APRIL 1983 VOLUME 7 NUMBER 4
Players ·111row a Fit Over Food Fight"!
tari presents a madcap video feast
in FOOD FIGHT This game is sure
to satisfy the cravings of your most
ravenous players as they meet lovable,
laughable Charley Chuck who must
dodge all kinds of flying fruit and vege-
tables in order to catch and eat an ice
cream cone before it melts. It's a high cal-
oric comedy caper with a leading charac-
ter that will melt your heart.
How many ice cream cones can Char-
ley Chuck consume? Your players will
soon find out as they maneuver Chuck
with a 360° analog joystick and righthand-
ed or lefthanded '1hrow" button to the
other side of the screen where the ice
cream cone awaits, acting as a wave timer
as it drips down the game seconds. He
must get past Oscar, Angelo, Jacques
and Zorba, four different types of chefs
who unexpectedly pop out of holes, pur-
sue Chuck and throw food at him. Each
has a unique behavior pattern, and
they're all intent to prevent Chuck from
reaching the ice cream cone.
If Chuck manages to get to the ice
cream cone in time, he can eat it in one
huge gulp and move on to a new game
level and a different flavor of ice cream.
But if he is hit by thrown food or caught by
one of the pesky chefs, all the food on the
screen flies straight at him-causing him
to roll his big, blue, googly eyes and lose a
life. Shucks! Poor Chuck.
There are piles of tomatoes, peas, ba-
nanas, pies and watermelon that Chuck
can use to defend himself from the persis-
tent chefs. Each food reacts differently
when thrown, and Chuck never runs out
of watermelon ammo. When Chuck hits
one of the chefs, points are scored as the
fiendish gourmand turns the color of the
food that hit him and disappears. Ever see
a "banana creamed" chef? Soon, though,
another chef pops up in his place, so
Chuck never gets to munch peacefully.
As well as throwing food at the chefs,
Charley Chuck can lead them back into
the holes in the playfield from which they
first emerged. Points are scored when a
chef falls into a hole and disappears, but
A
• •
•
our little hero must pay attention not to fall
into a hole himself or he will lose a life.
A special feature EXCLUSIVE to new
Food Fight is the "Instant Replay." This en-
tertainment spectacle is proving to have
tremendous player attraction at the
game's test locations. If Chuck has a close
call and is nearly hit by food, an accurate
reproduction of the play action immediate-
ly preceding can occur, accompanied by
the Food Fight musical theme. The player
has no control over the playfield during an
instant replay, so he can just stand back
and enjoy Chuck's lucky break. Game
play then resumes to normal. Bonus
points are awarded for eating
the ice cream cone and for
the unused food left on the
screen at the end of a
wave. There are 125 total
game levels programmed,
and with each progressive
one, Charley Chuck en-
counters more chefs and
more holes. The behavior of the chefs also
becomes more aggressive.
Food Fight also offers players the option
of starting at higher levels than the begin-
ning wave with each new game. As an ·ad-
vanced player progresses beyond level
10, he can select to start a new game at
the level where he left off, provided he
does so before 15 seconds elapse.
To add to the extra special effects pro-
duced on the color raster monitor, the top
players enter their initials in the high score
table through a particularly graphic
method- Charley Chuck actually throws
watermelon wedges at the player's select-
ed initials. The top 3 high scores are re-
tained in memory, followed by 12 other
decreasing score positons.
Your players' appetites will never be sa-
tiated once they've met Food Fight's cast
of characters. They'll indulge themselves
in game after game of Charley Chuck's
zany escapades. Atari's Food Fight is tan-
talizing fun no one can resist.