REVIEWS COURTESY OF ZXSR

Super Bowl
by Tony Cooper, Bob Wakelin
Ocean Software Ltd
1986
Crash Issue 29, Jun 1986   page(s) 34

Producer: Ocean Software
Retail Price: £9.95
Author: Kaos

Superbowl from Ocean is a two player simulation of the supreme American Football match which pits the Chicago Bears against the Patriots. Those of you who stayed up all night to watch the entire match live on TV know that the Bears stormed home this year to a resounding victory.

Superbowl can only be played properly by two human players, although one person can practice moves and tactics by controlling both teams.

The game comes in a two cassette pack with a fifteen minute audio cassette which gives a brief history of American Football and provides a quick resume of the rules. It also reassuringly points out the obvious similarities between American Football and Rugby Football, in case you go completely to pieces.

During play, the screen is split vertically into two main areas. The section on the right shows the pitch and the players marked out in their respective playing positions while the left hand area is used for the menus that to control the game's progress. A check can be kept on how much time has elapsed since the inning of play, and two 'video' screens give action replays and close-ups on particular players, just like they do on the telly!

An elaborate menu system controls all the action. Whoever is playing on the offensive side must sort out their tactics before the game can begin. The first menu shows the types of passes that can be used: long pass, short pass, rush play, and special play (which has its own little sub-menu). After the type of pass has been selected for your player to make, a further menu pops on screen and it's time to choose which player you want to control during the next section of play and what the rest of the team is going to get up to. Using a similar menu system, the other team's defensive strategy can then be set up - 3-4-4 or 4-3-4 are probably the safest to go for when playing the game for the first few times. Finally the marking scheme has to be sorted out and then the play can be made.

Hitting fire causes the players to make their moves, and the right hand display follows the action. The general idea is to move the player in possession away from the other players as rapidly as possible before the inevitable rib-crunching tackle. Once each section of the game has been completed you may be treated to an action replay, showing in slow motion on the video screen exactly what happened to your team during the previous bit of play.

COMMENTS

Control keys: Player 1: Q right, 1 left, CAPS SHIFT down, A up, S fire; Player 2 ENTER right, SPACE left, P down, 0 up, O fire
Joystick: Kempston, Interface 2
Keyboard play: fine
Use of colour: attractive
Graphics: slick, especially on the Action Replay
Sound: not a lot
Skill levels: one
Screens: one main viewscreen


Superbowl is by far the best American Football game on the Spectrum. Ocean seem to have brought the exciting part of American Football to the fore - the man Vs man action. Other efforts on the Spectrum lost most of the atmosphere as they concentrated too much on the theory of the game - although the Argus American Football was a very good manager's eye view simulation. The graphics of Superbowl are very well done and routines for the replays are excellent. The game's market, I feel, is definitely limited, mainly because it's an American Football game but also because it is a two player only game. Superbowl missed out on all the hype before Superbowl XX and may well lose sales because of its late arrival. If you love this great American sport, then get the popcorn out, invite a few friends round and knuckle down to this very playable, superbly finished Superbowl bonanza. The audio tape that comes with it is most helpful, and a great touch.


I'm not the world's greatest American Football fan, but I sometimes watch Channel 4 coverage, and enjoy it, so Superbowl is quite nice to play. Despite the extensive instructions and accompanying cassette, I found it pretty hard to get into, but once I started to understand it more, well, look out Bears, here I come! Seriously though, it is a very nice game to play, and the graphics, while not revolutionary, am attractive. The replay feature really adds to the game. Everything is as it should be and I think that Ocean have pushed the American Football theme to the limit by producing as realistic a simulation as is possible on the Spectrum. I like it.


A very neat simulation indeed from the Ocean stable - it's just a pity that you have to play it with a friend to have much fun. The graphics are neat, the control system fairly easy to use once you get the hang of the game actually being played out on screen and all in, this game should find a place in any sports simulation collection. I liked it, but American Football fans will really appreciate Superbowl.

Use of Computer87%
Graphics86%
Playability79%
Getting Started79%
Addictive Qualities87%
Value for Money89%
Overall85%
Summary: General Rating: An excellent simulation that should be very well received by American Football fans but may not be that appealing to the general gameplayer.

Transcript by Chris Bourne

Your Sinclair Issue 7, Jul 1986   page(s) 69

Ocean
£9.95

As offensive plays go, Oceans invented a whole new ball game with its belated but NFL licensed Superbowl XX tape. Forget the fact that Superbowl was in January and the game came out in May - with the Bears and Patriots hastily stuffed into the code. And ignore the lost Raider on the cover.

Fortunately, the finished game isn't all bad. While it's a far cry from the speed and excitement of most sports sims, Superbowl does actually feel a bit like the real thing. Like a rain-soaked game on a Brighton weekend, there's a lot of hanging around, a lot of amateur tumbling and brief moments of the intense thrills that only American Football delivers.

It's a two-player only game - well, you can go for 'single player strategy mode' which is when your mates clear off and you have to play both sides on your tod - but that's the kind of thing that stunts your growth.

You play on a birds-eye view of the pitch - from an altitude that makes it difficult to see what's going on. On the left of the screen is a scoreboard, some rather repetitive (and occasionally misleading) family-size action replays and a series of menus for both players to set their strategy before each play.

In turn, the offensive picks a play - long pass, short pass and so on - including a small selection of well-known moves like Double-Wing, Shot-Gun and so on. Next, the defense picks a strategy and sets up which players mark who and who is under the player's control.

Straight after the snap, you feel like cursing Ocean for its bizarre choice of keys (only one joystick is supported in this two-player game) and you rapidly discover that most plays end in one of a limited number of outcomes: usually a sacking, and if you're lucky, a fumble.

The game has the added bonus of an audio tape explaining play for beginners - something the inlay card fails to do despite being five pages of tripe long.

Superbowl is essential for fanatical fans; if you know the game and are prepared to work at Ocean's unique rendering of it, then it's quite good fun. But for the rest of you, working out the computer version is as impossible as working out the real thing on the telly. Just Oooh and Arrr when everybody else does; and hope that BAFL and Budweiser license some other software house to have a go in time for Wembley.


REVIEW BY: Max Phillips

Graphics6/10
Playability7/10
Value For Money6/10
Addictiveness6/10
Overall6/10
Transcript by Chris Bourne

C&VG (Computer & Video Games) Issue 55, May 1986   page(s) 27

MACHINE: Spectrum/Amstrad/C64
SUPPLIER: Ocean
PRICE: £9.95 (all versions)

Cast your mind back to that wonderful day in January when the UK and America came to a complete halt. Why? Because it was Superbowl Sunday and the total population of both nations was gripped by the prospect of a spectacular game of American Football between the all-conquering Chicago Bears and underdogs New England Patriots.

On the day the Bears enjoyed a real picnic and the Pats were hammered mercilessly.

Now YOU can get the chance to turn the tables on the bears in Ocean's excellent American Football simulation, Superbowl.

The game centres on the two Superbowl 20 teams. It's a mainly menu driven strategy game with some really nice graphic frills. Frills like the giant "replay" screen, and animated "TV" screen close-ups of the footballers in action.

Once you've loaded the game you get a screen which is divided into a representation of the playing field on the right and an area which displays statistics which show the Quarterback and the receiver in action.

When you hit the play action you'll see the two players in the "TV" screens animate and run up the field.

THis left hand side of the screen is also used for the menu menus that are required to play the game. Both teams' offensive and defensive tactics are controlled from these menus - with you acting as the head coach and calling all the shots.

TO get the best out of the game you really need to know the ins and outs of the sport. But Ocean have thoughtfully provided an audio cassette which explains some of the rules - which is just as well as the written instructions leave a lot to be desired.

The game also includes a "quickstart" option which is again extremely useful for the novice. You can simply select the "play game" option from both the offensive and defence menus and the computer will play the game for you. Useful to do this if you're not quite sure about how the game strategies work.

You'll soon pick things up however and be rushing for a touchdown alongside the best of them.

The objective of the game is to advance the ball by a series of plays or "downs" into the opposition's "endzone" or scoring area, and to achieve a "touchdown" for which the team is awarded six points.

The team in possession of the ball has four attempts or "downs" to advance the ball a minimum of ten yards. Yards are gained by running with the ball (rushing) or passing.

Superbowl somehow manages to include all the complexities and excitement of American Football while still making the game more than just another strategy game. This is a proper simulation of the real thing.

The graphics likewise manage to combine the "live" game with all the essential instructions to your computer without slowing down the action.

Both Commodore and Spectrum versions have similar excellent graphics - but, of course, the 64 has better sound.

The "diamond screen" messages and game action "replays" add to the great atmosphere of the game.

Superbowl stands next to Hardball as a great sports simulation. But when is someone going to do the same thing for a British sport - like cricket?

If you're an American Football fan - and who isn't these days - don't fail to get your hands on a copy. If you fumble this one then you're going to regret it for the rest of the season!


Blurb: C64 SCORES Graphics: 8/10 Sound: 8/10 Value: 9/10 Playability: 9/10

Graphics8/10
Sound7/10
Value9/10
Playability9/10
Award: C+VG Hit

Transcript by Chris Bourne

Your Computer Issue 5, May 1986   page(s) 46

CBM64 & Spectrum
Ocean
Sports Simulation
£9.95

Americans are not subtle people. Therefore it follows that when they invent a sport, they make it as complicated as possible. Not only does football kill more players in an average year than boxing - it has an entire language and logic all of its own.

Superbowl is the Ocean attempt to capture the atmosphere of the sport which became war. The last attempt was by Argus. You choose the play and the computer decides how many yards were gained or lost.

Ocean has taken the idea a stage further. You have more flexibility with the choice of offence and defence, with the defence even being able to decide which players to mark. Once the ball is snapped - in play - you control the ball carrier. That, along with some pleasant facets like a video scoreboard showing a replay and displays showing the action of the man under joystick control during play, gives a good feel of the action.

For the rookie, there is even an audio tape telling you all about the game and its arcane vocabulary. Training is vital, especially with pass plays. You do not become Dan Marino overnight.

The game might fill that void on Sunday evenings until the next NFL season begins.


REVIEW BY: Lee Paddon

Graphics4/5
Sound3/5
Playability3/5
Value For Money3/5
Overall Rating3/5
Transcript by Chris Bourne

ZX Computing Issue 27, Jul 1986   page(s) 89

TIME TO DON YOUR SHOULDER PADS AND HELMET AS OCEAN GET ON THE GRID IRON WITH A SIMULATION OF AMERICAN FOOTBALL.

Ocean
£9.95

If you enjoy the balletic bone-crunching spectacle of American football but are confused by its complexities you may think twice about buying a simulation of the game.

However with this well presented package every attempt is made to enhance your enjoyment and understanding of the game whether you are approaching it as a total novice or an expert.

A 15 minute cassette explaining the rudiments of American football rules is a sensible inclusion for those who don't know their split ends from their tight ends.

The simulation is actually a replay of the 1986 Superbowl between the Chicago Bears and the New England Patriots and is designed very much to be a two player game.

There is however an option to play the game against the computer to acquaint yourself with the basic moves before tackling an opponent. Defensive and offensive menus for deciding strategy include a play game option where the opposing side will play automatically.

This option is highly recommended to get a feel of the game and achieving touchdowns is relatively easy but don't be lulled into thinking that it will be as simple in a competitive game. The screen display is divided into two halves. On the right is a scrolling map of the grid iron with your team formations symbolised by squares. Although these are tiny a useful aid is added as your controlled player or nominated receiver becomes an outsized square as you propel him around the pitch.

Once a play has begun it can be difficult to tell just what is going on and this is where the display on the left hand side comes in showing large animated figures replaying the vital moves - a successful pass, a fumble, a touchdown or a tackle. The display also tells you who is in possession, something that is not always apparent from the overview of the pitch.

If you are on the offensive there is a list of options that appears before each down, including:

Long pass, short pass, rush or special play (these plays being field goal attempt and punt). Each option leads to other more sophisticated strategies to choose from.

Once you have decided on your strategy you have the chance to see what will happen to your players by using the view next frame option. Then it's time to select your preferred receiver who will hopefully collect the pass from the quarterback.

Then it's the defensive team's chance to organise with a choice of formations, 3-4-4, 7-1-3 etc and to nominate which of the defensive line will mark each attacking player. The defence team also has a nominated roving player who can create mayhem under joystick control and there is an option to change this player once play has commenced.

Passing can be very tricky. When the ball is snapped back to the quarterback he is under joystick control. Once you've decided who will receive the ball (the cursor can be moved over potential receivers when you press the fire button) release the fire button and the ball speeds on its way to the receiver who comes under your control once the ball is released. Passing is difficult to master but it's well worth persisting with.

If you successfully position your receiver you are on the way to a touchdown but if there is a fumble you can renominate a receiver to retrieve the ball or protect your man once he is in possession. When a pass goes wrong however it is very hard indeed to avoid losing possession.

Playing Superbowl can be as complex and strategically advanced as you choose to make it. Although it is a two player game there is only an option to use one joystick, the other player having to be content with keyboard control. If you want to keep things even both players can use the keyboard.

It would be difficult to imagine a better simulation of the game and its success comes from the fact that it is not a poor imitation of the real thing but within its limitations tries to give a flavour of the game at its highest level. The biggest compliment is really that this simulation, because it is well presented and simple to get to grips with, will, if persevered with, help you to understand and enjoy the real thing to a greater extent.


OverallGreat
Award: ZX Computing Globella

Transcript by Chris Bourne

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