mirror of
https://github.com/opsxcq/mirror-textfiles.com.git
synced 2025-08-28 19:30:04 +02:00
147 lines
8.8 KiB
Plaintext
147 lines
8.8 KiB
Plaintext
|
||
|
||
JOHN MADDEN FOOTBALL
|
||
|
||
JOHN MADDEN FOOTBALL (JMF), a strategic arcade simulation from Electronic Arts,
|
||
is the best computer football game I've ever played. It beats NFL CHALLENGE in
|
||
play-calling realism because there are more formations, audible options, and the
|
||
ability to change individual and/or group assignments. There isn't an arcade- or
|
||
strategy-only mode in JMF; you can, at any time, take control of the players and
|
||
then return to calling plays. (This review is based on the IBM-PC version.)
|
||
|
||
There _are_ two different modes of play, however, and these determine the
|
||
degree of complexity. In the "Quick Game" mode, you have nine offensive and nine
|
||
defensive plays from which to choose, and stats are not kept. In the "Standard
|
||
Game" mode, you have 81 offensive and 81 defensive plays, which are nicely
|
||
described and diagrammed in playbooks included with the documentation. You can
|
||
also edit existing plays, and create entirely new plays using a "Chalkboard"
|
||
feature. At first, I was extremely intimidated by 81 plays to choose from, but
|
||
after reading and using the playbooks during the actual game, I started to feel
|
||
less like a rookie, and soon became comfortable with the various formations,
|
||
blocking schemes, blitzes, and zone and man coverages.
|
||
|
||
John Madden's influence is most obvious in the documentation, which is in the
|
||
"above-average" category. You can usually find a topic quickly, although
|
||
sometimes you'll need to flip through more than a few pages to find out
|
||
something like how to try a coffin-corner punt. On the whole, though, the
|
||
documentation (which includes the main instructions, offensive and defensive
|
||
playbooks, computer specific supplement, and code-wheel), serves its purpose
|
||
without detracting from the play. You'll find that keeping the playbooks nearby
|
||
is essential when using the optional 30-second clock feature; otherwise, you'll
|
||
constantly receive delay-of-game penalties as you fumble around for that perfect
|
||
play. It would have been nice if they'd included a laminated, folding playsheet,
|
||
but Madden's commentaries give the impression that if you don't memorize the
|
||
plays, you deserve to lose.
|
||
|
||
JMF has so many features that it's impossible to discuss all of them here, but
|
||
here are a few I found particularly interesting:
|
||
|
||
Player Ratings
|
||
|
||
The ratings used by JMF are tangible categories that affect game play, such as:
|
||
quickness vs. speed; man-to-man vs. zone coverage; finding daylight vs. gaining
|
||
tough yards; run vs. pass blocking; reading coverages vs. reacting under
|
||
pressure; pass catching vs. interceptions; and on and on. There are special team
|
||
ratings, as well as punting and kicking ratings.
|
||
|
||
Editing Teams
|
||
|
||
JMF comes with ten fictitious teams, most of which are based upon some great
|
||
team from the past or present -- the 1970s' Pittsburgh Steelers, John Madden's
|
||
Oakland Raiders, the 1980s' San Francisco 49ers, Mike Ditka's Chicago Bears, et
|
||
al. The individual names of the players have also been modified to obviously
|
||
resemble the actual names, so you don't even feel as if your playing with
|
||
anonymous teams. You're not stuck with these teams, however, because there's a
|
||
"blank" team that serves as a template for creating your own teams. Also, you
|
||
have the ability to edit existing teams.
|
||
|
||
Matchups
|
||
|
||
A feature called "The Madden Report" allows you to graphically compare the
|
||
individual ratings of two teams at related positions. The advantage is that you
|
||
can design a game plan to attempt to exploit your opponent's weaknesses while
|
||
utilizing your team's strengths. I found this to be quite helpful during the
|
||
game, especially for certain types of plays. For example, if my halfback has a
|
||
quickness rating of nine (the best), I use more pitch-outs and screen passes
|
||
because he can turn the corner and dodge would-be tacklers very well. He
|
||
probably isn't a great up-the-middle-type runner, in any event.
|
||
|
||
Player Control
|
||
|
||
There are many variations through which you actually become involved with
|
||
player control. You _can_ be quite satisfied just sitting back, calling the
|
||
plays, and letting the computer do all the blocking, tackling, and throwing of
|
||
passes. In fact, it'd probably be a good idea to use this method of strategy
|
||
until you're comfortable controlling the players via the mouse or joystick.
|
||
Sounds logical, right? Naahhh. You don't want to be just a sideline decision
|
||
maker; you do that every Saturday and Sunday afternoon in front of the tube! You
|
||
want to get out there and blitz the quarterback, and hear the computer scream
|
||
when you get the sack. You want to drop back, spot the open receiver, and lay in
|
||
a perfect pass. That's _real_ football, and JMF allows you the flexibility to do
|
||
either, without forcing you to remain a joystick jockey for the entire game.
|
||
|
||
Statistics
|
||
|
||
So how does the game handle stats? Not as well as it could, but it does seem
|
||
that the program could accomodate future commissioner's disks, should they
|
||
become available. During and immediately following the game, you can view every
|
||
desirable offensive statistic. The key word is _view_, because the program only
|
||
allows saving (and thus, accumulating) the basic team offensive statistics, such
|
||
as those found in the newspaper; no individual stats can be saved or
|
||
accumulated. A filing feature allows you to merge game statistics with a team's
|
||
accumulated statistics, without losing the individual game statistics. Sound
|
||
confusing? It took me a while to figure this system out after wiping a few games
|
||
from the disk. If you're looking for customized league options, there aren't
|
||
any, but I wouldn't let this detract from your decision to purchase the game. If
|
||
you're really enthusiastic about using it for a league, you can write down
|
||
(horrors!) the team standings, and keep them on disk elsewhere.
|
||
|
||
There are all sorts of other features that give you the feeling that it's
|
||
Sunday afternoon and your team's in a tight playoff race -- things like home
|
||
field advantage, artificial or natural turf, outdoor or indoor stadiums, and
|
||
weather conditions (rain, snow, mud, clear, hot, or cold). You can even make the
|
||
computer-coached opponent (John Madden) play conservatively, normally
|
||
(balanced), or with an aggressive offensive and defensive strategy. Other
|
||
features that can be toggled on or off are: player fatigue, injuries, penalties,
|
||
play announcer, cross-hair passing, and a 30-second clock.
|
||
|
||
The IBM-PC/compatibles version comes on either 3-1/2" or 5-1/4" diskettes, and
|
||
utilizes the preferred method of off-disk copy protection, allowing you to make
|
||
backups without requiring a master diskette for game play. Only 256K of RAM is
|
||
required, and I found JMF to be easily playable from either a hard disk or
|
||
floppy disk system, since disk access is kept to a minimum. You can use a
|
||
joystick, mouse, or keyboard, but I strongly recommend that you use either the
|
||
mouse or joystick; it's hard to experience all the facets of this game without
|
||
becoming totally frustrated by the limited movement control of the keyboard. The
|
||
graphical user interface was definitely designed with the mouse in mind, and
|
||
it's clear that the programmer's orientation is toward Atari ST and Amiga
|
||
machines: The documentation for the IBM/Tandy version includes a "supplement" to
|
||
adjust for the differences in the IBM-style interface.
|
||
|
||
As for visual quality, the color graphics are acceptable, but certainly not
|
||
remarkable. In any case, I found myself too involved in making decisions to care
|
||
about the hue of the grass.
|
||
|
||
One word of caution not mentioned on the game box: A color graphics display is
|
||
not only recommended, but I found it next to impossible to distinguish my team
|
||
from the opponent when playing on a monochrome monitor. Regardless of whether I
|
||
used black-and-white, amber, or green, I could not functionally play the game,
|
||
because the players' uniforms only come in two colors: red and blue. I think the
|
||
designers made a big mistake in effectively restricting this product to color
|
||
systems. I suppose you could play mono games from a purely strategic standpoint,
|
||
but that's not why anyone would purchase JMF.
|
||
|
||
Nevertheless, cumbersome stats management, difficult keyboard control, and the
|
||
near-impossibility of monographics gameplay are minor flaws in an otherwise
|
||
feature-packed game. The extreme flexibility of strategy and arcade modes makes
|
||
JOHN MADDEN FOOTBALL a versatile and realistic simulation. The excitement of
|
||
calling a play and seeing it work, or the anxiety when faced with a 3rd and goal
|
||
at the 5-yard line, are my ideas of a good football game. If your primary
|
||
interest is league play and management, the current version is not for you. But
|
||
I highly recommend JOHN MADDEN FOOTBALL to all who want to play and/or coach a
|
||
_real_ game of computer football.
|
||
|
||
JOHN MADDEN FOOTBALL is published and distributed by Electronic Arts.
|
||
|
||
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
||
|