146 lines
9.1 KiB
Plaintext
146 lines
9.1 KiB
Plaintext
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PETE ROSE PENNANT FEVER
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When PETE ROSE PENNANT FEVER (the MS-DOS version) arrived in the mail, I was
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particularly skeptical. Baseball is just about the most abused theme for
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computer games. Nearly every game publisher has a baseball program, and most of
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them have been dismally flawed. Yet, along came Electronic Arts' EARL WEAVER
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BASEBALL (EWB), and despite all the hype, EWB -- with its powerful stat-handling
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capability -- was truly excellent. EWB also broke new ground in baseball
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graphics: It offered a plethora of new features, such as slow motion and instant
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replay. However, EWB's graphics, despite their sophistication, didn't always
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match the calls. Thus, the instant replays and slo-mo were merely nice little
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extras that you rarely wanted to use. The stadium dynamics seemed to have little
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or no effect. EWB's strong point was really its stat-compiling.
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PETE ROSE PENNANT FEVER (PRPF) from Gamestar presents the opposite side of the
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coin and, personally, I prefer it. The graphics of PRPF are, for the first time
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in any baseball program, truly exciting to watch. The players are large and
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well-defined, and the stadium is awesome, with a real sense of distance and
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size. The camera angles switch instantly and provide an amazing variety of
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views. The digitized sounds, clear and cool even on my single-voice machine, add
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significantly to the feeling of realism. For once, I delighted in watching a
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computer baseball game, and I can't tell you how good it felt!
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Naturally, there are tradeoffs, and for many computer baseball fans, the
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tradeoffs will not be acceptable. PRPF will not: allow you to create your own
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players from scratch, edit their stats, or use any historical or current teams.
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There are no "real" teams represented in PRPF, so you can't stage mock games
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between your two favorite ballclubs. In this sense, PRPF resembles Accolade's
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HARDBALL, but the picture isn't quite as dreary as that. PRPF has a complete
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General Manager scenario, challenging you to run an expansion franchise through
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10 seasons.
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You start out in either Eugene or Menlo Park, and can change locations and
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divisions to join the 22 other teams in the league. There are provisions for two
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players to run franchises at once, for a total of 24 teams. The computer
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controls all the games between teams other than the one you (and possibly your
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human compatriot) play; you must play the games that involve the team you're
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managing. And you'll need to pay close attention to your players' conditions
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through the years: short-term injuries, retirement, and so on.
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You can, fortunately, always play a non-league (exhibition) game, against the
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computer or against another human opponent. You'll still have to make many
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managerial decisions during the game.
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PRPF has a roster of draftees and free agents for you to buy during the course
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of the decade. Some of them -- again, as in HARDBALL -- sound vaguely familiar.
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For example, B. Yogi (a free agent) costs you $1,011,000. Also worth millions
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are B. Johnny, W. Maury, and M. Willie. Rather a transparent ruse, but
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occasionally amusing. The only authentic player you're liable to run across is
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Pete Rose himself, whose stats are (for some reason) the best I found in the
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game. Moreover, when he comes up to bat, the crowd cheers...something they don't
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do for any other player!
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The stats are presented in a slightly unusual manner, and take some getting
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used to. When a batter comes up to the plate, his "batting rating" and "running
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rating" are displayed as, for example, 4c and 9. (There isn't a standard-format
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batting average to be found anywhere in the game.) In 4c, the higher the number
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(8, 9, or 10), the more likely the batter is to hit a fly; a low number (1, 2,
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or 3) indicates a tendency to hit the ball on the ground. Numbers between 3 and
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8 indicate a player who's likely to hit a line drive. Then the letter rating
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(from A to F) indicates hitting power: An A player has a most powerful swing.
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The running rating is a number from 10 (fastest) to 1 (slowest). Thus our 4c/9
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example is likely to hit a line drive of average power, and is an extremely fast
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runner.
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The rationale for this rating is that the standard .250 doesn't tell you enough
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about the player's abilities, at least not from a managerial standpoint. For
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example, they say, what if you have a .250 hitter and a .300 hitter? What you
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wouldn't necessarily know is that the .250 hitter slammed in 25 homers of 100 at
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bats, while the .300 hitter had 30 singles. Therefore, they feel their stat
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system gives you more information, useful in a greater variety of specific
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situations, about the player's abilities. That may be true, but it still feels
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like you have to relearn to read stats in order to play the game.
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There are other stats that I found tough to decipher, including the rather
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bizarre pitching and fielding stat formats. Although their system is different,
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it does make sense and provides more information than the usual lineup cards. My
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advice is to keep the manual open in front of you (pp. 14-15) until you memorize
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the format. (That's what I had to do.)
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The arcade aspects are similarly difficult to learn, but provide an extensive
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degree of control once you get used to them (an arduous but rewarding process).
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I used the keyboard, although a joystick or 2-joystick setup can be used. The
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major problem in fielding (traditionally the toughest part of any computer
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baseball game) is that once the ball leaves the infield, the ball's shadow
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vanishes. Thus, you can't accurately judge distance from the ground. This is a
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pretty egregious oversight, but can be overcome with practice. It definitely
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gives the computer an advantage in early games, though.
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There are certainly more options than I can list here, but I will mention the
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complex pitching arrangement. Every pitcher has the capability to pitch straight
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slowballs, straight fastballs, pitchouts...and then two additional specialty
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pitches, each at three different speeds. The specialty pitches available are
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heaters (which are dynamite fastballs that tend to tire the pitcher quickly),
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change-ups, curves, screwballs, sinker, knuckleballs, and a different sort of
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fastball that tails away from the pitcher's throwing side. Once you've selected
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the type and speed of pitch, you also select the area of the strike zone that
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you want the pitch to go to.
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The computer will, if you choose, provide you with automatic fielding,
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automatic batting, and other niceties that make games go faster and smoother.
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But you can't use them all: Turn one on, another goes off. There's a sliding bar
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graph, called a Power Bar, that you use to control the strength of your
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fielders' throws. You're shooting for a 100% throw every time (even if you're
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only throwing a short distance, because you first select the base you're
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throwing to), and this takes practice. As a player, I was torn between watching
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the outstanding graphics and paying attention to the jumble of keystrokes I had
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to make quickly.
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The program, in its MS-DOS incarnation, includes both disk formats. There is no
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on-disk copy protection; instead, a season ticket is included with 500 4-digit
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numbers corresponding to rows and seat numbers. You enter the correct number
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when prompted, and the game lets you in. This is handy for putting the game on
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hard disk or making backup disks if you're playing on floppy drives. The MS-DOS
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version requires 512K, a PC, XT, AT/PS2, Tandy 1000 EX, SX, TX, HX or 3000.
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You'll need CGA, EGA, or Tandy 16-color graphics.
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There are a lot of digitized sounds, including an opening theme song. Most of
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the sound effects and umpire calls are clear, but the opening music falls short;
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an "A" for effort and a "D" for execution. The MS-DOS sound capabilities are
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just not up to simulating multiple instruments, and the rock score, though
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ambitious, produces an unbearable static background. There's no way to bypass
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that sound, either, but thankfully, it's a short theme. The Star Spangled Banner
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is more listenable and can also be cut short. Chances are, the music in the
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versions for more sound-oriented computer systems will not be as raucous.
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The graphics are superb. I'd say EGA is mandatory, but the fact is that even
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with CGA, you'll experience stunning computer baseball graphics on your MS-DOS
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system.
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My only wish is that PRPF could combine its graphics with a stat system like
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EARL WEAVER's. But that would probably mean a slowdown in the graphics while the
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computer calculates the wind resistance, stadium dynamics, and whether or not
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the batter kept the label up. If you're playing computer baseball to recreate a
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favorite team's most glorious moments, or to put your favorite baseball great
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into a 1988 team to see what it does to your end-of-season stats, then stick
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with EARL WEAVER. If you'd like to explore the financial and managerial aspects
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of creating your own dynasty (and playing and watching some great baseball in
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the bargain), PETE ROSE PENNANT FEVER is a superb choice.
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PETE ROSE PENNANT FEVER is published by Gamestar and distributed by Mediagenic.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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