ABC MONDAY NIGHT FOOTBALL This can't possibly be a computer game. I must be watching television. Sure, that's it! It's Monday night, and I'm sitting in front of my television watching that winter-long classic, "Monday Night Football." Of course! There's Frank Gifford, and (wow!) look at those cheerleaders! Halftime entertainment, bone-crushing sound effects, the whole nine yards (so to speak). But what's this in front of me? A joystick? And I can control these guys? Wait a minute, what's going on here? What's going on here is Data East's latest foray into the sports simulation arena, ABC MONDAY NIGHT FOOTBALL (MNF). Contrary to what you may think when you see it, it _is_ a computer game. From beginning to end, this game delivers consistently outstanding graphics and animation, and possibly the best digitized sound effects that have ever crackled through my standard PC. (This review is based on the IBM-PC version; Commodore 64/128 version notes follow.) Somehow, Data East has managed to drive crisp, clean voice synthesis through the tiny IBM speaker. The voices and sound effects are incredibly realistic. When Frank Gifford speaks, it's Frank Gifford! When a player misses a pass, you can feel his frustration as he mutters "Oh, man!" or "Sheeoot," or even "Son of a...." You can share in the jubilation of that snared pass ("I got it!"), the successful handoff ("Cool!"), or the touchdown ("All right!"). And between each play, Mr. Gifford graciously supplies you with a verbal report of down and yards-to-go information. The game employs an "AFB Sound Technology" that's never elaborated upon, but of which I heartily approve! As MNF loads, you're given the opportunity to configure the game by pressing the space bar. Here you may set your video mode, controls (keyboard or joystick), etc. Once specified, this information need not be entered again unless you wish to change it. There's no on-disk copy protection, and the off-disk manual protection is entertaining: As you approach the stadium, a security guard stops you and verbally requests your passcode. This is obtained by turning to the designated page in the manual and simply typing in a number printed on the bottom of the page. The guard thanks you and permits you to enter. Next, you sit back and relax for a moment while the game opens, almost as it might if you were watching ABC. Before long, Frank Gifford himself is there, welcoming you to MONDAY NIGHT FOOTBALL and directing your attention to the field where the action is about to get underway. You're presented with a view of the field from the 50-yard line, and you'll see a main menu resembling a blackboard (nice touch). You can scroll the cursor (a tiny "ABC" symbol -- another nice touch) to any number of options. From here, you may adjust the length of a quarter (5, 10, 15 minutes), access the playmaker utility, access the team modification utility, change interface options, or start a game. When you start a game, there are a number of different ways you can choose to play. I was amazed by the thought behind all of this; these options make playing with a friend a lot more interesting. You can: practice; play one-on-one with the computer; play head-to-head with a human opponenent; team up with another human player against the computer; play a four-team tournament (in any human- or computer-team configuration); or play a 10-team tournament (ditto). The program randomly selects the winner of the coin toss, and then...it's game time! During the game, there are 30 offensive plays to choose from (ten each of short, medium, and long plays), selectable from a scrolling menu of play diagrams. There also are 12 defensive plays, which can be increased by using the playmaker utility. During gameplay, your point of view is determined by the action taking place: For normal play, it's an overhead view; for field goals and extra points, it's from behind the goalposts; between plays, it's from the sidelines. A small window appears in the lower right-hand corner whenever there is a flag on the play, with a referee explaining (again, verbally) the nature of the penalty and the yardage involved. This window also informs you when a player is "down on the field" with an injury. Players tend to get injured when they're overused. Expect to find all the elements of a real football game: interceptions, penalties, injuries, fumbles, punts, fake punts, onside kicks, intentional grounding, safeties, two-minute warnings, and so on. Cheerleaders entertain you between quarters, and at halftime you're treated to a "Monday Night Footbal" trivia contest. After the game, you'll see the traditional "soaking of the coach" by the winning team, and you'll have to sit through a locker-room bawling-out by the coach of the losing team. A typical play might unfold as follows: Using the joystick or keyboard, you select your offensive play. Your team assembles at the line of scrimmage, and your quarterback begins barking out the signals. At this point, you can choose to hand off the ball for a running play, or wait until the ball is snapped to start a passing play. A line of helmets at the bottom of the screen -- each representing an eligible receiver -- begins scrolling a color change. When the receiver you've targeted changes colors, you may release a joystick button and check to see if he's open. If so, you may elect to pass to him, or if he's covered, check another receiver. You may also decide to scrap the whole pass idea and run it yourself. But don't take all day: The offense is bearing down on you. And so it goes (following all the conventional rules of football), up to the time limit that you've specified at the main menu. Included are two utilities that make game playing even more interesting: The playmaker function lets you create your own plays for use during a game. You can assign each player something to do, save the play, and invoke it any time you wish. The team modification function allows you to change team colors and athletic ability of each position on your chosen team. Abilities are defined by two attributes, for which you must distribute five ability points. For instance, our quarterback may have a passing ability of 2 and a running ability of 3, or 1 and 4 (or 3 and 2, etc.), but not exceeding a total of 5 for the two attributes. Overall, MNF offers an extremely slick array of bells and whistles. There are numerous touches to this game that make it a joy to behold. Even after playing it a few times, I continue to be amazed. But don't let its slickness fool you: This is a fine football game in general. It's not statistic-oriented: Game play is based on the positional attributes for each team (of which all NFL teams are represented), your own game play abilities, and the plays that you call. The IBM version of MNF requires 512K of RAM (640K for Tandy), and an MGA, CGA, EGA, Tandy 16-color, or VGA graphics adaptor. A hard disk is not necessary, but it's recommended, since the game is distributed on six diskettes that you'll otherwise have to swap in and out. Although the keyboard is acceptable as a controlling device, a joystick is also recommended for more precise control. The accompanying manual is well-written and informative, providing not only instructions for the game, but also strategy tips, background on "Monday Night Football" (the TV show), a Hall of Fame of "Monday Night Football" performances, a description of each positional player and what his role on the team entails, a glossary of football terms, and a tutorial on how to become a better football player. Even if you're not a football fan, this game is a fine example of where game technology for the IBM PC stands. You can therefore appreciate it on several levels. But whatever your reason, chances are you won't be disappointed by ABC MONDAY NIGHT FOOTBALL. COMMODORE 64/128 VERSION NOTES While it's somewhat less spectacular than the IBM version described above, the Commodore 64/128 version of MONDAY NIGHT FOOTBALL is one excellent sports simulation. There are, however, a handful of differences between the two versions. Joysticks control both one- and two-player games; there are no equivalent keystrokes. For penalties and scores, text messages replace the PC's animated referees. The Team Modification utility does not allow either the selection or the alteration of a team's colors. If you enter the Playmaker utility, the current game will be lost, so you might want to invent plays during the pre-game ceremonies. The game package comes with one double-sided disk; although it's copy-protected, there will still be a documentation check. There is also an IBM instruction manual, and a C64 Reference card. The graphics of the C64 version are most certainly unable to match those displayed on a PC, but they are nevertheless very good. The screen may seem cluttered at first -- what with the playing field, players, play charts, and the scoreboard. But the more you play, the less messy it all becomes. Although the digitized voice of Frank Gifford sounds loud, fast, and raspy (as if he were plagued by a nasty throat problem), it does sound like the familiar voice of ABC. Other than this, and some on-field grunting, there are no other voices. You can safely assume that the C64 version of MONDAY NIGHT FOOTBALL is the low-end equivalent of the IBM version. This doesn't mean they're literally identical, but that the C64 version looks and plays wonderfully within the memory and graphics limitations of the machine. The differences I've mentioned do nothing to detract from the looks, the play, and fun built into this excellent package. What's more, this is an outstanding translation, for which Data East deserves an award! ABC MONDAY NIGHT FOOTBALL is published and distributed by Data East. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253