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105 lines
5.8 KiB
Plaintext
105 lines
5.8 KiB
Plaintext
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POWER PLAY HOCKEY
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POWER PLAY HOCKEY: USA VS. USSR is an ice hockey simulation inspired by the
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1980 Winter Olympics at Lake Placid. The game is written by Dennis Kirsch and
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Mark Madland, distributed by Electronic Arts, and offers as many as ten players
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moving onscreen, three levels of difficulty, checking, fights, penalties, line
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changes, joystick control, and my favorite: "advanced programming." The
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Commodore 64/128 version is the basis of this review.
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The instruction manual points out that the advanced coding techniques used
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create HOCKEY might produce intermittent graphic glitches. Indeed they do, in
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ways no one involved with the project seemed to think were important. The
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occasional screen flicker, as well as the occasional flicker of details, is not
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constant; in fact, it is barely noticeable. These "intermittent graphic
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glitches" don't really detract from the game: Ten players moving on the ice do,
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however.
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Although there are five players on a side, you'll control only the center; in
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theory, he wears the darker (red or blue) jersey. Should you successfully
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complete a pass, you might as well sit down because play passes to the computer;
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if the computer doesn't take over, it certainly seems to. With ten players
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moving frantically about, it's not always easy to know which player you're
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controlling, unless of course all movement ceases -- which is pointless, since
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advanced coding was used to create a lot of movement in the first place.
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What's more, the advanced coding results in offsides violations that aren't
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called; it also keeps players fixed in one spot on the ice (their sticks
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flailing wildly at nothing), or skating as if on a rink full of Jell-O. This is
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not advanced coding: It's a trick that adds up to goals by your opponent. POWER
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PLAY HOCKEY is not fun.
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From the Option Screen, you can set up a game by way of the following menu
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selections: Junior, Minor, or Olympic difficulty level, 1-on-1 or 5-on-5 team
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size, computer or human opponent, USA or USSR, and periods 2, 8, or 20 minutes
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in duration. Junior is the easiest level; Olympic is the most difficult. During
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a 1-on-1 game, two centers vie for the puck and goals; a 5-on-5 game involves
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advanced coding.
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Selecting Single pits you against the computer; selecting Double sets play
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against a human opponent. The blue USA team is controlled with a joystick in
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port 1; the red USSR team is controlled with a joystick in port 2.
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Periods can be two, eight, or 20 minutes long. Regardless of which length you
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select, when a period ends, you'll see a Stats Screen listing shots attempted
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and goals scored for each player.
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Offensive moves include passes, wrist shots, and slap shots. Defensive
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maneuvers include body checks, poke checks, and slide blocks; occasionally these
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moves are indistinguishable from outright tripping. Crosschecking and roughing
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penalties can be called (in HOCKEY, the referees are stingy about calling
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penalties), and can lead to 4 minutes in the penalty box -- a lengthy visit.
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The C64 screen display consists of a hockey rink, which scrolls left or right
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as the teams move toward either net. The crowd at each end of the rink cheers
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when a goal is scored. Above the rink is the scoreboard, which shows the current
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score, period, and time remaining in the period. Penalties are indicated. Each
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team has three lines which are depicted on the scoreboard by numbers and a
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shrinking fatigue bar. A white dot above the bar tells you which line is
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currently on the ice.
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HOCKEY is controlled with a joystick. Moving the stick in a direction moves the
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player likewise, and the different offensive and defensive maneuvers are
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accomplished in various ways. Holding the button down, moving the stick in a
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direction, and then releasing the button sends a pass or a wrist shot; this can
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be done while skating. A slap shot, which must be done while gliding, is sent by
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centering the stick and then pressing the button.
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On defense, you can do a body check by holding the button down; poke checks are
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accomplished by repeatedly clicking the button. Frantic clicking can send you to
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the penalty box.
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The "H" key toggles the Pause feature; "F5" aborts the current game or the
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demo; the Up/Down cursor key changes the USA line, and the Commodore key changes
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the USSR line.
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The HOCKEY game package includes an instruction sheet that unfolds into a
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poster of Gorbachev wearing a hockey suit and helmet.
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For the most part, POWER PLAY HOCKEY looks good on the Commodore; everything is
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visible, though not perfectly clear. A center, who is supposed to have a darker
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(red or blue) jersey, looks much like the rest of the team; that is, the jerseys
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appear alike -- a definite hindrance during all the screen action provided by
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advanced coding.
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Moving ten players on the ice is accomplished through indirection: All ten
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players aren't always moving at once -- they're not even on the screen at the
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same time. Send a pass the length of the ice, and you're liable to see one of
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your players cowering behind the net. Keeping lots of moving objects onscreen is
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laudable, I suppose, but it definitely detracts from play.
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Someone once said: Sports are important, games aren't. POWER PLAY HOCKEY
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verifies this. The game is not fun to play. It's confusing to watch and even
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more confusing to control. The computer handles far too much of the action. The
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inspiration for the game -- the stunning victory of the U.S. Hockey Team at Lake
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Placid in 1980 -- is about as valid as a gambling game inspired by Pete Rose.
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POWER PLAY HOCKEY is a run-of-the-mill sports simulation, rendered unplayable
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by coding methods unsuitable for the Commodore 64. Skip it.
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POWER PLAY HOCKEY: USA VS USSR is published and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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