147 lines
8.8 KiB
Plaintext
147 lines
8.8 KiB
Plaintext
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JOHN MADDEN FOOTBALL
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JOHN MADDEN FOOTBALL (JMF), a strategic arcade simulation from Electronic Arts,
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is the best computer football game I've ever played. It beats NFL CHALLENGE in
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play-calling realism because there are more formations, audible options, and the
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ability to change individual and/or group assignments. There isn't an arcade- or
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strategy-only mode in JMF; you can, at any time, take control of the players and
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then return to calling plays. (This review is based on the IBM-PC version.)
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There _are_ two different modes of play, however, and these determine the
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degree of complexity. In the "Quick Game" mode, you have nine offensive and nine
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defensive plays from which to choose, and stats are not kept. In the "Standard
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Game" mode, you have 81 offensive and 81 defensive plays, which are nicely
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described and diagrammed in playbooks included with the documentation. You can
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also edit existing plays, and create entirely new plays using a "Chalkboard"
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feature. At first, I was extremely intimidated by 81 plays to choose from, but
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after reading and using the playbooks during the actual game, I started to feel
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less like a rookie, and soon became comfortable with the various formations,
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blocking schemes, blitzes, and zone and man coverages.
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John Madden's influence is most obvious in the documentation, which is in the
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"above-average" category. You can usually find a topic quickly, although
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sometimes you'll need to flip through more than a few pages to find out
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something like how to try a coffin-corner punt. On the whole, though, the
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documentation (which includes the main instructions, offensive and defensive
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playbooks, computer specific supplement, and code-wheel), serves its purpose
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without detracting from the play. You'll find that keeping the playbooks nearby
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is essential when using the optional 30-second clock feature; otherwise, you'll
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constantly receive delay-of-game penalties as you fumble around for that perfect
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play. It would have been nice if they'd included a laminated, folding playsheet,
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but Madden's commentaries give the impression that if you don't memorize the
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plays, you deserve to lose.
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JMF has so many features that it's impossible to discuss all of them here, but
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here are a few I found particularly interesting:
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Player Ratings
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The ratings used by JMF are tangible categories that affect game play, such as:
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quickness vs. speed; man-to-man vs. zone coverage; finding daylight vs. gaining
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tough yards; run vs. pass blocking; reading coverages vs. reacting under
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pressure; pass catching vs. interceptions; and on and on. There are special team
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ratings, as well as punting and kicking ratings.
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Editing Teams
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JMF comes with ten fictitious teams, most of which are based upon some great
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team from the past or present -- the 1970s' Pittsburgh Steelers, John Madden's
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Oakland Raiders, the 1980s' San Francisco 49ers, Mike Ditka's Chicago Bears, et
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al. The individual names of the players have also been modified to obviously
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resemble the actual names, so you don't even feel as if your playing with
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anonymous teams. You're not stuck with these teams, however, because there's a
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"blank" team that serves as a template for creating your own teams. Also, you
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have the ability to edit existing teams.
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Matchups
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A feature called "The Madden Report" allows you to graphically compare the
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individual ratings of two teams at related positions. The advantage is that you
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can design a game plan to attempt to exploit your opponent's weaknesses while
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utilizing your team's strengths. I found this to be quite helpful during the
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game, especially for certain types of plays. For example, if my halfback has a
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quickness rating of nine (the best), I use more pitch-outs and screen passes
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because he can turn the corner and dodge would-be tacklers very well. He
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probably isn't a great up-the-middle-type runner, in any event.
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Player Control
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There are many variations through which you actually become involved with
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player control. You _can_ be quite satisfied just sitting back, calling the
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plays, and letting the computer do all the blocking, tackling, and throwing of
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passes. In fact, it'd probably be a good idea to use this method of strategy
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until you're comfortable controlling the players via the mouse or joystick.
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Sounds logical, right? Naahhh. You don't want to be just a sideline decision
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maker; you do that every Saturday and Sunday afternoon in front of the tube! You
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want to get out there and blitz the quarterback, and hear the computer scream
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when you get the sack. You want to drop back, spot the open receiver, and lay in
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a perfect pass. That's _real_ football, and JMF allows you the flexibility to do
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either, without forcing you to remain a joystick jockey for the entire game.
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Statistics
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So how does the game handle stats? Not as well as it could, but it does seem
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that the program could accomodate future commissioner's disks, should they
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become available. During and immediately following the game, you can view every
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desirable offensive statistic. The key word is _view_, because the program only
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allows saving (and thus, accumulating) the basic team offensive statistics, such
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as those found in the newspaper; no individual stats can be saved or
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accumulated. A filing feature allows you to merge game statistics with a team's
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accumulated statistics, without losing the individual game statistics. Sound
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confusing? It took me a while to figure this system out after wiping a few games
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from the disk. If you're looking for customized league options, there aren't
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any, but I wouldn't let this detract from your decision to purchase the game. If
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you're really enthusiastic about using it for a league, you can write down
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(horrors!) the team standings, and keep them on disk elsewhere.
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There are all sorts of other features that give you the feeling that it's
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Sunday afternoon and your team's in a tight playoff race -- things like home
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field advantage, artificial or natural turf, outdoor or indoor stadiums, and
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weather conditions (rain, snow, mud, clear, hot, or cold). You can even make the
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computer-coached opponent (John Madden) play conservatively, normally
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(balanced), or with an aggressive offensive and defensive strategy. Other
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features that can be toggled on or off are: player fatigue, injuries, penalties,
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play announcer, cross-hair passing, and a 30-second clock.
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The IBM-PC/compatibles version comes on either 3-1/2" or 5-1/4" diskettes, and
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utilizes the preferred method of off-disk copy protection, allowing you to make
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backups without requiring a master diskette for game play. Only 256K of RAM is
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required, and I found JMF to be easily playable from either a hard disk or
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floppy disk system, since disk access is kept to a minimum. You can use a
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joystick, mouse, or keyboard, but I strongly recommend that you use either the
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mouse or joystick; it's hard to experience all the facets of this game without
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becoming totally frustrated by the limited movement control of the keyboard. The
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graphical user interface was definitely designed with the mouse in mind, and
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it's clear that the programmer's orientation is toward Atari ST and Amiga
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machines: The documentation for the IBM/Tandy version includes a "supplement" to
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adjust for the differences in the IBM-style interface.
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As for visual quality, the color graphics are acceptable, but certainly not
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remarkable. In any case, I found myself too involved in making decisions to care
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about the hue of the grass.
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One word of caution not mentioned on the game box: A color graphics display is
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not only recommended, but I found it next to impossible to distinguish my team
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from the opponent when playing on a monochrome monitor. Regardless of whether I
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used black-and-white, amber, or green, I could not functionally play the game,
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because the players' uniforms only come in two colors: red and blue. I think the
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designers made a big mistake in effectively restricting this product to color
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systems. I suppose you could play mono games from a purely strategic standpoint,
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but that's not why anyone would purchase JMF.
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Nevertheless, cumbersome stats management, difficult keyboard control, and the
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near-impossibility of monographics gameplay are minor flaws in an otherwise
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feature-packed game. The extreme flexibility of strategy and arcade modes makes
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JOHN MADDEN FOOTBALL a versatile and realistic simulation. The excitement of
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calling a play and seeing it work, or the anxiety when faced with a 3rd and goal
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at the 5-yard line, are my ideas of a good football game. If your primary
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interest is league play and management, the current version is not for you. But
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I highly recommend JOHN MADDEN FOOTBALL to all who want to play and/or coach a
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_real_ game of computer football.
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JOHN MADDEN FOOTBALL is published and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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