Path: menudo.uh.edu!menudo.uh.edu!usenet From: pax@terapin.com (Michael Mantino) Newsgroups: comp.sys.amiga.reviews Subject: REVIEW: Tom Landry Strategy Football Followup-To: comp.sys.amiga.games Date: 18 Dec 1992 05:04:14 GMT Organization: The Amiga Online Review Column - ed. Daniel Barrett Lines: 460 Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator) Distribution: world Message-ID: <1grm4eINNub@menudo.uh.edu> Reply-To: pax@terapin.com (Michael Mantino) NNTP-Posting-Host: karazm.math.uh.edu Keywords: game, sports, simulation, strategy, football, modem, commercial PRODUCT NAME Tom Landry Strategy Football (V1.21) BRIEF DESCRIPTION TLSF is a dual/single player strategy football simulation from a coaching perspective. Modem-capable. Hard-drive installable. Multi-tasking. System 2.1 compatible. AUTHOR/COMPANY INFORMATION Name: Merit Software Address: 13635 Gamma Road Dallas, TX 75244-4407 Telephone: (214) 385-2353 Tech Support: (800) 238-4277 E-mail: 76711,247 (Compuserve) 76711.247@compuserve.com (Internet) OnLine Support: CompuServe SIG (GO GAMPUB, Section 16) LIST PRICE $49.95 (US). I paid $39.95 retail at my local Amiga dealer. SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS HARDWARE Requires 1MB RAM. Reportedly works on Amiga 500, 1000, 2000, 3000. Hard drive not required, but recommended, and requires 2.2MB of free drive space (minimum). SOFTWARE Requires Kickstart 1.3 or higher. MAIN AMIGA MACHINES USED FOR TESTING Amiga 2000 | Amiga 3000 1MB Chip - 8MB Fast | 2MB Chip - 4MB Fast Commodore 2090A SCSI | Built-In SCSI Maxtor LXT-213S HD | HP 97536S HD Sony CPD-1302 MultiScan | Sampo 19" TriSync ZyXEL U-1496E V.32b Modem | SupraFAX V.32b Modem Kickstart V37.175 (2.0) | Kickstart V37.175 (2.0) Workbench V38.35 (2.1) | Workbench V38.35 (2.1) ==========================+=========================== Amiga 500 | Amiga 500 1MB Chip - 1MB Fast | 1MB Chip - 2MB Fast No Hard Drive | GVP 120 HD Commodore 1080 Monitor | Commodore 1084S Monitor Supra 2400 Modem | Hayes 9600 Modem Kickstart 1.3 | Kickstart V37.175 (2.0) Workbench 1.3 | Workbench V37.67 (2.04) COPY PROTECTION Off-disk protection. Requires you to enter a 3-character password corresponding to one of twelve offensive play diagrams in the manual. I'd rate the protection scheme as 'acceptable'. For easier reference, I drew all the diagrams in Deluxe Paint and printed them out on one page, which took little effort. TLSF can be run from a hard drive and includes Commodores Installer program to ease the pain of installation. No 'key' disks are required for either user-validation nor data-saves. DOCUMENTATION 40 page printed manual. No on-disk 'read.me' files. Comprehensive built-in context-sensitive 'HELP' facility during games. The documentation is incorrect and incomplete in many areas. It says there are three disks, when there are only two. It says there is an animated intro to the program, when there is not. The modem options need to be explained in more detail: certainly as much as most of the other options are, and with more troubleshooting assistance. Music is not played at all menus and submenus as the documentation suggests. GAMEPLAY -------- MAIN: After a digitized welcome from Coach Tom Landry, up pops the TLSF main menu. All menus in the game are consistently good-looking with 3-D shadowed boxes and buttons and an eye-pleasing color scheme. The main menu's buttons are: [RULES] - Choose either playoffs or regular season rules, the difference being how overtime is handled. [LEVEL] - Choose either head coach or assistant coach, the difference being that the head coach has the entire playbook available and the assistant coach has limited play-calling ability. [TEAMS] - Select home team and visitors from a list of 28 teams (non-NFL, but similar) [PLAYER] - Designate each team as a computer or a human player. Play HUMAN-HUMAN, HUMAN-COMPUTER, or COMPUTER-COMPUTER. [LEAGUE] - Select a league from a list of one! Since there is room for 28 leagues here I'd assume things. [PREFS] - Checkmark the preferences you wish to use, like: Sound Effects (crowd, referee, players) Digitized Pics (referee penalty screens) Animation (actual graphic representation of plays) Computer Calls (computer opponents plays displayed) Homefield Advantage (hometeam has an edge) Fatigue (has effect) Injuries (are possible) Modern Timing (handles how clock is operated) [MODEM] - Set baud rate (1200-57,600), name, phone number, dial string, answer string, null modem, hang up, load/save/delete numbers. [SCOUTING] - Shows offense and defense reports of any team and grades players in stats like QB leadership, QB defense reading, quickness, fumble %, speed, strength, hands, QB passing abilities, defense ratings against the runs and passes and the line's overall abilities. You can also check the offenses tendencies to run/pass on certain downs and at certain distances. These reports can be dumped to a disk file as well. [SEASON] - Check the current seasons stats and records, or clear the season. [SCENARIO] - An editor to allow you to practice a particular game situation (two-min offense, etc.), relive a great football play, or play an incomplete or short game. You can set the scores, time, quarter, down, yards to go, possession, direction, wind speed and direction, precipitation, and ball position. In addition to the options available only at the main menu, there is a menu strip at the bottom of the screen which is there throughout the game: [QUIT] - Quit current game or entire program. [LOAD] - Load a game. [SAVE] - Save a game. [PREFS] - Change preferences, even in mid-game. [HELP] - Brings up either the help topics screen or help with the screen you are currently in. [STATS] - Game stats so far (team, offense, or defense). [REPLAY] - Replay the last play using VCR-type controls. [CHAT] - Brings up chat window if playing via modem. [GO!] - 'Goes' to whatever you have chosen, depending on the screen you're on and options picked. OFFENSE Once options and teams are chosen at the main menu, the coin toss is made and teams choose to kick/receive and defend a goal. Weather (wind and precipitation) is displayed, and the kickoff and return are accomplished. The kicking team chooses Onside, Squib, or Deep kick. The defense chooses the same for the return, plus options for kicks in the endzone (Don't Return Any, Return Only Shallow, Return All). If animation is turned on, you see the kickoff occur and the return down field. You are then given the offense options screen. This screen comes up before every play so you can choose your offenses strategy. There are five buttons always available during gameplay (aside from the menu strip at the bottom of the screen): [WEATHER] - Find out the current weather conditions [CLOCK] - Pressing this button brings up the clock options and info screen. Here you are given information about the clock (like "The clock is paused but is about to start"), as well as a number of buttons which control the clock: Waste A Pass, No Huddle, Let Clock Run, Call Time Out, Have Players Try To Get Out Of Bounds, Bring Up This Screen When Clock Is Running. [SCOUT] - Review the scouting report (see above). [SUBS] - Make player substitutions. [LANDRY] - Ask Coach Landry about the current game situation and optionally suggest a play. The remainder of the offense options screen is divided into four areas: OFFENSIVE FORMATION - This area contains a diagram which changes to depict the options you choose. There are buttons to select the formation (Shotgun, ProSet, Pro I, Brown, Short Yardage, One Back, or Run and Shoot), the pass pattern (Flat, Flare, Delay, Circle, SideLine, Hook, Square Out, Come Back, Fly, Post, or Corner), and toggle switches for Hot Receiver and Motion. CATEGORY - You choose the general category of play here, like Middle Runs, Inside Runs, Outside Runs, Standard Passes, Finesse Passes, and Kicks. The diagram reflects changes made here. PLAY - This area changes depending on what CATEGORY is selected. If MIDDLE RUNS were selected, then this area shows your running options up the middle (Line Plunge, Middle Trap, Draw, or Drop To Knee). For INSIDE RUNS the options are Slant Left, Slant Right, Counter Left, or Counter Right. For the OUTSIDE RUNS the options are Sweep Left, Sweep Right, or Reverse. For STANDARD PASSES you can choose Short Pass, Medium Pass, Long Pass, and a toggle switch for Play Action. Your FINESSE PASSES options are Screen, HB Pass, Flea Flicker, and Hail Mary. For KICKS you can Punt, Kick Field Goal, and there's a toggle for Fake Kick. PLAYER - This area changes depending on what PLAY is selected and allows you to choose the primary reciever or ball carrier. The diagram also reflects changes made in this area and the PLAY area. As you can see, there can be literally hundreds of combinations of actual plays. For instance, you can choose a RUN AND SHOOT formation with PLAY ACTION to the halfback (who then becomes a HOT route receiver) with your left flanker in MOTION and your right flanker on a LONG PASS play in a POST pattern as your primary receiver. Or you can simply send your fullback up the MIDDLE for a LINE PLUNGE in a PRO I formation. Lots of choices, all diagrammed nicely as you change them and all easily selectable. DEFENSE Once the offense is selected, the defense options screen appears. This screen is similarly laid out, but has three areas instead of four. DEFENSIVE ALIGNMENT - The diagram is shown here as well, but it also displays the offensive formation (ONLY) chosen by the opponent. This area also allows choices for your FORMATION (Nickel, 4-3, 3-4, Prevent, Short Yardage, or Goal Line), your SHIFT (Normal, Over, or Under), your COVERAGE (Man To Man, 2-Deep Zone, or 3-Deep Zone), and your BLITZ options (None, Out, In, or All Linebackers). FOCUS - You can focus your defense on the PASS or the RUN. The options for RUN are Normal Keys, Key On Flow, or Key On Man. The option for PASS is Double Team. PLAYER - If you choose Key On Man or Double Team, this area is where you choose the opponents player you wish to key on. HELP The 24 HELP topics are always available and include information on Tom Landry, Credits, Football, Scenarios, Scouting, Subs, Managing The Clock, Special Teams, Glossary, Running The Ball, Stopping The Run, Passing, Stopping The Pass, Offensive Players, Defensive Players, Offensive Formations, Defensive Formations, Blitzing, Stopping The Blitz, Pass Patterns, Pass Coverages, User Preferences, Overtime, Telecommunications, and After The Game. OTHER As you would expect, when the offense and defense have chosen their plays, the animation of the play is shown. If a penalty occurs (and apparently TLSF includes all NFL penalties) a digitized referee gives the details; and if there are options, the appropriate team makes the choice to accept or decline. The scoreboard is almost always visible during the game and includes everything you'd expect to find or wish to be there. On kicks, the average yardage or FG % is displayed, and the defense has options for Normal Rush, Heavy Rush, or Watch For Fake. When the game has ended, the final game stats are displayed with options to view and save them for either team. You can then view or save the scoring drives in the game, and finally, update the season stats to include this game. LIKES AND DISLIKES LIKES How often does one run into a game that is hard drive installable, multi-tasking, compatible with the newest system software, capable of being launched from Workbench, and able to return you to Workbench when done? I couldn't make it choke by vigorously using PowerSnap, Mouse Blankers, Screen Blankers, Nag-type Utilities, or any of my standard run-from-workbench-game killers. I thoroughly enjoy not only having hundreds of plays to choose from, but also the way in which the user interface presents those choices for selection. Being able to select this many individual player options within this many formations allows a freedom of play customization I haven't experienced in any other football game. The statistical detail is enough to make the average player happy (me), and apparently enough to make hardcore football fans (others I interviewed) content. While I hate to admit it, I end up using the 'Ask Landry' option quite a bit and learn a great deal about football strategy by doing so. Quarterbacks in TLSF are intelligent! They look off heavily covered primary receivers and hit alternates, or even run the ball themselves at times. The 'HELP' facility actually helps, the scenario editor is fun and informative, the scouting reports are indispensable, and playing via modem is a blast (though only somewhat reliable - see DISLIKES, below). DISLIKES While there are several useful options for using the clock during a game, you do not see the change in time until a play is over, and it is difficult to understand exactly when time is ticking down. A true real-time clock, always displayed, would bump this simulator up a whole bunch of notches. There is no way to automate the playing of a season. Every season game must be manually chosen and played, although if you turn off many of the preference settings (sound, pics, animation) and play COMPUTER-COMPUTER a game takes just a few minutes. There is no team, league, or player editor included. Is there ANY game out there with a reliable modem-playing feature? This one often dropped connection at baud rates greater than 2400, but choked a bit less at 2400. Most of the high speed (14.4Kbps) games I managed to complete were auto-stepped down to around 4800 baud on the average. Luckily, players can save the game when a disconnection occurs and restart at that point when a connection is re-established. My tests were performed over known 'clean' phone lines in several locations, both locally and long distance, and using AMIGA-IBM, AMIGA-AMIGA, and IBM-IBM machines with a variety of modems (Supra 14.4, Supra 24, ZyXEL 14.4, Intel 96, Intel 14.4, and Hayes 96). I did not test a local null-modem setup. Though I'm sure it's possible for it to snow in Houston, it is most likely a rarity. In TLSF, it seems to be one of the standard weather outlooks for this city (which has a domed stadium anyway). Hard to say if this is a bug, but it's at the very least frustrating.... When you are in a situation like a 2 minute offense and you instruct the team to get out of bounds, if possible, I'd like to assume that a player wouldn't go out of bounds when they have a clear shot to the end zone and the nearest defender is 20 yards behind them. Unfortunately, they follow your orders all too well. The animated depiction of the plays does not always display real situations, however true to the statistical data they may be. For instance, you might see a quarterback simply fall down (and the play called dead) while he is waiting for a long-pass receiver to become open. While the animated depiction of the actual plays are about as good as any I've seen in a strategy-type game (some have none at all), they are mostly not Amiga-level stuff. At the very least the animation choreography should be smoothed out. When you save STATS, DRIVES, SEASON RECORDS, or other files from within the program you must manually rename them on your disk or hard drive if you want to save another set of files from a different game or season. The program saves these stat and record files using the same filename every time, overwriting the previous stats. While playing, the program is continuously saving to disk a variety of statistics. If you have no hard drive it is likely that your Disk #2 will become full during long games. NEEDED/WANTED o Ability to change between HUMAN-HUMAN, HUMAN-COMPUTER, and COMPUTER-COMPUTER in the middle of a game. o Ability to call audible plays once you see how the opposition has lined up. o Built-in stat printing facility. o Addition of a Season Schedule Generator, League Editor, Player Editor, and Draft mechanism. o Real NFL teams, players, and coaches...or just the editors listed above so that we motivated Amigans can create them ourselves. o Improved blitzing option to allow choosing individuals, and possibly a defensive stunt option. o Improved special teams options to include choices in the direction of a kick, punt, or onside. BUGS The truth of the matter is that I only found one true 'bug' in the program, and it isn't even consistent and reproducible...once in a while when I choose an 'odd' offensive play (like Shotgun Formation, Reverse to the Tight End) the offensive player with the ball cannot be tackled. A pile of defensive players eventually stop his forward progress and try to beat him into the ground, but the best they can do is hold him in place until the program somehow times-out the play. Happened three times in twenty or so games. This next tiny bug really has no bearing on a game at all. If the opposing team blocks a point-after-touchdown kick, they tend to want to recover the ball and run the other way! Fortunately, the game simply rules it a failed PAT attempt. VENDOR SUPPORT The vendor support on CompuServe seemed responsive and adequate, though the SIG was dominated by the MSDOS TLSF owners (a few IBM version files/bug-fixes were in the download area as well). I spoke (voice) with the Merit Software techno-support guy and found him pleasant enough to deal with and straightforward. He was aware of most of the problems I mentioned, but seemed surprised about the modem-play glitches I encountered. There is no bug-fix update currently available for the Amiga (the latest version is 1.2). He said they are 'talking' about an upgrade which fixes some problems and might include such things as Roster Editing, Season Editing, Playbook Editing, and more leagues. CONCLUSIONS Tom Landry Strategy Football has the look and feel of a program written on and for an accelerated Amiga, but brought down a notch or two in certain aspects in order to accommodate other Amigas or (more likely) other platforms. It's hard not to thoroughly enjoy what's there and yet I have this sensation that large chunks have been summarily axed. Sort of like a Maserati with its tach, speedometer, and stereo ripped out. You'd love driving it, you'd love driving it fast, and you'd be frustrated not knowing -just- how fast you were going. Even with its flaws I'd thoroughly, sort of, maybe, recommend this simulation. There is enough in-depth statistical support for football fanatics to overlook what is lacking, the interface is sharp and friendly enough for novices, and its Amiga system compatibility is totally refreshing. TLSF could be to Amiga football what Earl Weaver was to Amiga baseball (in its time). This program has all the makings of a true classic, but in its present state it is no more than a wonderful wannabe. I hope that Merit Software recognizes this. Would -I- buy it again? Yes. COPYRIGHT NOTICE Copyright 1992 Michael Mantino. All rights reserved. Freely distributable in its original form. <12/9/92> NetMail: pax@terapin.com --- Daniel Barrett, Moderator, comp.sys.amiga.reviews Send reviews to: amiga-reviews-submissions@math.uh.edu Request information: amiga-reviews-requests@math.uh.edu General discussion: amiga-reviews@math.uh.edu