166 lines
10 KiB
Plaintext
166 lines
10 KiB
Plaintext
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TV SPORTS: BASKETBALL
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Ever since my disappointment with Accolade's FAST BREAK, I've been waiting for
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a really good basketball simulation. It looks like it's finally arrived as the
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latest in Cinemaware's "TV SPORTS" series. TV SPORTS: BASKETBALL builds upon the
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design successes of the earlier TV SPORTS: FOOTBALL, and combines excellent
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arcade basketball play with a stats simulation good enough to turn this product
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into a computer sports role-playing game. (This review is based on the Amiga
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version.)
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One of TV SPORTS: FOOTBALL's nice extras was a series of animated "cinematic"
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sequences (such as the half-time show). Because TV SPORTS: BASKETBALL has been
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limited to 512K of RAM, this game features only an announcer intro and wrap-up,
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backed by a small bit of animation. Players with at least 1MB of RAM do receive
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enhanced sound effects, though.
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Apart from that minor drawback, the rest of the game is wonderful. You begin at
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a selection screen that allows you to play either Exhibition or League games. In
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the Exhibition game mode, you specify which two teams will play together.
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Exhibition games don't affect team stats, and therefore provide good practice
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for eventual League play; they're also more configurable than League games, in
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terms of quarter lengths and the number of players per team.
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League games are played within a simultaneous sequence, in order to advance the
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conferences and divisions together through a season. There are 28 teams in TV
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SPORTS: BASKETBALL, divided into two conferences and four divisions. Any number
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of human players (up to the maximum number available in the game) can take
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control of teams and carry them through a season; alternatively, a player can
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take control of one team and instruct the computer to execute play among the
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remaining 27 teams for each week of the season.
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In Exhibition play, you can arrange games in one of three ways: player vs.
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computer; two players against each other; or two players as teammates against
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the computer's team. I wasn't able to test this add-on, but with a $14.95
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adapter plugged into the parallel port (the order form is included with the
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game), four human players can compete simultaneously; they can play individual
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positions on a single team, or be assigned to two different teams.
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In Exhibition mode, teams may consist of two to five players, and quarters can
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last from 3 to 12 minutes. Therefore, you can have some 2-on-2 play with
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3-minute quarters, if you want things to really speed along; or you can practice
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full 5-on-5 play with standard-length quarters, in preparation for League play.
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Each of the teams can be edited: You may change ownership (human or computer);
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team name and abbreviation; and individual players' names, rankings and ratings.
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This allows you to simulate a real season by designing teams based on current
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information.
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Players are ranked for shooting, passing, defense, rebounding, jumping and
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quickness; depending on each player's rank, there are specified numbers of
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"talent points" that can be distributed among these categories. Clearly, it's
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impossible to create a character with super abilities in all areas.
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Once you begin League play, you can access the clipboard, which shows you who's
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up against whom for the week, and on whose turf. (Whether a team plays at home
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or away has global effects on its chances for success). Each of the 14 games per
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week can be set to Auto or Hold mode. (Games in which human players are involved
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are always set to Hold.) This means that either the rest of the week's games
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will be played off-screen while the player is competing against the computer, or
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that certain games will be "held" for viewing. (Yes, you can watch the computer
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play itself, in "TV" mode.) You may, if you wish, watch all the computer-played
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games each week, and then play your particular game of the week at the end. This
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feature also permits you to run an entire season without having to play the
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arcade game, if you're only interested in the stats simulation.
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The arcade game is well worth playing, however. Although it's definitely
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challenging, it's not nearly as difficult as previous arcade basketball games
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have been, and it's much more than a simple test of your joystick reflexes.
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During all League games, you begin with the tipoff, and can attempt to jump
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successfully for the ball. Once the tipoff has been decided, it's straight to
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the substitution screen, where you get a timed glance at your team's
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assignments, and at who's on the bench. You can make changes here after the
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tipoff, at the end of each quarter, or during timeouts called by either team.
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Players become tired, injured, or disqualified during games; they can be sent
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to the bench in the hope that they'll recover, and be replaced with fresh team
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members. At least half of your success during each game depends on carefully
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assembling your teams. Spend some time really _learning_ the strengths and
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weaknesses of each team member: It really pays off during play! It also helps if
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you can sum up a player's abilities at a glance during the game, because there's
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only a brief time in which you must decide how you're going to put things
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together before the timeout ends.
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It's possible to trade players' positions and change defensive assignments, as
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well as make substitutions. There are additional options: A "Role-Playing Mode"
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is available at the press of a function key; it allows you to run one particular
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player through a game (or a season). Otherwise, normal mode allows you to switch
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among players at the press of a button. You can also toggle the "Cursor" feature
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with another function key: Using a colored circle to highlight a player, the
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Cursor indicates whether a member of your team is open, and how risky a pass to
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that member might be. (The Cursor changes from green to red to white, according
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to the degree of risk.)
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Another option is computer-assisted passing, in which the computer
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automatically cycles the Cursor through the open players on your team. Passing
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in normal mode involves identifying an open player, turning towards him, and
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passing; with assisted passing, the computer sets you up for the best pass, and
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all you have to do is press the fire button when the Cursor is green (or red, if
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you want to live dangerously). I found computer-assisted passing a _big_ help
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when first learning how to handle the game; it also lets you develop a better
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feel for the way your team plays on the court.
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Gameplay occurs mainly in each team's half of the court. When the ball is
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carried across mid-court, there's a brief period during which the play-calling
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screen is accessed. When this screen is visible, the scoreboard appears, listing
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each team's total score, timeouts so far, and the number of points and personal
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fouls made by each player (on both teams). The middle region also gives you a
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quick overhead indication of how you've set up your five players, and most
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importantly, allows you to set up plays. There are no pre-configured plays (as
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there are in FAST BREAK), but your team certainly maneuvers well enough for you
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to set up alley-oops, fast breaks, and assists of various kinds.
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As the game progresses, certain players may experience hot or cold streaks. If
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one player makes a number of baskets in a row, his chances for continuing to
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shoot well increase dramatically, and vice versa: Mess up in the middle of a
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streak, and things go back to normal. There are 3-second and 24-second
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violations, as well as personal fouls, which result in the appropriate actions
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(free throws, player disqualifications, etc.). A clock appears in the lower-left
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portion of the screen ten seconds before the end of a game.
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Finally, there's a complete instant-replay facility. Hitting F10 stops the game
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for a moment and lets you use the joystick to run through a play, with all the
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same options you'd have on your VCR!
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Both during and after a Season, you can access the Clipboard to view all sorts
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of stats for players, as well as teams; these include standings, league leaders
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and losers, based on averages, totals...in fact, there are 69 different stats
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categories that provide a comprehensive overview of the global and
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individual-player levels. You can easily print the stats, as they're stored in a
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standard ASCII text format.
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TV SPORTS: BASKETBALL comes on two copyable disks, and may be installed on your
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hard drive (instructions are included). The manual is complete and well
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organized, offering a useful introduction to the game of basketball for
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newcomers. The program runs in 512K of RAM, and is controlled entirely by the
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joystick; it's compatible with all current Amiga models.
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This game's graphics are stunning (as good as anything Cinemaware's ever done),
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the sound effects are wonderful (even the crowds sound realistic!), and the
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players are large and smoothly animated. It's easy to distinguish one team's
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members from another's, and it's possible to figure out what you're doing
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on-court while playing the arcade game. The editing and stats aspects are simple
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to handle and understand.
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I was about to concede that basketball simply couldn't be well-simulated on a
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computer, but TV SPORTS: BASKETBALL thoroughly disabused me of that notion. Even
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if you're not a fan of the sport, the comprehensive design, excitement, and
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sheer ergonomics of this game will prove attractive enough to hold your
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attention for a long time to come. By virtue of its team, season, and division
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configurations, you can play the game over the course of a year with friends,
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simulating all the aspects of a real basketball season. The computer's AI is
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challenging enough to work you hard in the arcade play, yet rich enough to allow
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you time to think, plan your strategy, and develop a real sense of the game. If
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you become tired of the computer opponent, you can set the whole thing up for
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multi-player play; the stats abilities seem sufficiently encompassing to handle
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a real season.
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TV SPORTS: BASKETBALL has an early lead in my list of Top Amiga Games of the
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Year. Don't miss it!
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TV SPORTS: BASKETBALL is published and distributed by Cinemaware.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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