Game Frenzy
In this month's issue, Andrew Korn gives Game Frenzy
the treatment with his memories of Speedball 2: Brutal Deluxe,
created by the Bitmap Brothers
(http://www.bitmap-brothers.co.uk/our-games/past/speedball2.htm
) in 1990.
Speedball 2: Brutal Deluxe is Also available on:
CD32, C-64, PC, Atari ST, PocketPC, Gameboy, GBA, Sega Master
System, Mega Drive, NES, RiscOS
Ice Cream! Ice Cream! Andrew Korn nominates
his Best Game Ever
Wherever hardcore gamers meet, conversations will
inevitably wend their way towards the great question: is retro
gaming all it's cracked up to be? Retro gaming fans hold faith
in the notion that the years have been kinder to graphics than
to game play. Sure, running the latest games on your PS2 or
ninja PC game rig with water-cooled graphics co-processor
boasting more computing power than a warehouse full of A500s
is going to provide you with a graphical experience older
games don't come close to - but it is game play, after all,
that gaming is about - and good game play does not require
processing horsepower. Critics of retro gaming contend that
this is all a bunch of romantic nonsense and games have
improved in game play terms as well as in graphics.
I feel that the anti-retro crowd has a point. How
can anyone sensibly deny that recent games such as Deus Ex,
Grand Theft Auto 3 or PES have bags of game play? It is also
true that nostalgia aside, replaying many of the great games
of yore is simply a disappointment. Countless hours of my
misspent youth were passed in local arcades filling the high
score tables of every Gauntlet machine I could lay my hands
on, but revisiting the experience makes it entirely clear that
Gauntlet 1 just isn't a patch on descendants such as Phantasy
Star Online.
Retro Gold
The retro gamers, however, also have a point. Some
old games are simply awesome. Whenever I have argued with a
disbeliever in the value of retro gaming, I simply direct them
to Speedball 2. It works every time. As effective as this is
as a debate strategy, it does have a distinct disadvantage -
every time I point someone to Speedball 2, I inevitably find
myself digging the game up myself, and saying goodbye to far
too many hours as I once more become immersed in this
consummate piece of game design. This sort of behavior was
acceptable when the game was top of my stack of disks back in
1990 when it was first released, but it has become almost a
yearly ritual to excavate my box of archaic 3.5" floppies and
burn the midnight oil reliving the Speedball 2 experience.
Not only is Speedball 2 simply the best example of
the future sports game genre ever produced, it stands up
spectacularly well as an example of how a sports game should
function. Games such as Speedball, Football, Basketball and
even Pinball are geographically delimited - they take place in
a pitch or arena of set size. Translating this into a computer
game form requires a critical balance to be made between the
necessity of allowing the player to see both what they are
doing now and what they want to do next. You can make the
pitch fill the screen, ensuring the player can see what's
ahead of them all the time, but then they can't really make
out what's in front of their feet. Conversely you can keep the
viewpoint close so the player can time their dodges and
tackles properly, but then you leave the player blind to much
of the pitch, so that a long distance shot or pass has to be
done unseen. You can compromise with a radar scanner, but this
should be at most a quick guide the player can glance at
occasionally to get an overview of the positions of teammates.
A sure sign of a bad implementation is where you spend more
time watching the scanner than the main view, a sadly common
problem. Speedball gives you all the close-up detail you need,
but doesn't need a scanner at all. The combination of view
coverage, speed of motion, transfer of player control to the
appropriate team member and predictable tactical positioning
means that your never playing blind - you get a feel for the
whole arena, you get enough warning of approaching defenders,
you know where to pass. quite simply that key compromise
between screen real-estate and game area is utterly invisible
to the player. The mechanics of playing a video game do not
get in the way of the simulation of the sports game beneath.
Almost no other sports games have achieved this - only
Sensible Soccer on the Amiga and Pro Evolution Soccer on the
PS2 spring to mind. Interestingly the recent GBA version of
Speedball 2 doesn't quite hit the mark for this very reason -
the slightly smaller screen resolution means too much of the
arena is hidden.
Artificial Intelligence vs. Hidden
Stupidity
Then there's the Artificial Intelligence. I seem to
remember the Bitmap Brothers boasting that AI routines made up
something like half the game code at the time. This is of
course all nonsense. There are no learning routines in
Speedball 2, no neural nets, no behavioral agents, no Skinner
boxes. The routines Speedball 2 uses for determining the
actions of the computer controlled team players are not so
much good artificial intelligence as well-hidden stupidity,
but whatever the methodology it works. Oh, it's easy to
engineer a difficulty curve by simply ensuring that tougher
teams run faster and do more damage when they punch, but is
that really satisfying? Most games control difficulty in this
manner, and thus playing tougher opposition doesn't require
you to play better, it just requires you to play more.
Speedball 2 however is a little different. Play a poor team
such as Violent Desire and they make more mistakes. They don't
just punch like Bill Gates; they don't know when to punch
either. Play Super Nashwan, on the other hand, and you're in
for a tough time. Not only do these boys run like the wind and
pack a punch that would dent an elephant, they are cunning as
hell and give no quarter. Sure, scoring a thousand against Raw
Messiahs is a giggle, but beating the Nashwan lads gives a
sense of genuine achievement and satisfaction every single
time.
Of course then there's the matter of game
mechanics. When the Sensible lads gave the world SWOS they had
the advantage of following game rules that have been honed
over a century of professional association football. The
Bitmaps developed theirs from scratch, and did a truly fine
job. This isn't just a game of two goals - there's the careful
tactics of the score doublers to take into consideration, the
considerable tactical advantages that accrue from thoughtful
timing of those power-ups, and the clever little bonuses of
the electro bounce, the floor bouncer domes, the stars and the
warpgate. These may seem to beginners to be just fluff, but
experienced players know that they can easily win a game for
you (or lose it, if you get too focused on them). Indeed, the
highest scores attainable are often achieved in games that
concentrate on dominating a floor bouncer rather than scoring
goals. Finally, there is the brutal calculus of violence -
this is a game where going for the player rather than the ball
can not only be tactically advantageous, it actually scores
you points.
On top of all this there is the issue of
presentation. Now this is something that is usually the real
weak point of retro gaming, but no so here. Sure the graphics
look old-fashioned -- they're almost a decade and a half old.
What do you expect? That's positively Paleolithic in computer
terms. However like some digital Trois Freres, the graphics
and sound of Speedball 2 do not fail to impress in the modern
day. Simple and undifferentiated though they may be, they are
created with real style and conviction, evoking a compelling
sense of the game. Would Speedball 2 really be better with a
CD-quality orchestral soundtrack than with the driving proto
drum 'n' bass electro of Nation 12's memorable beat? Can you
imagine any better accompaniment to the ambulance crew's
arrival to cart off another injured player than the
concessions guy's cry of "Ice cream! Ice cream!"? I think
not.
The Future of Future Sport
Perfection then? Not quite.
Fantastic as the gaming experience is, it's rather limited.
It's nice that you have the choice of spending your in-game
earnings on improving your squad through cybernetic implants
or buying star players, but you can't improve star players and
the cybernetic enhancements don't bring your starting squad up
to the level of those star players so you tend to end the game
with a full squad of bought-in players - and as there are so
few of these star players you end up with the same bunch each
time. The computer-controlled teams don't improve either, and
once you've won the top division it's game over. After all, at
that stage there's no further challenge. The player vs. player
option is always a laugh but has no development or depth, and
the cup game is short and adds little.
Luckily I'm not the only person to have noticed
just how damn good Speedball 2 is. This very month the
ultra-pretentious but always readable Edge magazine put it in
their all time top 10 of sports games, and the Bitmap Brothers
themselves have never been able to let it go. The game was
ported to many other platforms at the time, but the process
continues with recent releases for GameBoy Advance and Pocket
PC. A few years ago an updated Speedball 2100 was released for
Playstation - unfortunately not a very good game - and the
Bitmaps have been quietly working away on Speedball Arena, a
tasty looking 3D multi-player online version I have to admit
I'm just itching to play. I can't help feeling, however, that
this is a formula so good it doesn't really need to be messed
about with.
So here's my
suggestion. Take the game engine as is, rework the graphics to
640x400 (but don't give into temptation and go 3D) and produce
different kits for all the teams and player graphics that
match the portraits (currently all the players look the same
in-game). Revamp the cybernetic implant system so it's more
open-ended, and allow star players to have implants. Expand
the league structure so there are many more teams, national
leagues, international club and country competitions etc., and
replace the current limited star player system to a proper
transfer market with a couple of thousand or so different
players. Keep track of team wealth and have computer teams
work the transfer market and improve their squads too. This
would all be retro-fittable to the original game engine with
relatively little difficulty and at an incredibly small
development cost. It would be a lovely complement to the
forthcoming Speedball Arena, would be an absolutely storming
title for the AmigaOne, and given we're talking about a game
that originally ran on an A500 could be packaged with an Amiga
emulator to release on other platforms too. It's a game I've
been itching to play for many years.
Hyperion? Epic? Anyone? Are you listening?
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