Covering couples football stadiums all over the world

Showing posts with label Video games. Show all posts
Showing posts with label Video games. Show all posts
Saturday, September 8, 2012

STRIKER: Raging Against The Machine

Today we welcome Terry Duffelen from The Sound of Football podcast and Bundesliga Lounge who today brings us a wonderful guest post all about his favourite footy video game...

Steve Earle’s Copperhead Road, Socialist Worker, Ernest Hemmingway’s Men Without Women, Star Trek: The Next Generation, Lethal Weapon Pinball, Selhurst Park, Guinness and Super Nintendo (SNES). If you were to evacuate my conscious mind in the early Nineties and reassemble its elements as some grotesque Mental Pinterest then those fragments of ephemera are what would be displayed. But if I were to place an extra large pin on one of those elements to give it extra significance it would be the Guinness. However, I’ve not been asked to write about Guinness. I’ve been asked to write about an old video game, so for the purposes of this tortured preamble, I’ll say it would be my SNES.

Purchased from the Virgin Megastore in Tottenham Court Road, the Super Nintendo Entertainment System introduced me to NHL Ice Hockey, the glory of World League Basketball (NCAA for readers in the US) and the worst Rugby video game in the history of all games ever created (everyone knows time is not up until the ball goes dead. EVERYONE KNOWS THAT!)

Then of course, there was the king of all football video games, the timeless classic: Sensible Soccer.  However, SS looked stupid with its plan view pin pricks for players, stupid sound effects and rubbish player names (who the fuck is Alan Shiarer?)  After a week I’d decided that this was a game for people who took this sort of thing far more seriously than me and took up STRIKER instead.

The first thing to say about STRIKER was that it was produced by a company called RAGE Software. For angry Trotskyite class warriors, as I claimed to be at the time, anything produced by something called RAGE was brilliant. RAGE was a force for good. RAGE made a difference. RAGE would kick the Tories out. RAGE would smash the State and end injustice. Whatever else you can say about the name RAGE, it was ideologically sound.

The next thing to say about STRIKER is the gameplay which had an agreeable 45-degree view, sticky balls (if you’ve played Kick Off or listened to the latest Attic Podcast then you’ll know what I mean) and crunching tackles. If there was a normal tackle button, I never pressed it. The sliding tackle was designed to clean out the opposition player and emerge with the ball at your feet. The action generated a satisfying squelchy slippy noise which elicited a feeling of great and surprisingly wholesome satisfaction. There was no commentator (thank Christ!) but whenever something extra cool happened an electric scoreboard would pop up with encouraging exclamations like “OFF THE BAR!” and “WHAT A TACKLE!” and “PENALTY!” and “GOAL!!!”

The games were accompanied by an “authentic” crowd noise which responded to the shifting patterns of play and had a curious reverb that was a little freaky when you played the game on your own. However, when the ball hit the back of the net the crowd would go wild and once you’d figured out how to strike the ball with the correct amount of backspin, straight in front of goal and from just outside the area that net took one hell of a beating.

Having found the game's weakness, I took Palace to League and Cup glory. England won the World Cup averaging nine goals a game. The game had customisable kits and clubs but I didn’t go in for that. I was only interested in the glory of pummelling Arsenal and beating the Germans 9–0.

Football game purists will be spinning in their graves (especially the alive ones) to read this but what made STRIKER so appealing was that it was easy and conveyed a sense authenticity without being authentic. It had an indoor training mode where the players' trainers squeaked which may have been a first for non basketball games. Granted, STRIKER was not as clever as Sensi Soccer but it made you feel a lot better about yourself when you played it. Like left wing politics, STRIKER kept it real and had easy answers. Sensi Soccer, where the basic graphics disguised the realistic game play and advanced engine was more suited to working class Tories for whom, all suffering is necessary. Neither game was entirely healthy and if you’re still playing either today, stop.

But the final thing to say about STRIKER is the theme tune. This game's release coincided with the birth of the FA Premier League. Football. Football was entering its modern era and much of the old game was being swept aside for all-seater stadia, satellite TV, Richard Keys and high ticket prices. The one link to our past was Match of the Day and Barry Stoller's classic theme tune which was played at Agincourt, if the legend is to be believed. The STRIKER theme (still in use today as the theme to the Sound Of Football podcast) evoked that old anthem, and its reassuring subtext, beautifully. Here was a game that looked ahead to a world of football that demanded its gratification in instant form or sack the coach. But it also knew the value of nostalgia and a compelling melody. Truly it was a product of its age.




Our sincere thanks to Terry Duffelen for allowing us to publish his fantastic guest post. If you fancy doing the same, drop us a line - our email address is admin [at] thefootballattic [dot] com, or contact us on Twitter or Facebook.
You have read this article Computer Games / Striker / Video games with the title Video games. You can bookmark this page URL https://couplesfootballstadium.blogspot.com/2012/09/striker-raging-against-machine.html. Thanks!
Saturday, August 4, 2012

Football Manager (1982)

I was a Spectrum kid. Aged only eleven, I became the proud and grateful owner of one of Clive Sinclair’s first colour computers. My parents didn’t earn much money, but they put some aside whenever they had it and when Christmas came around, they usually treated me to a special present or two. In 1982, they surpassed themselves by handing me my first ever home computer.

I’d like to think I repaid their huge expense by using my ZX Spectrum regularly, often spending hours on end typing in a long and ultimately error-ridden program from a magazine. Yet as we know, most kids are mainly interested in games rather than programming, and in the early 1980’s I was no different.

Despite the limited graphics and processing power on offer, most of the titles available seemed quite exciting back then, so when Football Manager came along, it went straight to the top of my ‘must have’ list. Written by Kevin Toms and published by Addictive Software, this was a game that asked you to pick a team, select the right players and guide them all the way to glory in the FA Cup or Division 1. A shrewd footballing brain was required to do so, let alone a bit of luck and a tape recorder that didn’t mangle up your most recently saved game.

Choose your weapon...
There was no fancy title screen to welcome you into the game. Instead, you were invited to choose your team, and by that it should be noted that you were picking a team name, not necessarily the players within it. As a West Ham fan, my game would always begin by typing in 16, after which I'd list my players with a swift press of the rubber key marked 'A'. Luckily for me, the default squad did feature some West Ham players but essentially this was a random selection of professionals from all teams that needed sorting out over the course of a season.

Kenny Sansom - pack your bags...
All players had a skill level from one to five, an energy level of one to twenty and a monetary value. As manager of your team, the first thing to identify was those players that were making up the numbers. Kenny Sansom - sorry, but a skill level of one and an energy level of seven just wouldn't cut the mustard. Luckily, such players could be sold, although whether you were prepared to accept a derisory offer from another team would be for you to decide.

Blackpool - lacking morale
With that out of the way, you were ready to begin your first match in Division 4 – the starting point for your initial league campaign. As advanced warning of what was to come, you were shown the head-to-head ratings for your team and your opponents. Here you could assess the strengths or weaknesses in defence, midfield and attack, along with the energy and morale levels of both teams. If things looked a little shaky, you could tweak your starting XI to make sure you had the optimum score in all areas. There wasn't much you could do about the Morale rating, though, save for winning a few consecutive games.

No goal - and no ball either
There was only so much tweaking you could do, however, and inevitably the match would have to go ahead. Having decided which colour your team would appear in for the season (only black or white, I'm afraid), you were ready to sit back and watch the action. Yes, it was primitive by today's standards, but in 1982 the sight of some crudely-drawn players animated jerkily on a bright green pitch was enough to induce huge amounts of excitement and stress in equal proportions.

One-nil to The Hammers!
The thing to bear in mind is that during the often lengthy match highlight sequences, there was a considerable element of randomness that added a frisson of apprehension to even the most one-sided games. You were never quite sure how many shots on goal either team would get (let alone how many would go in) and on a few rare occasions a shot that seemed to be going off target might be deflected in by one of your other players.

Sure, you weren't told who was taking a shot or who had scored, but somehow that wasn't important. You merely wanted to see whether your team had scored more goals than your opponents, and it wasn't until the final score was displayed that you could finally breathe a sigh of relief that it was all over.

Plenty of goals at Gresty Road...
Having cast an eye over the other results from around the country and assessed your place in the league table, it was back to the drawing board to begin the whole process again. As well as league games, there were also occasional FA Cup matches thrown in for good measure and with a good run of form these could increase your club's income so that you could buy more players or pay off the loan you'd taken out, depending on your financial disposition.

Never mind, Hull - plenty of
games left
Come the end of the season, what with all the buying and selling of players and selection of teams, you probably felt as though you'd had quite an insight into the world of football team management. Naturally enough, it barely scratched the surface of what things were like in the real world – or even the video game simulations that we know nowadays – but the game was a masterpiece of coding and simple gameplay. It caught the imagination like wildfire back in the day and it's a testament to Kevin Tom's work that the title was still on sale many years after it was originally launched.

West Ham promoted!
As an 11-year-old, I loved playing Football Manager and my classmates at school did too. I know this because for one brief period, several of us would compare our results and league positions daily having written the important details down on bits of paper. How's that for video gaming with a social network element?

Football Manager was the first in a long line of computer games aiming to recreate the struggle to succeed as the boss of a top club, and it deserves all the adulation it's received over the last 30 years. In an 8-bit world of simple sprites and basic sounds, it still owns a place in the hearts of those of us that played it, and for that, Kevin Toms can feel rightly proud of his pioneering work.


You have read this article 1982 / Football Manager / Video games / ZX Spectrum with the title Video games. You can bookmark this page URL https://couplesfootballstadium.blogspot.com/2012/08/football-manager-1982.html. Thanks!