Faceball 2000
-----------------------------------------------------------------------------
* Inside Cover page
WARNING: PLEASE READ THE ENCLOSED CONSUMER INFORMATION
AND PRECAUTIONS BOOKLET CAREFULLY BEFORE USING YOUR
NINTENDO HARDWARE SYSTEM OR GAME PAK.
LICENSED BY
Nintendo
Nintendo, Super Nintendo Entertainment System and the official seals are
registered trademarks of Nintendo of America Inc. 1991 Nintendo of America
Inc.
* Nintendo's Seal of Quality logo is here...
This official seal is your assurance that Nintendo has approved the quality
of this product. Always look for this seal when buying games and accessories
to ensure complete compatibility with your Super Nintendo Entertainment
System. All Nintendo products are licensed by sale for use only with other
authorized products bearing the official Nintendo seal of quality.
* Page 1
FaceBall 2000(TM)
Instruction Manual
Bullet-Proof Software
* Page 2
Copyright 1992 Xanth Software F/X, Inc. All rights reserved.
Original game and design 1987. Distributed under license from Xanth
Software F/X, Inc. FaceBall 2000 is a trademark of Bullet-Proof Software,
Inc. Packaging and documentation 1992 Bullet-Proof Software, Inc.
Bullet-Proof Software and BPS are registered trademarks of Bullet-Proof
Software, Inc.
Some background graphics by Roger Dean.
* Page 3
Contents
Foreword .....................................................4
Introduction .................................................5
Getting Started ..............................................5
Inter-Face Menu ..............................................6
Controls .....................................................8
Play Screens .................................................9
CyberZone ...................................................12
Special-Ups .................................................14
Power-Ups ...................................................15
Arena .......................................................16
Smiloids ....................................................18
Playing Tips ................................................20
* Page 4
Forward
Enter the fantastic world of FaceBall 2000 and experience thc greatest
Virtual Reality sport of the future. Players from all over the globe can
enter the Arena where participants can compete against the computer or each
other in a contest of skill, bravery and survival. Or test your skills to the
limit by entering the CyberZone, the ultimate cybernetic obstacle course.
When you begin FaceBall 2000, the "Inter-Face" assigns you a Holographically
Assisted Physical Pattern Yielded For Active Computerized Embarkation
(HAPPYFACE) represented in this cybernetic world as a smiling sphere. You may
team up with another player or go it alone in your quest for fame and
fortune.
Standing in your way are the Smiloids, programmed to pursue you relentlessly.
Luckily, they are without the cunning and instinct of human players. Despite
this, they are unflinching in their prime dircctive: Delete the Intruder.
So, either alone or with a friend, prepare for FaceBall 2000!
* Page 5
Introduction
You are about to enter FaceBall 2000 where you may compete with a friend one-
on-one in the Arena, or tackle the ever more difficult challenges of the
CyberZone.
In CyberZone, thc object is quite simple: defeat the Master Smiloid and
become the new CyberZone Champion. To do this, you must make your way through
41 challenging levels filled with Power-Ups and hostile Smiloids.
In the Arena, play a computerized version of tag. The first player to get
ten "tags" is the winner, at least until the next match begins. You may also
try your hand (or face) against a selection of Smiloids. One or two players
may play free-for-all or on a team.
Getting Started
To start the game insert your FaceBall 2000 cartridge into your Super NES and
turn the power switch on. The title screen will appear. Push start to begin.
At this time you may select One or Two Players to play in either Arena or
CyberZone.
* Page 6
Inter-Face Menu
CyberZone
The object is to complete a series of levels guarded by Smiloid opponents
and ultimately eliminate the Master Smiloid. One or two players may go in as
a team or individually. Choose your starting level based on your experience.
First time players should start at Training. (See page 12 for more details.)
Arena
In Arena mode, you may compete against another player or computer-controlled
Smiloids in a maze of your choice. The first player to score ten tags, wins.
Arena may be played free-for-all or in team play mode.
(See page 16 for more details.)
* Page 7
Options:
Move cursor to the desired menu item and press "A." Choose Done to return to
the previous menu.
Face:
You may select the type of FACE that the other player will see you as. Use
the control pad to cycle through the selections and prcss "A". There are
fifteen different faces to choose from.
Name:
You may enter your own name using this option. Move the control pad Up/Down
to the desired letter, press Left/Right to change the position of the
cursor. Press "A" when you are finished.
Team-Play (2 player mode only):
Press Left/Right to turn Team-Play On/Off. When Team-Play is on, your shots
will not affect your teammate.
Revive:
This determines how many hits you are able to withstand when you are
materialized in the Arena: Happy = 3 hits, OK = 2 hits, Weak = 1 hit.
Revive-1, Revive-2 (2 player mode only):
This determines how many hits Player 1 and Player 2 are able to withstand in
the Arena: Happy = 3 hits, OK = 2 hits, Weak =1 hit.
Music:
This turns the background music on and off. Sound effects are not affected.
Stereo:
This turns stereo on and off. If you don't have your Super NES attached to a
stereo television or speaker system, you should turn stereo off.
* Page 8
Controls
Control Pad:
Controls your movement. Pressing up or down moves you forward or back.
Pressing left or right turns you to the left or right.
A Button
Fire.
B Button
In CyberZone, the "B" button is used to collect the contents of an open Pod.
Start
Pauses the game and displays the map. The player appears as a blinking dot.
The other player and computer controlled Smiloids appear as non-blinking
dots. The arrow indicates the direction you're facing. In CyberZone, only
the player and other humans are visible, unless the player has the Sensor
Special-Up (see page 14).
Top R/L Buttons
Turns the player right or left in smaller increments than the Control Pad.
When used in combination with the Control Pad, the player can turn faster
than normal.
X Button
Displays the map without pausing the game.
* Page 9
Play Screens
(4) (3)
| /
----------------|----------/-------
| | | |/ |
| | / |
| ----------------/- |
|ARMOR / |
---- --------------/--- |
| | | / | ---- |
| |SPEED | / | |STOP|-----
(9) |--- | / | ---- | |
| | | / | ---- | |
| |SHOTS | + | | |----| (8)
---- | | ---- | |
(2) ---------------------- ROVER | ---- | |
| / | | |-----
| -/---------------- ---- |
| / -------------- |
| / | STATUS | |
| / | TAGS= 9 -------------- (5)
| / | SCORE= 50 -------------- (6)
| / | LIVES= 12 -------------- (7)
| / -------------- |
--/--------------------------------
/
(1)
CyberZone Play Screen:
1) Playing field.
2) Message window - shows targeted opponent's name and pod contents.
3) Crosshairs - visible only when you are reloaded.
4) Hit status indicator-
*(smiley face) Happy ............Over 2/3 of total hits remaining
*(straight face) OK .............2/3 to 1/3 of total hits remaining
*(sad face) Hurt ........Less than 1/3 of total hits remaining
*(sick face) Unconscious .........................Lose one life
* Page 10
5) Tags - This indicates how many Smiloids need to be tagged before the exit
opens. On Bonus levels, Timer appears. When the Timer runs out, you'll go to
the next level.
6) Score - For every 5000 points, you earn a life.
7) Lives remaining.
8) Special-Up indicator bar - Icons for Special-Ups are displayed here. When
a Special-Up is active, its icon will be highlighted. An icon will flash when
that Special-Up is running out.
9) Power-Up indicator bar - Icons for Power-Ups are displayed here. As the
player gains Power-Ups, the bar graphs below each Power-Up name will
increase.
Arena Play Screen:
(4) (3)
| /
----------------|----------/-------
| | | |/ |
| | / |
| ----------------/- |
| / |
| --------------/--- |
| | / | |
| | / | |
| | / | |
| | / | |
| | + | |
| | | |
(2) ---------------------- BOUNCER | |
| / | |
| -/---------------- |
| / -------------- |
| / | | |
| / | -------------- (5)
| / -------------- |
----/------------------------------
/
(1)
1) Playing field.
2) Message window - shows targeted opponent's name.
3) Crosshairs - visible only when you are reloaded.
4) Hit status indicator -
*(smiley face) Happy .............3 or more hits remaining
*(straight face) OK ........................2 hits remaining
*(sad face) Hurt .......................1 hit remaining
*(sick face) Unconscious .....................tagged out
* Page 11
5) Tags - How many opponents you or your team has tagged. The first player or
team to get 10 tags, wins the round. Shaded faces indicate how far ahead in
tags the opposing player, drone or team is.
* Page 12
CyberZone
The object is to complete a series of 41 levels guarded by Smiloid
opponents, and ultimately eliminate the Master Smiloid. Players may go in
individually or as a team.
CYBERZONE is divided into eight zones. Each zone has 5 levels plus one bonus
level. The master Smiloid is located on level 41. Bonus levels have no
Smiloids, just pods with Power-Ups and points. Grab as many pods as you can
before the time runs out. After completing a bonus level, a summary screen
appears. It shows what type and how many pods you picked up. It also shows
the percentage of total pods that you took.
Completing a Level:
Each level has an exit surrounded by black walls. When a player or team tags
the required number of Smiloids, the black walls disappear, revealing the
flashing exit. To finish the level, simply run across the exit. In 2-player
mode, if one player completes the level, both players complete that level.
Lives:
You start the game with three lives. You will gain lives as your score
increases and as you take Life Special-Ups. When you lose a life by getting
tagged, you lose all active Special-Up effects and reenter at the current
level. When you lose your last life, the game is over. You then have the
option to play again from your original starting level.
If there are two players, a player that loses his last life waits for the
other player to complete the level, at which time both players proceed to
the next level. If both players lose their last lives on the same level, the
game is over.
* Page 13
Score:
Your score increases by shooting Smiloids and picking up coins. A player
will gain a life for every 5000 points earned.
Timer:
The timer only appears on bonus levels. The amount of time varies by the
level. The timer will blink when time is almost out.
Pods:
Pods appear as small flashing balls and diamonds. Pods contain Special-Ups
and Power-Ups. If a player presses against a pod, the pod will pop open and
reveal the contents. The player may take the contents of a pod he touches
(it does not have to be open) by pressing "B". You have to tag Pod-Drones to
get a pod.
Pod-Drones:
Pods appear after a flashing Smiloid ("Pod-Drone") has been tagged. A pod
will not appear if the Pod-Drone is tagged in a floor square that contains
the exit or another pod. Pod-Drones start appearing after some Smiloids have
been tagged. Pod-Drones require more hits than normal Smiloids. If you touch
an exploding Pod-Drone, you don't get a pod.
* Page 14
Special-Ups
Special-Ups appear in diamond shaped pods. Some have a timed effect. The
Special-Up icon will be highlighted when it is active, and will flash when
it is about to run out.
Pod Symbol
Shield: *(smiley face inside an upside-down umbrella without the handle)
The player is briefly immune to all shots.
Freeze: *("STOP" sign)
Freezes all Smiloids for awhile.
Camo: *(smiley face covering its eyes)
Smiloids will temporarily ignore the player.
Life: *(smiley face)
Adds one life to the player.
Sensor: *(a square with a maze inside it)
Reveals Smiloid locations on the map. This will go away if the player loses
a life.
Coin: *(circle with "500" written inside it)
Adds 500 points to a player's score.
* Page 15
Power-Ups
Power-Ups appear in round pods. Power-Ups permanently increase the player's
abilities to move, shoot and take damage.
They have a cumulative effect, meaning the more you pick up, the stronger,
faster, etc., you are.
Pod Symbol
Armor: *(a square with brick borders that has a smiley face inside it)
Adds 1 hit to the player's total hits. This will also heal any damage the
player has taken.
Weapon (Shots): *(3 bullets- one on top of the other on top of the other like
this): --->
--->
--->
Increases by 1 the number of shots that a player can have in the air at one
time. The second shot fired will disappear when a player fires another, if
his maximum number of shots are already in the air.
Speed Up: *(sideways smiley face whose behind looks like it's on fire)
Increases player's movement and turning speed.
* Page 16
Arena
In the Arena, you can play a single game against other players or against
computer-controlled Smiloids. The first one to score 10 tags wins the round.
1 player: When entering the Arena by yourself, the object is to compete
against computer-controlled Smiloids in a maze that you select. You choose
the type and number of computer-controlled Smiloids, up to a total of six.
2 players: You can choose to compete against each other, or play together on
a team, against a team of Smiloids.
Free-for-all:
The first player to score ten tags wins the game.
Team Play:
A team has a single, pooled score. When a player tags an opponent, a point
is added to the team score. When the team score reaches ten, the team wins.
There is no effect if a player hits a team mate. Team play may be turned on
or off in the Options Menu.
* Page 17
Handicapping
If you are playing with people of different skill levels, it is possible to
even the game by giving one player an advantage. This can be done in two
ways.
1. Give the more experienced player a weaker REVIVE. This is the number of
hits he enters the game with. This is done on the OPTIONS screen.
2. Give the less experienced player more speed. This is done by holding down
the top L & R buttons when pressing START at the Maze Selection Menu. In Two
Player mode, you may only give Speed-Ups to the other player, not to
yourself. You may give a variety of speeds:
L .........1 Speed-Up
R .........2 Speed-Ups
L+R .......3 Speed-Ups
You may also give yourself Speed-Ups in one-player Arena. This is done in
the same manner as two-player mode.
Try experimenting with these options to provide a greater variety of play.
Give one player more Speed-Ups and the other extra hits. In one player mode,
try confronting a large group of strong Smiloids with alot of speed and low
hits. Let us know what your favorite combinations are.
* Page 18
Smiloids
These are your computer opponents. Some Smiloids attack by touch, while
others are able to shoot. Each type of Smiloid has strengths and weaknesses.
It will be up to you to discover these. Some can be very tricky. They may
look like a familiar type of weak Smiloid, but they have a different color.
Watch out! This is a completely different type of Smiloid and will probably
be tough. Smiloids that flash contain pods and are tougher than normal
Smiloids.
Here are some of the types of Smiloids you will run into:
(An opponent's name will appear at the bottom of the Playfield).
Hits Speed Attack Reload Sensors
--------------------------------------------------------------------------
SHOOTME: 1 none touch* none none
A target Smiloid.
SHOOTME2: 1 slow touch* none none
Moves randomly.
ISHOOTU: 1 none shot/touch* slow none
Spins and shoots randomly
ISHOOTU2: 1 slow shot/touch* slow none
Moves and shoots randomly.
TURKEY: 1 slow shot average short
Weak, but shoots back.
GREMLIN: 2 average touch* none very short
Basically a guided missile.
WALLY: 2 slow shot slow short
Tends to follow walls.
ROVER: 3 average shot slow short
Can be dangerous in groups.
BOUNCER: 4 fast shot average average
One tough customer.
* Page 19
Hits:
The number of hits the Smiloid can take.
Speed:
Average speed is about equal to a player's beginning movement.
Attack:
Indicates whether the Smiloid attacks by touch, shot or both.
* = Self destructs on contact, causing 1 hit.
Reload:
Time it takes to reload an attack, average is about half a player's reload
time
Sensors:
How far and how well the Smiloid detects the player. A player's vision is
average.
* Page 20
Playing Tips
Here are a few tips to get you going:
1. Keep moving! You are an easy target standing still.
2. Practice moving and shooting at the same time.
3. It is possible to dodge long range shots. Weave from side to side.
4. You will recover lost hits with time. You will hear a "ping" when you
heal a hit. Keep an eye on how happy you are.
5. Try peering out from a corner, taking a shot and then retreating around
the corner again.
6. You can have a limited number of shots in the air at a time. If you fire
when you already have the maximum number of shots in the air, the second shot
fired disappears. You start with a maximum of 2 shots.
7. In CyberZone, be sure to grab all Pods before you exit a level. You will
need them later.
8. You have to tag Pod-Drones to get a pod. If you touch a exploding
Pod-Drone, you don't get a pod.
9. If you tag Pod-Drones on a floor segment containing the exit or another
pod, you don't get a pod.
* Page 21 is a "Notes" page.
* Page 22 is blank.
* Page 23
Limited Warranty
Bullet-Proof Software, Inc. warrants to the original purchaser of this
Bullet-Proof Software product that the medium on which this computer program
is recorded is free from defects in materials and workmanship for a period of
ninety (90) days from the date of purchase. This Bullet-Proof Software
program is sold "as is" without express or implied warranty of any kind, and
Bullet-Proof is not liable for any losses or damages of any kind resulting
from use of this program. Bullet-Proof agrees for a period of ninety (90)
days to either repair or replace, at its option, free of charge, any
Bullet-Proof Software product, with proof of date of purchase, at its
factory.
This warranty is not applicable to normal wear and tear. This warranty shall
not be applicable and shall be void if the defect in the Bullet-Proof
Software product has arisen through abuse, unreasonable use, mistreatment or
neglect. This warranty is in lieu of all other warranties and no other
representations or claims of any nature shall be binding on or obligate
Bullet-Proof Software. Any implied warranties applicable to this software
product, including warranties of merchantability and fitness for a particular
purpose, are limited to the ninety (90) day period described above. In no
event will Bullet-Proof be liable for any special, incidental, or
consequential damages resulting from possession, use or malfunction of this
Bullet-Proof Software product.
The provisions of this warranty are valid in the United States only. Some
states do not allow limitations on how long an implied warranty lasts or
exclusions of consequential, or incidental damages, so the above limitations
may not apply to you. This warranty gives you specific rights, and you may
also have other rights which vary from state to state.
Bullet-Proof Software, Inc.
8337 154th Ave. N.E.
Redmond, Washington 98052
(206) 861-9200
* The last two pages are also blank...