Overview
In 1992 Jaleco released ‘Super Goal’, the 16-bit
SNES sequel to their classic NES football title. However, that year they
also released an NES sequel and rather than re-package the old game they
actually attempted a number of fairly radical changes. Unfortunately,
despite a number of good ideas, Goal! Two fails in the fundamentals.
Graphics
Wow. While the screenshots might look only
marginally impressive for an NES game, when you see this baby in motion
it’ll really have your jaw on the floor. As you can see from the shots,
the biggest change from the previous game is the camera angle; rather
than a top-down view Jaleco employed a ¾ diagonal view that would later
be found in EA Sports’ early Fifa games and Konami’s ISS Deluxe. Whether
or not the change from top down view to diagonal is an improvement is a
matter of preference. What is universally impressive, however, is the
fact that when you pass the ball more than 30 yards the camera instantly
switches to a zoomed out view so you can position the receiving player
or your defender(s) before switching back to the regular view as the
ball comes down. The game also switches to the zoomed out view for
corners allowing you to see what’s going on inside the box. Goal! Two’s
framerate is also mightily impressive never slowing down even when the
camera switches to the zoomed out angle.
The player models are also improved and the
diagonal ¾ view allowed Jaleco to show off more of their work than a
birds-eye view would. There isn’t variation between the individual
models per-se, but again this is an 8-bit title. The animations,
however, are fantastic. The running and kicking is silky smooth and
there are also some really neat animations for heading and even bicycle
kicks!
The presentation is complete with cute little
animations for offside calls, and of course, Goal’s signature cut-scene
goal celebrations that are slightly improved from its predecessor (funny
to see some early videogame advertising with ad boards for ‘Bases
Loaded’ and ‘Rival Turf’!).
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Sound
One area that Jaleco didn’t improve on is the
audio, you get the customary looped crowd sounds and not much more. On
the bright-side, you can actually turn off the in-game music if you so
desire.
Options
Along with a new option to turn off the music,
Jaleco also added 8 more teams to increase the roster of available sides
to 24. Unfortunately they took out the few club teams that were present
in the previous game which means the net number of available teams is
the same. Gameplay options are either exhibition match (in which you can
actually pick to play as two human players versus the CPU) or the ‘Super
Cup’ which is a 24 team World-Cup style tournament. The ‘shootout’ mode
from the previous game (the 2 vs 2 drill) is mysteriously absent.
Another notable addition is the ability to pick
your starting 11 players from a squad of 15. The players still aren’t
given names (just squad numbers) but the team selection screen does a
good job of displaying each player’s stats so you can put your best side
on the field.
Gameplay
Unfortunately, despite stellar graphics and solid
options, it all falls apart for Goal! Two when it comes to the gameplay.
Control is the standard d-pad for movement, A button for pass/switch
player and B button for shoot/tackle. The player movements are
responsive and the auto zoom-out feature is fantastic allowing you to
play the long passing game without the need for a radar to know where
your players are. The variety of goals you can score is also impressive
with headers being a good addition to the game.
So far, so good, unfortunately, Goal! Two’s
Achilles Heel has to do with the shithouse system of passing. As
mentioned before, the A button passes and the longer you hold it down
the higher and further the ball goes. So if you want a long 40 yard lob
you hold A down for a second or two, and if you tap A for a second then
you push a short 5 yard pass in front of you. Unfortunately, there seems
to be zero gradation between those two extremes! As a result it’s
nigh-impossible to make a simple 10-20 yard pass on the deck. In fact
the only way to pass to a player nearby is to tap the A button once to
make a shitty 5 yard pass, then tap it again to control the guy on the
receiving end of the pass and bring him closer to the rolling ball. As
you can imagine this isn’t only frustrating, but it practically ruins
the game. The original Goal! was a classic because it stuck to the
principles of pass and move but also threw in some neat dribbling. Goal!
Two’s stupid passing means that even basic passes become
aneurysm-inducing and against the better teams you find yourself pinned
in your own half because you can’t make a pass without giving the ball
away! Adding to the frustration are the butter-finger goalies who give
out rebounds like they’re going out of fashion.
Goal! Two does have its moments, it is fun when
you finally do manage to string together some passes and get around the
opposition’s penalty area. Unfortunately, you spend more of your time
inadvertently giving the ball away in your own half and swearing blue
murder than having anything close to fun.
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Longevity/Replay Value
Not much at all, as multiplayer falls prey to the
shit passing that the single player does and as a result you spend
matches scrappily trying to keep the ball or lobbing hopeful passes
downfield. It’s like watching Wimbledon, but boring and without Vinny
Jones and John Fashanu.
Overall
I find Goal! Two to be very perplexing. You’d
think that with a version of Goal! coming out on the SNES in the same
year, Jaleco would just ‘mail it in’ with their NES sequel and just
rehash the original game. Instead, they’ve redesigned the graphics
engine and put a significant amount of work into it. Yet, it seems that
once they improved the graphics they said ‘screw it’ and utilized a crap
game engine. Strange, but true.....
[cue Twilight Zone theme]
Lavan Chandran
5/7/2005
Screenshots taken by me.