-------------------------------------------- Ballistic (Sony Playstation) FAQ v1.1 (12/12/99) Norman Richardshttp://www.cs.utexas.edu/users/orb -------------------------------------------- Changes: v1.1 -- added details for all 25 stages in stage mode -- added end of game message Table of Contents: ================== 1.0 - General Information 2.0 - Game Modes 3.0 - Scoring 4.0 - Author's Notes ------------------------------------------------------------------------ 1.0 - General Information Originally an arcade game called Time Loop, the arcade game never was a big hit in the US. But, it was a very popular in Asia, and that popularity was enough to bring the game to the playstation. Ballistic was release in November 1999 for US playstations and shortly thereafter for Game Boy color. Conceptually, Ballistic bears resemblance to other popular puzzle "B" games such as Bust A Move and Battle Balls. The player launches balls against a series of oncoming balls. Should you connect enough balls of the same color together, those balls are eliminated, causing the remaining balls to reform. Combo chains can be scored if this reforming causes more balls to disappear. Unlike Bust A Move where balls extend down from top of the play area and Battle Balls where balls drop to an area at the bottom, in Ballistic, the colored balls spiral around a center cannon, from which the player launches balls outward. Dispite the apparent similarity, game game play and strategy in Ballistic is quite different from other ball-based puzzle games. ------------------------------------------------------------------------ 2.0: Game Modes The basic premise stays the same, but there are 3 modes of play: panic mode, stage mode and vs mode. Each has slightly different play rules, but in all modes the goal is to keep the chain (or chains) of balls from reaching the center. 2.1 Panic Mode In panic mode, the board never changes. A never-ending string of balls loop along the spiral track. At each level, the string of balls becomes faster and faster. On every 10th level a rocket and a bomb appear. The rocket pushes the string of balls along at an even faster pace than normal. The rocket can be destroyed by hitting it directly with a ball or by clearing all the balls in front of it. While the rocket is on screen, the speed level will not increase no matter how many balls are cleared. Only when the rocket is destroyed will the speed again begin to increase. In panic mode, the bomb is launched from the central cannon in the same way as a ball. The difference is that when the bomb hits a ball of a certain color, all the balls of that color on the screen disappear. 2.2 Stage Mode Stage mode consists of a number of levels, each with 5 sub levels. Each stage has a fixed number of balls that must be cleared before the player advances to the next level. The shape of the track, and the obstacles/powerups change with each sublevel. After clearing a level, play may be continued from that level at any point. In stage mode, there are 5 levels to be cleared. Each level contains 5 stages. The stages are as follows: level features 1-1 1 loop 1-2 1 loop 1-3 1 loop 1-4 1 small loop, 1 twister, 1 bomb from launcher 1-5 2 small loops 2-1 1 small loop, 2 twisters 2-2 1 large loop, 14 clear balls 2-3 1 large loop, 1 shielded region, 1 stop watch 2-4 1 medium loop, 2 twisters, 2 boxes with bombs 2-5 2 twisted loops 3-1 2 large loops 3-2 1 large loop, 2 snails 3-3 1 large loop, 1 shielded section, clear balls, 2 stop watches 3-4 1 large loop, 2 boxes with snails, bees, clear balls 3-5 3 medium loops 4-1 1 small loop, 1 bomb in loop 4-2 1 medium loop, bees, clear balls 4-3 2 large loops, 2 snails 4-4 2 twisted loops, 2 stop watches 4-5 3 medium loops, 1 bomb in loop 5-1 2 large loops, 2 bombs in loop 5-2 2 twisted loops, 2 snails 5-3 3 medium loops 5-4 1 medium loop 5-5 1 small loop After clearing all 25 stages, the closing message rolls: ALL STAGES CLEARED! Congratulations! [Credits, slightly modified from the manual] THANK YOU FOR PLAYING 2.3 VS Mode In vs mode, two players compete against each other two see who can last the longest. As with most 2 player puzzle games, when one player clears balls, extra balls are sent to the opposing player. ------------------------------------------------------------------------ 3.0: Scoring The points earned for removing a ball are a function of the chain length. The higher the chain length, the higher the score. Each ball by itself is worth 10 points times the bonus multiplier. The bonus multiplier is the chain length times the sequence number. It's not that complicated, but let's look at some examples. Example: Z | V X X Y Y Z Z Y Y X Suppose we shoot a Z ball into the sequence of balls at the point shown above. The 3 Z balls connect, causing the 4 Y balls to connect. When the Y balls connect the X balls connect. The sequence is a chain of length 3. The score would be: num of sequence chain points balls number length per ball Z balls: 3 * 1 * 3 * 10 = 90 Y balls: 4 * 2 * 3 * 10 = 240 X balls: 3 * 3 * 3 * 10 = 270 ______ 600 points Longer chains are scored similarly. Imagine an 8 chain of 3 - 5 - 4 - 6 - 3 - 4 - 5 - 4. The score for this chain would be: 240 + 800 + 960 + 1920 + 1200 + 1920 + 2800 + 2560 = 12400 points Obviously, scores increase very rapidly. As you can see from this example, an 8 chain can easily score 10,000 points. A typical 19-20 chain will score 100,000. In theory, a 40 chain would well exceed 1,000,000 points, but I've not heard of anyone claiming to have pulled off such a feat. ------------------------------------------------------------------------ 4.0: Author's Notes This FAQ was created by Norman Richards. (orb@cs.utexas.edu) Corrections, additions and comments are are gratefully accepted and will be credited accordingly. This document is copyright 1999 by Norman Richards. 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