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Vectorball logo

MAD, £9.95 disk
Vectorball The smart alec designers of the future have devised a revolutionary game that poses absolutely no danger to human lives - Vectorball.

Two robot protagonists battle it out on pitches constructed on hills, ridges and valleys. You use your droid to put a ball into the opposition’s goal area at the far end of the pitch – before an opposing droid bumps it away and steals possession. Simple, eh?

Zzap, Issue 43, October 1988, p.98

Gordon Houghton After the appalling 64 incarnation of this weak futuresport, I had slightly higher hopes for the Amiga version. Those hopes have been dashed. From the opening screen you know the game isn’t going to win any awards for presentation. Missing pitch-editing options, tedious music and lengthy pauses are irritatingly enough, but actually starting the game reveals worse. The droid control is, to put it mildly, difficult. As if trying to use two different control methods in close succession isn’t difficult enough, the pitch appears to be made of glass; one bump from your boisterous opponent and you end up out of sight! After several games I’m almost sure I was close to mastering it but just to spite me, the program crashed. Small mercies, eh?

Paul Glancey Phwoar! Is this game brilliant? Nope. In fact, the only improvements it has over the dire 64 version are scrolling pitches and improved droid sprites. On the opening screen 13 notes of sampled muzak play in an endless, soporific (whassat? – Ed) loop until you’ve selected your choice of game and waited a further two and a half minutes for the computer to generate the pitch. Why couldn’t five three-screen pitches have been stored on disk instead? Not only that – accurate control of your droid is grudgingly difficult. It changes unexpectedly when you take possession of the ball – ridiculously confusing in such a fast-action game. Even worse, the pitch is almost frictionless – like negotiating hills and bumps on ball bearings! The options listed in the instructions for changing physics of the game would have helped but unfortunately, they weren’t included in the game. Just like the playability, in fact.

Very basic, and the options listed in the instructions didn’t exist on our copy. Lengthy pauses are irritating.
Smooth, effective pitches and solid droids give the whole thing a solid look.
Thump ‘n’ thud effects and a six second long title tune.
Long pauses are an immediate put-off and the control method demands much perseverance.
Repetitive and annoying.
Poor execution makes this an uncompelling futuresport game.