THIS is one of the oddest and most original sports games I ever had the pleasure of booting up on my Amiga. It is set in a surreal world of vector and shaded landscapes where the inhabitants of the planet watch their national sport, Vector Ball, whenever they have time.
This is a complex blend of ice hockey, netball, and green bowling. If that sounds difficult to comprehend wait until you see the bizarre pitch of heavy contours, ditches, hills, ridges and valleys.
The object of the game is to outscore your opponent, manoeuvring the ball past the droid and into its goal area. As in netball, players are not allowed to move with the ball so they must stop and throw the ball to advance.
The wacky pitch is bounded by a fence so it is possible to bounce the ball off the side of the pitch to avoid contact with the opposing droid. One nifty feature which the programmers at Binary Design have added is a method of judging the power of the shot from a droid by the length of the robot's neck.
Plenty of alternative options can be selected before each game - different style pitches and custom robots with improved speed and shot power. The pitch can have shaded or dot graphics. You can decide on the length of the game and the mass of the ball - a light ball needing less shot power to move a given distance.
Vector Ball can be played by either one or two players and the ability of the computer-
Both sonically and graphically the game is highly polished with excellent scrolling and well designed sprites. The one annoying feature is that you have to wait far too long for shading pitches to be generated.
This continues Mastertronic's excellent track record in budget games. Excellent VFM. The most innovative sports game I've ever seen, the gameplay is from another dimension.
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?
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.