Ballblazer.Issue 9. 1985/1986. |
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The playfield consists of a grid, 55 squares long and 21 squares wide, with a set of goalposts, or goalbeams, at both ends and a surrounding electroboundary. The boundary is invisible to the human eye and is used to keep both player and ball within the grid. It can also prove a useful aid in play, allowing players to perform such subtleties as 'off the wall' angled shots. The ball, or plasmorb, is a sphere of pure energy that floats above the surface of the grid. Once it has been injected to the playfield the battle for possession of the plasmorb is on ... | ![]() |
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Both players control a device known as the rotofoil -- a form of 'shuttle' with a surrounding 'pillow' of energy, or forcefield, used to capture,'dribble' and 'shoot' the plasmorb. There are in fact three 'pillows': the first and outermost is the bumpfield, protecting the rotofoil from all possible external damage. The second field, the pullfield, is only activated when the plasmorb is within a certain range, where it automatically draws in and centres the ball. The player can now go for goal.
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The innermost field is the pushfield: a touch of the fire button sends the ball flying forward at high velocity and the rotofoil recoils in the opposite direction. The pushfield can also be used to blast the ball away from an opponent, leaving it free for the taking. Rotofoils are controlled with a joystick -- left, right, back and forward all give acceleration in their respective directions while the fire button activates the pushfield. Turning is computer controlled and gives rise to one of the rotofoil's most useful and confusing properties -- that of roto-snapping. |
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A rotofoil will always face the ball unless the player in question is actually in possession, in which case the
rotofoil 'snaps' round to face the goal. So too does the player's view, which can prove incredibly disorientating
at first but not so much so that the concept is never understood. |
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For every goal scored a certain number of points are given the value depending upon how far the player is from the goalbeams when the ball passes through them. If, for instance, the ball is literally pushed through the goal then only a single point is scored
A maximum of three points can be obtained for an over-the-horizon shot. This is where the player can't actually see the goalbeams when the ball passes through them -- a difficult or lucky shot? It all depends upon the skill of the player... |
Should a total of ten points be scored before the previously determined time limit expires, the opposition is 'wiped out' and the game is over. If the scores are level when the timer reaches zero, the game goes into overtime and the first person to score is declared the winner. The length of time a game is played over can vary between one and ten minutes, but wherever you go in the universe, there's only one regulation Ballblazer game -- three minutes, two players, one victor...
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Presentation 97% Slick in all aspects. Graphics 95% Fast, smooth and glitch free split screen display. Sound 78% Great auto-improvised music but unfortunately weak FX. Hookabilty 98% Instant high speed addiction. Lastability 97% Compulsive sports action whether you play against computer or human opponents. Value for Money 97% A down to Earth price for a such an out of this world game. Overall 98% The best sports simulation to hit the 64 yet. |
Note : This article was originally on Alex's "Brigadoon - Zzap!64 Online" site, which has closed down while he's gone on a world trip and eventually planning to live and work in Dublin, Ireland. According to his farewell message on his site he gives premission to grab and download any pages of use. I contacted him directly to request permission to actually use those pages on this site and he agreed. His site will be offline (for at least a while) and these articles shouldn't be lost. Should he request it or his site comes back at a later stage, I'll delete these related files. |
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