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

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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.