How to Play

FIREBALL™

ARCADIA™
CORPORATION

How to Supercharge your Video Game System.

If you have trouble...

FIREBALL™

Imagine this: You're a juggler. You've practiced long and hard to become a very good juggler. You can juggle rubber balls, fragile plates, even razor-sharp daggers. Now you're ready for the ultimate test — the Fireball Competition.

The situation: You've done well in the early matches of the International Tournament of Jugglers. Most of the competitors have been eliminated. You've survived. Now it's down to the final event: the Fireball.™

Your objective: Catch the blazing Fireball and hurl it back at the wall of blocks. Rack up points by smashing blocks and clearing the screen. And prove your skill as a juggler by keeping a number of Fireballs in the air. First one, then two, three, four...

You have five tries, just in case the Fireball becomes a little too hot to handle.

Juggling a Fireball

You move left and right across the bottom of the screen, using standard paddle controllers. When you get close to a falling Fireball, you'll be able to catch it with your closest free hand. Press the red button on the paddle controller and you'll hurl the Fireball back toward the blocks. The Fireball will travel at an angle toward the side of the hand holding it.

You can hold up to two Fireballs at any time. But not for too long, because you'll automatically hurl the Fireball when it gets too hot to handle.

If you choose not to catch the Fireball — and want to deflect it back immediately — keep the controller button pressed down.

Each time you eliminate a set of blocks another ball will be added to the game — up to a maximum of six balls. If you wish to add a ball at any time, you can do so by rapidly pressing the button three times. As described later, you will get more points when more balls are in play.

[Illustration of game in Firetrap mode. In the upper right corner there is a number 0, which the manual labels “SCORE.”. Below the score are a pair of block walls, each imprisoning a Fireball. Below the walls are four right-justified zeroes. The manual labels these numbers “NUMBER OF PLAYERS (AND PREVIOUS HIGH SCORE).”]

Game Selection

Select the game and number of players with the GAME SELECT switch. Each time you tug on the switch, you'll add a player — or move on to the next variation. Pressing the games select switch and the Game Reset switch at the same time moves you directly to the next game. The numbers on the lower right of the screen show the number of players and their high scores during the current playing round.

In the illustration above, there are four players. Since all “high score” figures are zero, this is the first match of the current playing round.

Starting Play

Press RESET when you have selected the game and number of players desired. The first player up then presses the button on the paddle controller to launch the first Fireball.

FIREBALL™ GAME

[Graphic A is identical to the illustration preceding the “Game Selection” section, except that the scores are not labeled. The two side-by-side sections of reddish wall enclosing the Fireballs are slightly wide rectangles with recessed corners. A free Fireball flies between the walled area and the juggler standing at the bottom of the screen. The left, right, and top edges of the playfield (which includes the scores) are indicated by blue lines. The background is solid black.]

Firetrap (Playfield A)

Smash away at the block walls imprisoning the two additional Fireballs. Once you've broken through, the extra Fireballs will come tumbling toward you...

[Graphic B shows a similar playfield whose rectangle shapes have been replaced with three single-layer walls stretching horizontally across the playfield. A Fireball is visible above each wall, and three fly between the bottommost wall and the juggler. (The scores in this and the following graphics are different also.)]

Marching Blocks (Playfield B)

Each time you catch a Fireball, the rows of blocks march one step toward you. You'll be able to free Fireballs trapped between rows of blocks. And, every once in a while, a mystery Fireball will appear.

[Graphic C shows a five-layer horizontal wall with two Fireballs above the wall and four Fireballs between the wall and the juggler.]

Knock-A-Block (Playfield C)

A good variation for beginners, for warm-up, or perhaps for that occasional game before breakfast. Blast away at solid walls of blocks until you've reduced them to...a whole new wall of blocks.

[Graphic D is similar to graphic C, but the wall is missing an apparently random selection of bricks. One fireball is trapped in a gap in the wall, and another flies between the wall and the juggler.]

Migrating Blocks (Playfield D)

Just when you think you're about to hurl the Fireball into a convenient cavity...the cavity disappears! Every few seconds, the rows of blocks rota te in one direction or another.

[Graphic E shows a five-layer wall whose shape resembles an upside-down house with twin peaks. Five “windows” in the house each contain a Fireball; a sixth Fireball flies between the wall and the juggler.]

Cascade (Playfield E)

Five extra Fireballs, trapped in five cavities. Smash through and release them. And get ready to juggle for dear life.

Tips for Top Scores

Keeping It Challenging

Scoring

Supercharged Game Previews

To get a preview of other great Arcadia™ games, follow these simple instructions:

Changing Games

To load another Arcadia™ game:

To remove the Supercharger™

Limited 90 Day Warranty

ARCADIA™ SUPERCHARGER™
and FIREBALL™

ARCADIA CORP. warrants to the original purchaser of this ARCADIA™ product that it will be free from defects in materials and workmanship for ninety days from the date of purchase. If this product is discovered to be defective within the warranty period, return to place of purchase for replacement.

This warranty is limited to electronic and mechanical parts within the product. It is not applicable to normal wear and tear and is not applicable and shall be void if the defect has arisen through, or the product shows signs of, misuse, excessive wear, modifications, or tampering.

THIS WARRANTY IS IN LIEU OF ALL OTHER EXPRESSED WARRANTIES OR REPRESENTATIONS. ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS, ARE LIMITED TO A PERIOD OF NINETY DAYS FROM THE DATE OF PURCHASE. ARCADIA™ IS NOT LIABLE FOR ANY SPECIAL INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM BREACH OF ANY EXPRESSED OR IMPLIED WARRANTIES ON THIS PRODUCT.

Some states do not allow limitations on how long an implied warranty lasts or the exclusion or limitation of incidental or consequential damages, so the limitations or exclusions set forth may not apply to you. This warranty gives you specific legal rights, and you may also have other rights which vary from state to state.

Repair Service

Should your SUPERCHARGER™ require service after the ninety day limited warranty period, a charge of $15 will be assessed to restore it to full working condition. Send the SUPERCHARGER™ unit, shipping prepaid, to:

ARCADIA™ SERVICE CENTER
324 Martin Avenue
Santa Clara, CA 95050

ARCADIA™ takes pride in providing you the finest, most challenging video games available today. We welcome your comments and suggestions for ways to make our game selection even more enjoyable. Please write to: ARCADIA™ CONSUMER AFFAIRS DEPT., P.O. Box 2070, Saratoga, CA 95070.



ARCADIA™
CORPORATION
ARCADE ACTION COMES HOME™
Atari® and Video Computer System™ are trademarks of ATARI, INC. ARCADIA CORP. is not related to ATARI, INC.

© 1982 ARCADIA CORP. Printed in USA.
© 1982 ARCADIA CORP. (Game Program)

[This manual was transcribed by the Night Phantom for the Atari Age. Descriptions of graphic elements appearing in the original manual have been omitted, except where comprehension of the text would require them.]