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Ballblazer

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Автор: Graeme Devine
Год: 1986
Издатели: Activision Inc
Производитель: Program Techniques
Языки: 🇬🇧 Английский
Формат: 📼 TZX лента
Требования: 🖥️ ZX Spectrum 48K

Ссылки:
Страница на ZXArt
Страница на Virtual TR-DOS
Страница на World Of Spectrum
Страница на Spectrum Computing

Скриншоты:
Ballblazer.gif
Ballblazer.png


Ballblazer.jpg
Ballblazer

Released in 1986

Published by Activision Inc

Re-released by Dro Soft and Ricochet

Produced by Program Techniques

Instructions typed and grammatically corrected by Digital Duck



---------------------------------------------------------------



BALLBLAZER:



The simplest, fastest and most competitive sport in the known universe. It grew

from dark roots in an ancient space war to become king of all games among every

lifeform within range of Interstellar ethercasting. There's only one regulation

Ballblazer game - three minutes, two players, one victor. Ballblazer can make

you a hero - or destroy a lifetime of dreams.



The year is 3097, and the place is a null-gravity nexus midspace in the binary

star system Kalaxon and Kalamar. Moments from now, on the luminous surface of an

artificial asteroid, the final round of the Interstellar Ballblazer Conference -

the greatest tournament of all time and space - will begin, and history will be

made. For the first time a creature from the planet Earth has battled through

the countless qualifying rounds and eliminations, enduring and then triumphing,

across vast parsecs, to win the right to compete for the honour of his planet

and the ultimate title any being can possess: Masterblazer.





ROTOFOILS



Two metres high, with foot-pad 2.5 metres in diameter.

Mass = 3000 kilograms

Two-axis thrusters; cruising velocity = 50 metres per second

Roto snap: On-board computer automatically rotates Rotofoil 90 degrees to face

ball. Rotofoil rotosnaps to face goal when you capture the ball.





THE PLAYFIELD



GRID



* One Square on Ballblazer Grid = 5 x 5 metres



* Ballblazer Grid = 55 Squares (275 metres) x 21 Squares (105 metres)



* Curvature of Grid: an object 2 metres high may be seen at distance up to

sixteen Squares (60 metres)



* Electroboundary surrounds the Grid and keeps Plasmorb and Rotofoils within

Grid field.





GOALBEAMS



* Pure energy, in visible range.



* One set at each end of Grid.



* Motion: approx 5 metres/second.



* Initial Spacing = 12.5 metres.



* Spacing shrinks each time goal is scored.



* Spacing after seven goals = 2.5 metres.





PLASMORB



* Diameter = 5/8 metre



* Mass = 1000 kilograms



* Floats 2 metres above Grid



* Normal colour: yellow



* Initial velocity = 450 - 600 metres/second





FORCEFIELDS



* Imagine your Rotofoil is surrounded by a big pillow of energy - that's your

Bumpfield, and objects, like other Rotofoils, bounce off it.



* When the Plasmorb gets close, your Pullfield is activated. It's as if the

pillow caves in and captures the ball. The forcefield centres the ball on the

goal side, as your Rotofoil snaps around to face it. Then you are ready to

charge downfield and make a goal.



* Finally, you activate your Pushfield with the fire buttons/keys. It is as if

the big energy pillow is suddenly pushing out. It only works when the Plasmorb

is within ten metres. You can tell when the ball is close enough to use the

Pushfield by listening for the buzz.





OFFENCE



Offence is ball control - learning the ways of the Plasmorb. At the face-off,

have your stick forward/forward key depressed (even before the orb appears),

move out and capture the Plasmorb - it will change to your colour and you will

Rotosnap to face the goal. Do not balst the moment you capture the ball - wait

for the Rotosnap, get orientated and then wait for the Goalbeams - they'll be

moving in the same direction the ball was blasted in.



Watch your screen. When the Plasmorb is centred between the Goalbeams, blast. If

you're in close, you get one point. Further back, two. and if you can't actually

see the Goalbeams (an Over-The-Horizon shot) - you get three. Shoot when you can

still make out the Goalbeams. The reaction of the blast knocks you back, over

the horizon - and the score is based on your position when the Plasmorb actually

passes through the goal. The Goalbeams narrow after each score, so go for two

and three pointers first. Practice your goal shots by aiming just outside the

Goalbeams. The Plasmorb bounces back, instead of going through the whole goal

sequence.



If you get ten points, it's a shut-out, otherwise, the winner has the highest

score at the end of the game. If you are tied, you go into overtime, and the

next score takes all.



Once you get the feel of it, try some angle shots. Let the Plasmorb swing to one

side of your view screen, then blast - it will go in that direction. To get

around a blocker, use an angle shot off the wall. Bounce the ball off the

electroboundary, past your opponent's Rotofoil, then rush forward and capture it

again.



If you have the Plasmorb, but you're up against the boundary and need to move

back to shoot, have your stick forward/forward key depressed and blast - you'll

bounce back to three-point range and you can catch the ball on the rebound.



When you get good, try Pushfield dribbling. Keep your fire button/key down as

you approach the Plasmorb. Instead of catching it in your Pullfield - which uses

25% of your energy - just nudge the Plasmorb along in front of you. Then capture

it when you want to blast a goal.



If you are moving downgrid with the ball and your opponent is directly behind

you, blast. The ball will go forward, you'll recoil back into him, blasting him

back so you can get to the ball first!





DEFENCE



Even the best Blazer doesn't have the ball all the time. When you don't, you're

on defence and then you've only got two choices: buzz-blasting and blocking.



If you're chasing your opponent downgrid, don't get directly behind him - jam in

from the side to buzz-blast the ball away. Remember part of his energy goes into

activating his Pullfield. Listen for the electromagnetic buzz, the closer you

are, the louder the buzz, the better the blast. When you hear it blast the ball

free, go grab the free ball for yourself.



The hardest part of buzz-blasting is knowing when you've rotosnapped to face the

ball. Keep rotosnapping back and forth and listen for the sound of the Rotosnap

- that's how you know you've changed direction. Then when you overtake your

opponent, you've just got to remember which side you're on. It's easier to do it

than to try to talk about it.



Blocking is a tougher kind of defence. It means situating yourself between the

goal and your opponent. Keep him centred in your view screen. Try to keep

yourself right between the Goalbeams, and watch out for good angle shots!





TM & (c) 1986 LUCASFILM LTD. ALL RIGHTS RESERVED

ACTIVISION, INC., AUTHORISED USER



Ballblazer

Bumpfield

Buzzblast

Droid

Ethercast

Goalbeams

Grid

Interstellar Ballblazer Conference (IBC)

Kalaxon

Kalamar

Masterblazer

Plasmorb

Pullfield

Pushfield

Rotofoil

Rotosnap

and all other character names and elements of the game fantasy are trademarks of

Lucasfilm Ltd.





ACTIVISION TM IS A REGISTERED TRADEMARK OF ACTIVISION, INC.



Ballblazer was created by the Lucasfilm Games Division. David Levine created the

concept, directed the project and designed and implemented the screen graphics,

physical dynamics, control structures, and mainline program. Peter Langston, the

Games Group Leader, designed and implemented the sound effects and practice

Droid intelligence, composed and programmed the music, and helped devise the

gameplay mechanisms and strategy. David Riordan and Garry Hare of Search and

Design contributed game design elements and game rules. Charlie Kellner helped

conceptualise game dynamics. Ideas and support were provided by other members of

the Games Division: David Fox provided aesthetic support and Gary Winnick

contributed to the Rotofoil design and the introductory animation. The game was

converted from Atari Home Computer to Sinclair ZX Spectrum by Program

Techniques.

Special thanks to George Lucas.
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