Title: Street Delirium
Gameplay mode
There are two modes of gameplay: single and multiplayer. Single player gameplay is available in the story and battle mode, including the option of selecting an AI partners or having a second player. Story mode follows a set of stages with dialogue from the characters and events happening with an ending. Battle mode is the selection of stages from any number of players up to four. Battle mode is also customizable in time, items and number of players.
In story and battle mode, the board size corresponds to the number of players, so the more players whether it is AI or human, the bigger the board. All players in story mode are on the same side of the street while player placement is open in battle mode, which means that there are always two teams against each other. Up to four players can participate in battle mode, AI or human, whereas story mode only allows two playable characters.
In each battle level, each player must catch the ball or prevent the ball from passing the player similar to the role of the goalie in soccer. As soon as the ball passes beyond the player or isn’t able to catch the ball, that player will receive a point added to their current score, which isn’t good if you want to win. Scores are only kept when consecutive wins are performed. As soon as the consecutive winning streak is broken, the points counter will reset to zero. An exception to the rule is when the score is greater than five, in which case, is reset to five instead of zero. When a player reaches ten points and isn’t able to catch the ball in ten consecutive turns, that player loses. To beat an opponent, ten consecutive scores without any breaks in the streaks will qualify for a win. When an opponent’s score is at five, it will take more five consecutive scores to beat the opponent.
In this game, obtaining points are bad because the losing condition is that the first team to reach ten points will lose that round. Each level can be either played with best out of three or best out of five rounds with an optional time limit.
With the time limit option, the last 30 seconds will start the sudden death event, where all the obstacles clear the middle, leaving only the players going head to head like Pong, but with only one point to win.
Each level also includes power ups which obviously adds to the menace and craze to the competition. The standard power ups are shown below, but as mentioned earlier, each stage has their unique power ups specific events that can be triggered in their level. The typical power up last about 30 seconds and should be used wisely because timing is everything and may cost a player a winning streak if not used to take advantage of the level.

These are several examples of power up balls which enhances the quality of battle. For example, by using the standard curve ball power up at the right moment may trick the opponent into thinking that an obstacle may block the ball, but in fact will go around the obstacle and score. The diverse range of power ups make the game play very engaging since strategy plays a big role in determining the outcome.
Target Audience
Street Delirium’s target audience is rated G, for everyone who likes a multi player games with subtle educational flavor. Graphics are both cartoonish with a hint of realistic quality with no violence, gore or adult material. This game may also attract people who enjoy culture from around the world, since all levels include different aspects from different cultures including speech, language, character and special events.

This picture shows the battle scene in the San Francisco level, which includes special events such as the Gay Pride parade, cable cars, critical mass, Bay to Breakers and typical protests ranging from hotel labor union strikes to human rights. A move that can be obtained from an item specific to the San Francisco level is called “Golden Gate Bridge”, which can override any obstacle and gets the ball directly to the opponent.
Platform
Wii would the perfect platform to start. The standard avatars provided by Mii are used for the gameplay. These Mii’s are already customized and Street Delirium can customize each character even further with added clothing options appropriate for the Mii characters to participate for different level. In story mode, some characters will be default.
Camera mode
During the battle levels, the camera angle will mainly be bird’s eye view from the 1st player side on the bottom facing opponent or 3rd and 4th player facing the camera. Similar to Wii Sports, the camera angle changes into a dynamic slow motion replay of the win. When some special events are triggered, certain items or events may cause the camera to go into an over the shoulder shot, pan across or worm’s eye view, which adds to the look of the special effect.
Genre
Street Delirium is a sports game, but not considered to be real sports.
Characters
Each player can choose their own avatar and up to four players can participate. The story provides four generic characters to start, but will be switched to the selected avatar of players choice when the game starts. Each player is a customizable character provided by Wii. Other characters in the game include 31 different NPC opponents, which equals to about 30 levels in addition to a final boss. Some of the characters created by Mii can be substituted for NPC bosses. Obstacles and background characters are abundant but look similar to each other with slight changes according the level.
Typical level
Each level is a battle screen, bird’s eye view, vertically facing opponent with obstacles moving between them. Since the game takes place on the streets, the usual obstacles are cars, bikes, people and one or more interesting events and items specific to each level. Although the gameplay is similar in every level, the environment and obstacle animation gives each level a different feel to match their level/destination. 
This stage shows the Shanghai battle stage, which includes features such as the Lion Dancing and the type of transportation that is tradition in China. Sometimes, when obstacles pass by or gets hit by a ball, they may say a phrase or a word in their language to make the game more educational and dynamic.
User interface
During battle, each player has a side bar which displays the number of items, up to three, collected and shows status on points obtained. On the Wii, these items are accessible with the arrow buttons with the A button being the selector. When two players share the same boundary, they share the item and can only be used once.
The same side interface can be accessed in the global map view except with the save, load, and menu option instead of the items. On the global map, the stage selection is similar to the global map provided from the game Elite Beat Agent, where the globe can be rotated with selectable stages during certain levels of the game. The user would use the Wii controller to point at the screen to navigate the globe with an arrow pointing at the destination. As the levels are being hovered over, the levels will be animated with a voice over to get the player to choose that level.
Story
Once upon a time, four very good friends decide to head down to the shopping mall food court to meet for lunch. On the way they find four rings sitting in the middle of the busy sidewalk in downtown San Francisco. People seem to be oblivious to the shiny stones, but the glow seems to draw the friends into its light. Hesitantly, they look at each other and put the rings on. Nothing instant happens, but then the world around them starts to shake and transforms into an opaque version of reality with people still walking around them like nothing has happened. They see four strange looking men and women standing at the other side of the street, and then suddenly increased traffic appears on the street. Amidst the traffic, a ball suddenly comes between a gap in traffic from across the street and the main character catches it. The game begins.
Above shows the four rings that the four friends put on. Their transformations are generic to the introduction screen, but will be customizable on top of the Mii characters created by each player.