunnel
Team fields are alike. Zeet officials visit open areas on planets
signing up with the League, searching for suitable playing areas.
With the help of expert Zeet builders, they transform an ordinary
marsh into a Tunnel Team field.
A good field
needs vegetation, gassy marshes, good audience and outside broadcasting
facilities and, of course, water. Water absorbs ZTL heat and makes
it impossible to push a tunnel wall any further in that direction,
so rivers and lakes are of great tactical importance.
Below is a classic
scene from the closing moments of last year's Manjo Merenguo Memorial
Chalice semi-final, in the Fladge NackerDeem marsh on Huug Fove.
Underneath the
vidscanner on the left, the Zeet Miteeteez blocking snake is seconds
away from pushing the Trinn Grotthrattler's double into water and
shrinking it down to its original spherical format.
Visible from
the vidscanner on the right, but not at ground level, is a new leg
of what used to be a Zeet double before the Trinn blockers started
their tactical bow to stop it.
It's a difficult
game to play, but an easy one to watch. Try it sometime - 94 octillion
Tunnel Team vidaddicts can't be wrong!
END