Swing Class

a football game that's really basketball, scored like tennis, shot like golf, settled like volleyball.

snap¼½¾full
shot:

 

Score

Score

setsgamespoint
You000
Coach000

first set, best of three

The run

    Mode

    How to play

    1. Challenger is the main event: a school day of five periods. Each period is one of the five games, shuffled every run.
    2. The Coach gets sharper each period. In Playbook you get less chalk and fewer tries.
    3. A period takes one set of Rally or C-H-A-L-K, first to 3 holes (two clear) in Gym Golf, two plays in Playbook, or one game of Net Ball.
    4. Points: 100 × the period number for a pass, plus a perfect bonus if you didn't miss.
    5. Lose a period and you get one second chance per run: throw a paper ball into the bin, with a fan blowing.
    6. Training has every game on its own, at the difficulty you pick. The Locker holds the looks you've earned.
    1. Earn looks for your ball, the opponent, the hoop and the board by playing. Each locked item says what to do.
    2. Some are hidden objectives. They show as ??? until you stumble into them.
    1. Playbook is a puzzle. Every play starts by itself: the ball comes in along the chalk arrow, and you can't touch it.
    2. Drag on the board to chalk a straight line. The ball bounces off your lines, so draw ramps, walls and backboards that steer it into the hoop. You can't draw while it's running.
    3. Each play has a par, like golf: the fewest lines it takes. Use fewer for a birdie. Your chalk runs out at par plus two.
    4. Missed? Your lines stay up. Move one and run it again, as often as you like. Your best for each play is saved.
    1. Net Ball is live action: volleyball with a basketball. Run and jump to bounce the ball off your head and arms and send it over the net.
    2. If the ball hits the floor on your side, it's the other player's point. You get three touches before it has to go over, like volleyball.
    3. Each side defends a hoop on its back wall. Get the ball through theirs and it's a bucket worth two points.
    4. Scoring is tennis: 15, 30, 40, deuce, advantage. Serve swaps every game.
    5. Volleyball finish: sets to 3 games, two clear, best of three. The deciding set is to 2.
    1. Gym Golf. Nine holes laid out around the gym: a bench, a low beam, the bleachers, a vault box with a trampoline, crash mats, a hoop up in the rafters, a volleyball net, and a full-court press.
    2. Same swing as the rally: start, power, snap. The club is your shot type. Rainbow clears things, Bank stays low.
    3. The ball stays where it lands, on the floor, a bench or the bleachers, and you shoot your next stroke from there. The player farther from the hoop goes next.
    4. Fewest strokes takes the hole. Ties are halved. 8 strokes and you pick up.
    5. Volleyball finish. First to win 5 holes, and you have to be two clear. If nobody is, you play extra holes until someone is.
    1. C-H-A-L-K works like H-O-R-S-E. The setter taps the floor to pick a spot, picks a shot type, and swings.
    2. If the setter makes it, the other player has to copy it: same spot, same wind, same shot type, and the same style. A swish has to be copied with a swish, and a bank has to go in off the glass. A shot that rolled in off the rim can be copied with any make.
    3. Fail the copy and you take a letter. The setter keeps setting until they miss. Then the other player sets.
    4. On your last letter you get a second serve, one more try, like tennis.
    5. Spell C-H-A-L-K and you lose the set. Best of three sets, and the first setter swaps each set.
    1. Golf swing. Press three times: start the swing, stop the bar for power, then stop it again on the snap line for accuracy. The dotted arc shows where power is heading. It ignores the wind, so read the flag.
    2. Clubs are shots: Bank is low and can go in off the glass, Jumper is the normal arc, Rainbow drops in steep.
    3. Tennis rally. The server shoots first. If it goes in, the other player has to answer from a step further back. Keep trading baskets. Whoever misses loses the point.
    4. Missed serve is a fault, two is a double fault. A serve nobody answers is an ace.
    5. Points go 15, 30, 40, game, with deuce and advantage. Serve swaps every game.
    6. Volleyball finish. Best of three sets, and a set needs a two-game lead. The deciding set is shorter.
    7. The run. Beat four coaches in a row. Each one has a quirk. After every win, pick one of three perks. Lose a match and the run is over, but you keep the chalk you earned: 1 per game won, 5 per match. Spend 10 chalk at the start of a run for a free perk.

    Space or a tap on the court also swings. Keys 1, 2, 3 pick the shot.