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echo: video_games
to: ALL
from: TROY H. CHEEK
date: 1998-01-09 09:06:00
subject: Tournament Cyberball

TOURNAMENT CYBERBALL 
1-4 players, horizontal game 
Atari Corp., for the Atari Lynx 
$39.95 
Stereo? No 
OVERVIEW:
As mankind moved into the 21st century, the task of keeping people
entertained started to become a problem. The sports and games of
yesteryear seemed boring and tame as the new generation wanted more
action and danger.  Since murder remains illegal, the solution fell to
robots, who could offer the violence that the audience demanded while
preserving human lives.
Welcome to the era of TOURNAMENT CYBERBALL, the explosive sequel to
the CYBERBALL arcade game from Atari Games. This is a futuristic
sports game with very close ties to American football. Two teams of
robots play on a 100-yard field, trying to move a ball into the
opponents' end zone. The ball heats up over time, so the offensive
team must carry the ball far enough to cool it down, else face an
explosion that destroys nearby players. Cheap mass-produced
replacements are available, but smart coaches save their winnings to
buy the better model players.
GAMEPLAY:
On the surface, TOURNAMENT CYBERBALL appears to be a decent
adaptation.  Up to four players can play, either against each other or
versus one of four computer coaches. The defense has a fixed selection
of moves, while the offensive choices are picked by the game from a
larger pool, according to the situation. On the field, each player
controls a robot, and are responsible for making the passes and
blitzes needed. During the game, you earn money for specific scoring
actions, such as interceptions and scoring. The game lasts for six
periods, with opportunities to buy enhanced players throughout the
game.
Scratch the surface, however, and the problems appear. There is no
apparent difference in abilities between the teams, and the
team-unique plays from the original are gone. Robots cannot be
damaged, though an explosion will destroy the ball carrier. Handoffs
are unpredictable, reducing the value of running plays, and while
passes are effective, it's difficult to intercept the computer's
throws. Opportunities for enhanced players appear throughout the game,
but reduce the number of plays available until you accept. The pace of
the game is a little too fast; more time to decide and choose plays
would be welcome, and plays start as soon as all players are in
position. These and other flaws reduce a great idea into a frustrating
experience.
GRAPHICS/SOUND:
The graphics in TOURNAMENT CYBERBALL are passable, though little more.
The robots are distinctive, but are otherwise nondiscrept, and appear
a bit too small. The three-quarters perspective scrolling and the play
selection screens are done well, but are nothing to shout about. Sound
effects are of a similar nature, either using similar versions of the
arcade sounds and music, or omitting them all together. On the plus
side, some of the digitized voices have been preserved, though hearing
"Three... six... hike!" on every play becomes irritating after a
while.
SUMMARY:
TOURNAMENT CYBERBALL on the Lynx could have been a quality conversion;
other Lynx titles have shown the potential of the system.  This game
seems to have been written by someone with little familliarity with
the original, and the shortcomings show through. In the final
analysis, the many fans of TOURNAMENT CYBERBALL should skip this
conversion and stick to the arcade machine instead.
 GAMEPLAY: 5.5 
 GRAPHICS: 7 
 SOUND  : 7 
 OVERALL : 6 
From: ST+ diskmag issue 22
... The cops in this town are a joke, especially that senile fool Gordon.
--- JetMail 0.99beta22
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* Origin: When Starlings Mate - Benton, TN (1:362/708.4)

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