190 lines
9.9 KiB
Plaintext
190 lines
9.9 KiB
Plaintext
|
|
|
|
|
|
ABC MONDAY NIGHT FOOTBALL
|
|
|
|
This can't possibly be a computer game. I must be watching
|
|
television. Sure, that's it! It's Monday night, and I'm sitting in
|
|
front of my television watching that winter-long classic, "Monday
|
|
Night Football." Of course! There's Frank Gifford, and (wow!) look
|
|
at those cheerleaders! Halftime entertainment, bone-crushing sound
|
|
effects, the whole nine yards (so to speak). But what's this in
|
|
front of me? A joystick? And I can control these guys? Wait a
|
|
minute, what's going on here?
|
|
|
|
What's going on here is Data East's latest foray into the sports
|
|
simulation arena, ABC MONDAY NIGHT FOOTBALL (MNF). Contrary to what
|
|
you may think when you see it, it _is_ a computer game. From
|
|
beginning to end, this game delivers consistently outstanding
|
|
graphics and animation, and possibly the best digitized sound
|
|
effects that have ever crackled through my standard PC. (This review
|
|
is based on the IBM-PC version; Commodore 64/128 version notes
|
|
follow.)
|
|
|
|
Somehow, Data East has managed to drive crisp, clean voice
|
|
synthesis through the tiny IBM speaker. The voices and sound effects
|
|
are incredibly realistic. When Frank Gifford speaks, it's Frank
|
|
Gifford! When a player misses a pass, you can feel his frustration
|
|
as he mutters "Oh, man!" or "Sheeoot," or even "Son of a...." You
|
|
can share in the jubilation of that snared pass ("I got it!"), the
|
|
successful handoff ("Cool!"), or the touchdown ("All right!"). And
|
|
between each play, Mr. Gifford graciously supplies you with a verbal
|
|
report of down and yards-to-go information. The game employs an "AFB
|
|
Sound Technology" that's never elaborated upon, but of which I
|
|
heartily approve!
|
|
|
|
As MNF loads, you're given the opportunity to configure the game by
|
|
pressing the space bar. Here you may set your video mode, controls
|
|
(keyboard or joystick), etc. Once specified, this information need
|
|
not be entered again unless you wish to change it. There's no
|
|
on-disk copy protection, and the off-disk manual protection is
|
|
entertaining: As you approach the stadium, a security guard stops
|
|
you and verbally requests your passcode. This is obtained by turning
|
|
to the designated page in the manual and simply typing in a number
|
|
printed on the bottom of the page. The guard thanks you and permits
|
|
you to enter. Next, you sit back and relax for a moment while the
|
|
game opens, almost as it might if you were watching ABC. Before
|
|
long, Frank Gifford himself is there, welcoming you to MONDAY NIGHT
|
|
FOOTBALL and directing your attention to the field where the action
|
|
is about to get underway.
|
|
|
|
You're presented with a view of the field from the 50-yard line,
|
|
and you'll see a main menu resembling a blackboard (nice touch). You
|
|
can scroll the cursor (a tiny "ABC" symbol -- another nice touch) to
|
|
any number of options. From here, you may adjust the length of a
|
|
quarter (5, 10, 15 minutes), access the playmaker utility, access
|
|
the team modification utility, change interface options, or start a
|
|
game.
|
|
|
|
When you start a game, there are a number of different ways you can
|
|
choose to play. I was amazed by the thought behind all of this;
|
|
these options make playing with a friend a lot more interesting. You
|
|
can: practice; play one-on-one with the computer; play head-to-head
|
|
with a human opponenent; team up with another human player against
|
|
the computer; play a four-team tournament (in any human- or
|
|
computer-team configuration); or play a 10-team tournament (ditto).
|
|
The program randomly selects the winner of the coin toss, and
|
|
then...it's game time!
|
|
|
|
During the game, there are 30 offensive plays to choose from (ten
|
|
each of short, medium, and long plays), selectable from a scrolling
|
|
menu of play diagrams. There also are 12 defensive plays, which can
|
|
be increased by using the playmaker utility. During gameplay, your
|
|
point of view is determined by the action taking place: For normal
|
|
play, it's an overhead view; for field goals and extra points, it's
|
|
from behind the goalposts; between plays, it's from the sidelines. A
|
|
small window appears in the lower right-hand corner whenever there
|
|
is a flag on the play, with a referee explaining (again, verbally)
|
|
the nature of the penalty and the yardage involved.
|
|
|
|
This window also informs you when a player is "down on the field"
|
|
with an injury. Players tend to get injured when they're overused.
|
|
Expect to find all the elements of a real football game:
|
|
interceptions, penalties, injuries, fumbles, punts, fake punts,
|
|
onside kicks, intentional grounding, safeties, two-minute warnings,
|
|
and so on. Cheerleaders entertain you between quarters, and at
|
|
halftime you're treated to a "Monday Night Footbal" trivia contest.
|
|
After the game, you'll see the traditional "soaking of the coach" by
|
|
the winning team, and you'll have to sit through a locker-room
|
|
bawling-out by the coach of the losing team.
|
|
|
|
A typical play might unfold as follows: Using the joystick or
|
|
keyboard, you select your offensive play. Your team assembles at the
|
|
line of scrimmage, and your quarterback begins barking out the
|
|
signals. At this point, you can choose to hand off the ball for a
|
|
running play, or wait until the ball is snapped to start a passing
|
|
play. A line of helmets at the bottom of the screen -- each
|
|
representing an eligible receiver -- begins scrolling a color
|
|
change. When the receiver you've targeted changes colors, you may
|
|
release a joystick button and check to see if he's open. If so, you
|
|
may elect to pass to him, or if he's covered, check another
|
|
receiver. You may also decide to scrap the whole pass idea and run
|
|
it yourself. But don't take all day: The offense is bearing down on
|
|
you. And so it goes (following all the conventional rules of
|
|
football), up to the time limit that you've specified at the main
|
|
menu.
|
|
|
|
Included are two utilities that make game playing even more
|
|
interesting: The playmaker function lets you create your own plays
|
|
for use during a game. You can assign each player something to do,
|
|
save the play, and invoke it any time you wish. The team
|
|
modification function allows you to change team colors and athletic
|
|
ability of each position on your chosen team. Abilities are defined
|
|
by two attributes, for which you must distribute five ability
|
|
points. For instance, our quarterback may have a passing ability of
|
|
2 and a running ability of 3, or 1 and 4 (or 3 and 2, etc.), but not
|
|
exceeding a total of 5 for the two attributes.
|
|
|
|
Overall, MNF offers an extremely slick array of bells and
|
|
whistles. There are numerous touches to this game that make it a joy
|
|
to behold. Even after playing it a few times, I continue to be
|
|
amazed. But don't let its slickness fool you: This is a fine
|
|
football game in general. It's not statistic-oriented: Game play is
|
|
based on the positional attributes for each team (of which all NFL
|
|
teams are represented), your own game play abilities, and the plays
|
|
that you call.
|
|
|
|
The IBM version of MNF requires 512K of RAM (640K for Tandy), and
|
|
an MGA, CGA, EGA, Tandy 16-color, or VGA graphics adaptor. A hard
|
|
disk is not necessary, but it's recommended, since the game is
|
|
distributed on six diskettes that you'll otherwise have to swap in
|
|
and out. Although the keyboard is acceptable as a controlling
|
|
device, a joystick is also recommended for more precise control.
|
|
|
|
The accompanying manual is well-written and informative, providing
|
|
not only instructions for the game, but also strategy tips,
|
|
background on "Monday Night Football" (the TV show), a Hall of Fame
|
|
of "Monday Night Football" performances, a description of each
|
|
positional player and what his role on the team entails, a glossary
|
|
of football terms, and a tutorial on how to become a better football
|
|
player.
|
|
|
|
Even if you're not a football fan, this game is a fine example of
|
|
where game technology for the IBM PC stands. You can therefore
|
|
appreciate it on several levels. But whatever your reason, chances
|
|
are you won't be disappointed by ABC MONDAY NIGHT FOOTBALL.
|
|
|
|
COMMODORE 64/128 VERSION NOTES
|
|
|
|
While it's somewhat less spectacular than the IBM version described
|
|
above, the Commodore 64/128 version of MONDAY NIGHT FOOTBALL is one
|
|
excellent sports simulation. There are, however, a handful of
|
|
differences between the two versions.
|
|
|
|
Joysticks control both one- and two-player games; there are no
|
|
equivalent keystrokes. For penalties and scores, text messages
|
|
replace the PC's animated referees. The Team Modification utility
|
|
does not allow either the selection or the alteration of a team's
|
|
colors. If you enter the Playmaker utility, the current game will be
|
|
lost, so you might want to invent plays during the pre-game
|
|
ceremonies.
|
|
|
|
The game package comes with one double-sided disk; although it's
|
|
copy-protected, there will still be a documentation check. There is
|
|
also an IBM instruction manual, and a C64 Reference card.
|
|
|
|
The graphics of the C64 version are most certainly unable to match
|
|
those displayed on a PC, but they are nevertheless very good. The
|
|
screen may seem cluttered at first -- what with the playing field,
|
|
players, play charts, and the scoreboard. But the more you play, the
|
|
less messy it all becomes. Although the digitized voice of Frank
|
|
Gifford sounds loud, fast, and raspy (as if he were plagued by a
|
|
nasty throat problem), it does sound like the familiar voice of
|
|
ABC. Other than this, and some on-field grunting, there are no other
|
|
voices.
|
|
|
|
You can safely assume that the C64 version of MONDAY NIGHT FOOTBALL
|
|
is the low-end equivalent of the IBM version. This doesn't mean
|
|
they're literally identical, but that the C64 version looks and
|
|
plays wonderfully within the memory and graphics limitations of the
|
|
machine. The differences I've mentioned do nothing to detract from
|
|
the looks, the play, and fun built into this excellent package.
|
|
What's more, this is an outstanding translation, for which Data East
|
|
deserves an award!
|
|
|
|
ABC MONDAY NIGHT FOOTBALL is published and distributed by Data
|
|
East.
|
|
|
|
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
|
|
|
|