TV SPORTS: BASKETBALL Ever since my disappointment with Accolade's FAST BREAK, I've been waiting for a really good basketball simulation. It looks like it's finally arrived as the latest in Cinemaware's "TV SPORTS" series. TV SPORTS: BASKETBALL builds upon the design successes of the earlier TV SPORTS: FOOTBALL, and combines excellent arcade basketball play with a stats simulation good enough to turn this product into a computer sports role-playing game. (This review is based on the Amiga version.) One of TV SPORTS: FOOTBALL's nice extras was a series of animated "cinematic" sequences (such as the half-time show). Because TV SPORTS: BASKETBALL has been limited to 512K of RAM, this game features only an announcer intro and wrap-up, backed by a small bit of animation. Players with at least 1MB of RAM do receive enhanced sound effects, though. Apart from that minor drawback, the rest of the game is wonderful. You begin at a selection screen that allows you to play either Exhibition or League games. In the Exhibition game mode, you specify which two teams will play together. Exhibition games don't affect team stats, and therefore provide good practice for eventual League play; they're also more configurable than League games, in terms of quarter lengths and the number of players per team. League games are played within a simultaneous sequence, in order to advance the conferences and divisions together through a season. There are 28 teams in TV SPORTS: BASKETBALL, divided into two conferences and four divisions. Any number of human players (up to the maximum number available in the game) can take control of teams and carry them through a season; alternatively, a player can take control of one team and instruct the computer to execute play among the remaining 27 teams for each week of the season. In Exhibition play, you can arrange games in one of three ways: player vs. computer; two players against each other; or two players as teammates against the computer's team. I wasn't able to test this add-on, but with a $14.95 adapter plugged into the parallel port (the order form is included with the game), four human players can compete simultaneously; they can play individual positions on a single team, or be assigned to two different teams. In Exhibition mode, teams may consist of two to five players, and quarters can last from 3 to 12 minutes. Therefore, you can have some 2-on-2 play with 3-minute quarters, if you want things to really speed along; or you can practice full 5-on-5 play with standard-length quarters, in preparation for League play. Each of the teams can be edited: You may change ownership (human or computer); team name and abbreviation; and individual players' names, rankings and ratings. This allows you to simulate a real season by designing teams based on current information. Players are ranked for shooting, passing, defense, rebounding, jumping and quickness; depending on each player's rank, there are specified numbers of "talent points" that can be distributed among these categories. Clearly, it's impossible to create a character with super abilities in all areas. Once you begin League play, you can access the clipboard, which shows you who's up against whom for the week, and on whose turf. (Whether a team plays at home or away has global effects on its chances for success). Each of the 14 games per week can be set to Auto or Hold mode. (Games in which human players are involved are always set to Hold.) This means that either the rest of the week's games will be played off-screen while the player is competing against the computer, or that certain games will be "held" for viewing. (Yes, you can watch the computer play itself, in "TV" mode.) You may, if you wish, watch all the computer-played games each week, and then play your particular game of the week at the end. This feature also permits you to run an entire season without having to play the arcade game, if you're only interested in the stats simulation. The arcade game is well worth playing, however. Although it's definitely challenging, it's not nearly as difficult as previous arcade basketball games have been, and it's much more than a simple test of your joystick reflexes. During all League games, you begin with the tipoff, and can attempt to jump successfully for the ball. Once the tipoff has been decided, it's straight to the substitution screen, where you get a timed glance at your team's assignments, and at who's on the bench. You can make changes here after the tipoff, at the end of each quarter, or during timeouts called by either team. Players become tired, injured, or disqualified during games; they can be sent to the bench in the hope that they'll recover, and be replaced with fresh team members. At least half of your success during each game depends on carefully assembling your teams. Spend some time really _learning_ the strengths and weaknesses of each team member: It really pays off during play! It also helps if you can sum up a player's abilities at a glance during the game, because there's only a brief time in which you must decide how you're going to put things together before the timeout ends. It's possible to trade players' positions and change defensive assignments, as well as make substitutions. There are additional options: A "Role-Playing Mode" is available at the press of a function key; it allows you to run one particular player through a game (or a season). Otherwise, normal mode allows you to switch among players at the press of a button. You can also toggle the "Cursor" feature with another function key: Using a colored circle to highlight a player, the Cursor indicates whether a member of your team is open, and how risky a pass to that member might be. (The Cursor changes from green to red to white, according to the degree of risk.) Another option is computer-assisted passing, in which the computer automatically cycles the Cursor through the open players on your team. Passing in normal mode involves identifying an open player, turning towards him, and passing; with assisted passing, the computer sets you up for the best pass, and all you have to do is press the fire button when the Cursor is green (or red, if you want to live dangerously). I found computer-assisted passing a _big_ help when first learning how to handle the game; it also lets you develop a better feel for the way your team plays on the court. Gameplay occurs mainly in each team's half of the court. When the ball is carried across mid-court, there's a brief period during which the play-calling screen is accessed. When this screen is visible, the scoreboard appears, listing each team's total score, timeouts so far, and the number of points and personal fouls made by each player (on both teams). The middle region also gives you a quick overhead indication of how you've set up your five players, and most importantly, allows you to set up plays. There are no pre-configured plays (as there are in FAST BREAK), but your team certainly maneuvers well enough for you to set up alley-oops, fast breaks, and assists of various kinds. As the game progresses, certain players may experience hot or cold streaks. If one player makes a number of baskets in a row, his chances for continuing to shoot well increase dramatically, and vice versa: Mess up in the middle of a streak, and things go back to normal. There are 3-second and 24-second violations, as well as personal fouls, which result in the appropriate actions (free throws, player disqualifications, etc.). A clock appears in the lower-left portion of the screen ten seconds before the end of a game. Finally, there's a complete instant-replay facility. Hitting F10 stops the game for a moment and lets you use the joystick to run through a play, with all the same options you'd have on your VCR! Both during and after a Season, you can access the Clipboard to view all sorts of stats for players, as well as teams; these include standings, league leaders and losers, based on averages, totals...in fact, there are 69 different stats categories that provide a comprehensive overview of the global and individual-player levels. You can easily print the stats, as they're stored in a standard ASCII text format. TV SPORTS: BASKETBALL comes on two copyable disks, and may be installed on your hard drive (instructions are included). The manual is complete and well organized, offering a useful introduction to the game of basketball for newcomers. The program runs in 512K of RAM, and is controlled entirely by the joystick; it's compatible with all current Amiga models. This game's graphics are stunning (as good as anything Cinemaware's ever done), the sound effects are wonderful (even the crowds sound realistic!), and the players are large and smoothly animated. It's easy to distinguish one team's members from another's, and it's possible to figure out what you're doing on-court while playing the arcade game. The editing and stats aspects are simple to handle and understand. I was about to concede that basketball simply couldn't be well-simulated on a computer, but TV SPORTS: BASKETBALL thoroughly disabused me of that notion. Even if you're not a fan of the sport, the comprehensive design, excitement, and sheer ergonomics of this game will prove attractive enough to hold your attention for a long time to come. By virtue of its team, season, and division configurations, you can play the game over the course of a year with friends, simulating all the aspects of a real basketball season. The computer's AI is challenging enough to work you hard in the arcade play, yet rich enough to allow you time to think, plan your strategy, and develop a real sense of the game. If you become tired of the computer opponent, you can set the whole thing up for multi-player play; the stats abilities seem sufficiently encompassing to handle a real season. TV SPORTS: BASKETBALL has an early lead in my list of Top Amiga Games of the Year. Don't miss it! TV SPORTS: BASKETBALL is published and distributed by Cinemaware. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253