Commodore User


Match Day II

Categories: Review: Software
Author: Bohdan Buciak
Publisher: Ocean
Machine: Commodore 64

 
Published in Commodore User #52

Match Day II

I missed out on the original Match Day [Don't worry too much! - Ed]. Must have come out when I was busy playing Commodore's International Soccer. That venerable oldie still rates as my favourite footie sim, to be prized along with my Oldham Athletic [Who? - Ed] programs. So there's a buzzing on the terraces as I load up Match Day II, supposedly International Soccer with Terry Venables in charge.

After first glance, Match Day II doesn't look all that special. You get the usual Match Of The Day view of the pitch, complete with side-to-side scrolling and a set of players that look like overweight Maradonnas.

As usual, you're offered a large range of pre-match options - probably to make you think that there really is something to this game. Customising options include the team name, the strip, one or two player mode, and a unique twin-player mode which gives separate control over two player mode, and a unique twin-player mode, which gives separate control over two players on the same team when you're playing the computer. Got that? Added to that, there are options for playing a league season consisting of eight teams, and a knockout cup, also consisting of eight teams. Since such options tend to make the game drag on, the programmers have thoughtfully included a 'save position' option.

Match Day II

More unusual options include the ability to change the colour of the pitch and to assign player or computer control to your goalkeeper. Choosing the latter option is tantamount to suicide since the computer-controlled goalie is so useless he should not have been allowed inside the stadium never mind kitting up. There's also a Tactics Selection option which, although it sounds impressive, is merely a matter of setting each team to play either an attacking or a defensive game.

Two more things need explaining before we get the teams out onto the turf. The programmers have developed something they call DDS (Diamond Deflection System), in an attempt to make the game play more realistically. What DDS does, according to in the blurb, is to take into account the direction in which a player is moving when the ball deflects off him. DDS should also work when a player heads the ball, thus producing those subtle glancing headers the boy Linacre does so well.

Secondly, there's the kickometer. Apart from being displayed at the top of the screen, a smaller version appears above the head to whichever player is currently under joystick control. The kickometer looks like one of those LED graphic equaliser things on your ghettoblaster, with the display going up and down rapidly. Press the Fire button with the bar at its highest to get the most powerful kick. At the lowest point, you can actually produce a backheel. By continuing to hold down the joystick, you can set the kickometer to remain constantly at a particular level.

The only occasions in which you can't control the power of a kick are during deadball kicks, corners, throw-ins, etc. The only element of control here is the direction, the computer controlling the power. This, to me, is less than satisfactory since deadball kicks invariably land way inside your own half. No wonder my defenders are asking for free transfers. This doesn't bother me much since I've detected an unwholesome tendency on their part to face the wrong way when the opposition is attacking.

So how do all these things shape up when you're playing? Primarily, seeing a constantly flashing display above your player's head is a bit disconcerting at first, but you soon get used to it. And timing your shot to produce the required strength of kick becomes almost like second nature with a little practice.

If you've ever played a footballl sim, you'll have no difficulty controlling this one. The player nearest the ball gains control over it and can kick or dribble. The opposition player can try to get the ball off him and can shoulder charge. Fouling is not implemented, the programmers having realised that Nobby Stiles tactics are more fun than Roy Of The Rovers play.

The major problem with Match Day II, as I see it, isn't the degree of control achievable but the actual speed at which the game is played. I've no doubt that the DDS system does enhance play and that subtleties of touch can be achieved that go beyond football sims we've already seen, but the play just isn't fast enough. Dribbling a ball up the field amounts to sheer drudgery.

What makes Ocean's latest attempt so disappointing is that it doesn't really mark any advance in that crucial area. Sorry boys, get back to the dressing room.

Bohdan Buciak

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