105 lines
6.0 KiB
Plaintext
105 lines
6.0 KiB
Plaintext
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MAGIC JOHNSON'S BASKETBALL
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Melbourne House advertises MAGIC JOHNSON'S BASKETBALL as being _just_ like the
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arcade game. Unfortunately, this is far from true. Although the graphics look
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virtually the same and move with the same animation speed, there are severe
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pauses when the program accesses the disk during certain sequences (such as the
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falling of the ball through the hoop, or the switch to the free-throw screen).
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While none of these pauses interferes with actual gameplay, they all interrupt
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the flow of the game. Because this is clearly an arcade game (rather than a
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team- or statistics-oriented simulation), it should be held to arcade game
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standards: No other arcade game I've seen ever pauses in the midst of the actual
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action to access the disk. (This review is based on the Amiga version; Commodore
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64/128 version notes follow.)
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As if that weren't annoying enough, the sound samples are shoddy at best. The
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basketball bounces off the floor with a decent thump, and the sound of sneakers
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on the court is okay, but the looped sample of the crowd noise resembles no
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crowd I've ever heard at a sporting event. (In fact, if my washing machine were
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making this sound, I'd call in the Maytag Man for immediate repairs.) This might
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be written off as a minor mistake _if_ there were any way to toggle the sound;
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as it is, you must endure the endless, cyclical chugging throughout the entire
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game, which becomes irritating real fast. Just like the arcade game? Well...not
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quite.
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There's yet another small but bothersome bug in the game design. If you have
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two floppy drives, you just insert the two distribution diskettes in the drives
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and start playing -- no problem. If you use only one drive, however, after
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inserting the first disk the screen goes blank. When this happens, the trick is
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to insert disk two in the drive, but there's no indication either onscreen or in
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the manual that this will solve the problem. (I bet Melbourne House will have
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lots of returns because of this one.)
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For all that, gameplay is quite good. MAGIC JOHNSON'S BASKETBALL consists of
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two-on-two play; you can select one of eight difficulty levels to begin, specify
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either side, and opt to play against the computer or a human opponent. The
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latter allows you to determine Period lengths.
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Control of the game is simple and precise, and entirely by joystick. Unlike
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FAST BREAK (Accolade's three-on-three arcade basketball game), when you first
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start playing MJB, you have a good chance of making some baskets. The players
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are much larger and more smoothly animated (thus easy to identify and keep up
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with). Switching between the two players is smooth, and clearly indicated
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onscreen. The design of stick and fire-button combinations makes it simple to
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choose the right moves at the right times.
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MJB offers neither the built-in plays nor the "Playmaker" capabilities of FAST
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BREAK, and there is no information regarding player fatigue or ability. (I
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couldn't discern any significant differences between players). However, you do
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have personal fouls, back-court violations, and a nice free-throw option -- a
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kind of arcade-game-within-an-arcade-game sequence in which you position your
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throw, then wait for a "strength bar" to reach the right mark before releasing
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the basketball.
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MJB is pure arcade; no attempts have been made to develop sports
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simulation-style features. The short manual does include descriptions of various
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plays, strategies, moves, and rules, all of which will be very helpful to
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novices playing the game.
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The program comes on two disks and will run only on Amigas with 1MB of RAM or
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more. There is no specification regarding models; I played it on an A500 with
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1MB of RAM and Kickstart 1.2, without problems. The disks are copyable, and the
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game can be installed on a hard disk. Some tricks using the ASSIGN command are
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necessary before starting up, but they're described adequately in the manual.
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Perhaps when played from a fast hard drive, the pauses in action that I
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mentioned above are unnoticeable.
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I recommend MJB with qualifications: If you're looking for a dynamic,
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easy-to-play, purely joystick-oriented basketball game, and you're able to
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tolerate the glitches I described, MAGIC JOHNSON'S BASKETBALL can be a lot of
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fun. But if such problems are likely to bother you (especially at this rather
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high list price), then keep an eye out for Cinemaware's upcoming TV SPORTS
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BASKETBALL. What I'd really like to see is a game that incorporates all the
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detail of a good sports simulation, the fine joystick control of MAGIC JOHNSON'S
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BASKETBALL, and the "Playmaker" and player statistics of FAST BREAK.
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COMMODORE 64/128 VERSION NOTES
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The C64/128 version of MAGIC JOHNSON'S BASKETBALL is one of the worst games of
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1990. Its few good points -- a logical design and an overall smoothness,
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basketball violations, and a fine mix of offensive and defensive moves -- are
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destroyed by the general crumminess of the game. Other than perhaps the title,
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this product has absolutely nothing in common with the coin-op version.
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The graphics are colorful and might have been okay, but they were barely
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visible due to animation screwups: The bottom half of the screen could have been
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a flicker demo. The physics of the ball bouncing off the floor, backboard, and
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rim were hilariously bad, and surely were lifted from a game that requires feet
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-- soccer or rugby or something. Like the graphics, the joystick might have been
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okay, but the players kept disappearing, so I can't really tell for sure. The
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sounds of the game were, oh...let's say they were interesting: No basketball
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you've dribbled ever sounded like this.
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The C64/128 version comes with one copy-protected disk and an instruction
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manual.
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Unless you're collecting bad software the way some people collect bad movies,
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MAGIC JOHNSON'S BASKETBALL for the Commodore 64/128 is not a package you'll want
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to own.
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MAGIC JOHNSON'S BASKETBALL is published by Melbourne House and distributed by
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Virgin Mastertronic.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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