161 lines
9.3 KiB
Plaintext
161 lines
9.3 KiB
Plaintext
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TV SPORTS: FOOTBALL
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Since the first primitive creatures hauled themselves out of the primeval ooze,
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one question has remained foremost in the collective mind of all sentient
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species on this beleaguered planet:
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When is there going to be a truly great computer football game?
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Face it. There are lots of good baseball games, two splendid hockey games,
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basketball, surfing, skiing, golf, car racing and sailing -- the list goes on
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and on. But thus far there is no completely satisfying computer simulation of
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football. Either the graphics are too blocky (or absent altogether), the action
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too stiff, or the playbook too moronic.
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Into this breach has stepped Cinemaware, the same fine people who brought us
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DEFENDER OF THE CROWN, THE THREE STOOGES, and ROCKET RANGER. As you would expect
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on a graphics-oriented computer like the Amiga, TV SPORTS: FOOTBALL looks
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splendid. The field is a lush green, the players resemble people (not blocks),
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and the movement is smooth. There are amusing cut-scenes, a great shot of a
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field goal/extra point attempt, and a victory shuffle by touchdown-scoring
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players. (This review is based on the Amiga version; IBM-PC and Commodore 64/128
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version notes follow.)
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So, is this the game we've been waiting for?
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Unfortunately, not. The players are too similar in appearance to give you a
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feeling of individual movement, and you can only control one player on defense
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(which seems highly inadequate). On offense, you control the quarterback until
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he either passes the ball or hands off, which is more realistic. The running
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game was fairly easy to learn, but the passing game was still frustratingly
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difficult after over an hour of practice. This is not a game you can just pick
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up and play. Like the real sport, it requires devotion. And you can't save a
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game in progress in case the phone rings or nature calls. (You _can_ call a time
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out, however, but just like the real game, you don't get very many per half.)
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There's some required reading, too: You must study the playbook in earnest. The
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playbook features four different plays (and their mirror images) in either I,
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Shotgun, or Pro Set formations. This gives you a total of twenty-four possible
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plays, not including kicking. (I dare say there are a few NFL teams that don't
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have as many in their repertoire.) On defense, again you can choose among a
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variety of formations and strategies: blitz, pass defense, etc. All choices are
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made using the joystick, and you have to be quick. If ten game-seconds go by
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(and they're faster than real-time), the computer will pick a play for you. In
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fact, it will run the play for you if you don't take control. And before you
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think that may be a blessing, I have to tell you that I did much better in terms
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of total first downs than the computer acting alone, although it was a much
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better passer.
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TV SPORTS: FOOTBALL features full league play, in which you can have friends
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participate as team owners: They're allowed to customize one of twenty-eight
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teams to meet their particular ideas of what the dream lineup would be. You can
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play one-on-one, one or two players actively against the computer, or you can
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just sit back and let the program handle everything. In league play, you receive
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periodic updates on how the other teams are doing elsewhere. There are crowd
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noises, half-time reports from a John Madden clone, and even sponsors.
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While this game doesn't fill the need for the perfect football simulation, it's
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nevertheless a valiant effort.
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IBM-PC VERSION NOTES
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Amiga users may be clamoring for a truly great computer sports simulation, but
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no more so than IBM owners. Unfortunately, the IBM version of TV SPORTS:
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FOOTBALL also fails to deliver. While the review of the Amiga version describes
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the graphics as "splendid" and "lush" with "smooth" animation, the IBM version
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(EGA was used for these notes) can only be described as acceptable or typical --
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by no means superior.
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The animation is somewhat choppy, and the user-controlled player has an
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annoying habit of blinking the same color as the opposing team, making it very
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difficult to see who you are controlling when the crowd closes in. The same
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control problems experienced by Amiga users are present in the IBM version,
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which can be controlled by either the keyboard or joystick(s).
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The digitized speech and sound effects are quite good; however, they are used
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sparingly. We hear an overabundance of "Hut"s, and an occasional "Touchdown" or
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"It's good!" Oddly, when the host of TV SPORTS: FOOTBALL is present at the
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beginning of the game and at halftime, there's no speech. He moves his mouth and
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subtitles appear below his picture.
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On the plus side, the manual is very well written, providing an excellent
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overview and primer on the game of football, along with an IBM-specific player's
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guide. The game is not copy-protected in any way.
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TV SPORTS: FOOTBALL runs on IBM-PC/XT/ATs and 100% compatibles. However, it
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will not run on any IBM PS/2 model. Only EGA and VGA graphic modes are
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supported. Cinemaware also recommends that a turbo XT or faster machine be used.
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For these notes, I used a 12 MHz 80286-based AT with EGA; the time between the
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view of the field and the snap of the ball seemed interminable. One can imagine
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the frustration when using a 10 MHz XT.
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There is one thing missing that, to me, is totally unacceptable: the ability to
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exit to DOS from the game! Once you're playing, you must reboot your computer to
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return to DOS. The documentation indicates no way to exit, and none of the
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standard conventions (Escape, Control-Break, End, Control-Q, Control-X, etc.)
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seems to work. If there's a hidden means of exiting, it's very well hidden.
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Perhaps subsequent releases of TV SPORTS: FOOTBALL (if any) will fill in the
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gaps and smooth out the clunks in the user interface. But for the time being, it
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might be advisable to look elsewhere for the ultimate football simulation.
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COMMODORE 64/128 VERSION NOTES
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On the basis of the preceding Amiga review and IBM version notes, it seems that
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the Commodore 64/128 version of Cinemaware's TV SPORTS: FOOTBALL is the best of
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the lot, despite a few missing features. FOOTBALL looks great on the C64, and
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its joystick control worked reasonably well. Two areas -- exiting from a game
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and playcalling -- need to be revamped. Although there's plenty of disk access,
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the software-based V-Max! fastloader handily takes up slack time.
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The Teammates option (two human players against the computer), individual
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player and team statistics, and fumbles did not make it into this conversion.
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While the Teammates option surely would have been fun, I didn't at all miss the
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statistics feature: FOOTBALL is graphics-oriented, so who wants to be messing
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around with numbers? As for fumbles, well sure, the game is less realistic
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without them, but when it's late in the game and your team's really chewing up
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the Astroturf, a fumble is one less drive-killer to worry about. Besides, since
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passing is very tough to master, interceptions and incompletions more than make
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up for the lack of fumbles.
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Game graphics and animation are very good, as are the point after touchdown,
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coin toss, and TV announcer screens (all of which are sponsored by "ZZZ, The
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Last Word in Phone Books"). Sound effects are minimal. Like real football, TV
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SPORTS: FOOTBALL is complex, and in this regard, Practice mode is exceptionally
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useful: There are no penalties or time limits, it's always first down, and you
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can take all day to work on passing, which demands as much.
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Two problems marred FOOTBALL. You can exit from a Practice session, but when a
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game, either Exhibition or League, is being played, there is no way to stop it
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-- the three timeouts per game half only pause the action -- except to turn off
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the machine. If you're getting slaughtered and it's only the first quarter, you
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either have to watch it, or take your football and go home.
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The Playcalling screen is complete and understandable, but it has a nasty habit
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of picking offensive and defensive plays on its own. No joystick input tells the
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program to select a play -- which, according to the Player's Guide, should not
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happen for fifteen seconds. Play selection is a two-step process: The first
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diagonal stick move selects a formation; the second diagonal stick move not only
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selects the play, it pushes you onto the field with no chance (except as an
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audible) to change your mind. Technically, unless there is no joystick input,
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the program isn't actually picking plays. But it sure feels like it.
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The TV SPORTS: FOOTBALL package for the C64 comes with one double-sided disk
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that's copy-protected, C64/128 Player's Guide, and a manual that's empty of
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instructions but filled with football. In order to keep track of edited teams
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and the results of Cinemaware Football League games, you'll need a formatted
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disk.
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TV SPORTS: FOOTBALL looks great on the Commodore and, for the most part, plays
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well. It seems to have turned out slightly better (if incomplete) in this
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version than when it was originally conceived -- which isn't saying much. As
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Paul Grant pointed out in his IBM notes, perhaps revampings will iron out the
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wrinkles in later versions. In the meantime, Data East's MONDAY NIGHT FOOTBALL
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does it all a lot better.
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TV SPORTS: FOOTBALL is published by Cinemaware and distributed by Electronic
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Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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