System: Neo-Geo/Arcade
Year: 1995
Developer: Visco
Screenshots From: Neo Geo For Life
The Skinny:
•Simple arcade-style soccer borrowing from Tecmo World Cup. Features international teams in a World Cup-style tournament.
The Good:
•Inexplicably addictive
•Decent variety of goals possible including from outside the 18 yard box
•Neat powerbar
The Bad:
•Poor graphics compared to its 1995 peers
•Rugby-style tackling
•Frustrating 2-player
If it were a footballer it’d be:
- Mick Harford; ugly, lazy and out of shape but still, inexplicably, a cult hero.
Overview:
Developed by obscure
developer Visco for the Neo-Geo/Arcade GoalGoalGoal! borrows heavily from Tecmo World Cup and a number of
other games developed around the same time. Released in 1995 this
derivative arcade title somehow adds up to slightly more than the sum of
its shoddy parts.
Graphics:
For a game released in
1995 and on the powerful (and ridiculously expensive) Neo-Geo, G3 is
decidedly underwhelming in the graphics department. Its overall visuals
lag significantly behind other Neo-Geo titles released around the same
time, particularly Super Side Kicks 2 which looks a hell of a lot
better. The game’s graphics are also easily bested by SNES titles
including the holy grail ISS Deluxe (which also came out in ’95).
Starting off with the
good news, I like the game’s default camera angle which is a high,
zoomed out side view. This gives you a much better view of the pitch
than in Super Side Kicks & Neo Geo Cup ’98, and I prefer this type
of view
compared to the diagonal view of games like Fifa International Soccer and ISS
Deluxe. G3 also scores some points for having a radar (a rarity in most
coin-op soccer titles) though the radar only shows three points; the
location of the ball carrier, the location of the nearest defender, and
the location of a teammate in the direction you’re facing. Not perfect,
but not bad either.
I also like the
details surrounding the pitch are well done. Beyond the obligatory ad
hoardings lining the sides of the pitch, behind each goal you can see a
variety of photographers, journalists and subs. You don’t see much of
the fans with the game’s camera angle so seeing these guys when you
shoot over or wide reminds you that someone’s watching the match.
Now the
bad and there isn’t a better place to start than the shithouse 2D player
models that look like rejects from Matchday II. There’s absolutely no
variation in size, hairstyle or build. There’s also no variation in skin
color in teams so if you play as France or Holland everyone is
white. The player models are
made worse by the choppy and sometimes poorly synched animations. On
occasion, replays of bicycle kick or volleyed goals you’ll see the
kicking animation finish it’s cycle before the ball even reaches the
player supposed to be kicking it! This doesn’t happen all the time, but
when it does you can’t help but scratch your head in confusion as to how
a guy can jump in the air, do a bicycle kick hitting nothing but air,
but as he’s falling to the ground the ball hits him and flies into the
net. Weird.
The graphical
crap-ness is rounded off by the total lack of weather effects, lack of
variation in pitch types and lack of variation in goal celebrations
(they might as well have mo-capped Alan Shearer’s customary hand-in-the-air
‘please sir can I have some more?’ goal celebration).
Audio
Audio? What audio? Oh,
you mean the looped crowd nose, a cheer for a goal, a jeer for a foul
and a bongo drum for when you hit the ball? Yeah, it’s lame. The rugby
style tackles have sounds ripped right out of a fighting game but
fortunately Visco spared us the pained grunt/scream that you hear in
Super Soccer (SNES). On a positive side though, there’s no music during
gameplay (unlike many of its coin-op arcade brethren)…..not much but
it’s something.
Features/Options
It’s a coin-op! 28
teams and one world cup-style tourney where you start in the group
stages. That’s it. What did you expect for a quarter, the Master League?
Gameplay
GoalGoalGoal! is
a simple old-school arcade soccer title, not much depth but its still
quite a bit of fun while it lasts. It doesn’t come close to the reigning
Neo-Geo champ; Neo-Geo Cup ’98, however it does have some fun gameplay
aspects that help it hold its own.
Controls are simple and straight-forward
with three buttons and a joystick for movement. On offense, you have one
button for pass (of the automatic variety, straight to a teammate in the
direction you’re facing), a second button for shoot, and a third button
for a manual kick into space (can be used as a shot or a pass). No
special dribbling moves and no speed burst! Players on the ball
do randomly jump over slide tackles but as far as I can tell there’s no
rhyme or reason to this. Bicycle kicks, volleys and headers are all
position dependent. When you’re on defense, you have a slide tackle
button and a button for a ‘shoulder barge’ (which is similar to a rugby
tackle). Player switching is, unfortunately, completely automatic which
can take a while to get used to (especially in this age of manual or
semi-auto switching in soccer games).
GoalGoalGoal!’s
ball physics are a mix of 1/3 unscripted and 2/3 scripted/ball on rails
stuff…..okay, so I pulled that ratio out of my ass but it sounded neat.
Anyway, the ball moves on wires for regular passes and for all shots
inside the area that are on the deck. However, when you use the 'kick
into space' button the ball movement is fairly unscripted and you can set
up some half-decent through passes. Also, shooting from outside the box,
as well as headers, volleys and bicycle kicks are unscripted, which
leads to a modest variety of goals that can be scored.
Shooting occurs via an
interesting powerbar which takes a good 3-4 seconds to fill (making it
much slower than in most other games with similar shooting systems). The
length of time it takes to charge up the bar, combined with the frantic
pace of the game makes charging up a shot to even 1/3 power a challenge.
To balance this out, however, you can actually hold down the shoot
button and charge up your shot while moving. Another aspect of
the shooting that I like is the fact that the shoot button doesn’t
automatically target the goal – it just shoots it in the direction your
facing. Because of this you can use the shoot button to make some bullet
cross-field passes.
As I mentioned before,
the pace of this game is wickedly fast – imagine an EPL derby match with
everyone on steroids. You have about a second and half on the ball
before an opposing player rushes in to tackle you (hmmm…..so a few less
seconds than in Winning Eleven 8……) which means you’re always on the
move; either deftly evading tackles by the skin of your teeth, or
spraying lush 40 yard cross-field passes. You rarely have time to
breathe and for a coin-op this works perfectly. Matches are two minutes
long (plus stoppages) and the average score of a match is usually 2-1 or
3-1. The fact that you can shoot from anywhere on the pitch, as opposed
to when the computer ‘lets’ you in Super Side Kicks/Neo Geo Cup ’98
means you have a little more attacking freedom.
What also helps to
make the play more varied is the unique, but ridiculously odd, system of
control with automatic passes. As mentioned before the main pass button
automatically passes to the nearest teammate in the direction you’re
facing, be it a short 2 yard pass on the floor, or a 30 yard lob
downfield. What makes this system so interesting (and some would say,
retarded!) is the fact that if you move around the player on the
receiving end of the pass the ball will actually automatically curve
in mid-air to meet the receiver! As a result you can have banana
curved passes or even long passes that start off veering left and then
suddenly swing to the right.
So how (or why) is
this odd anomaly of physics good for the gameplay? Mainly, because it
helps to create situations where you can have players jostling for
position to receive a pass. Since you have about a second on the ball
before you have the shit kicked out of you by an opposing player you
have to make sure you’re in enough space when you receive a pass that
you can actually control it and do something with the ball before
you’re assaulted. This also works for crosses into the box where you
have a second or two window of time to move your striker away from his
marker and into space so he can have a shot!
Unfortunately,
it’s not all roses for GoalGoalGoal! and there are several gameplay
issues that cause frustration and decrease the entertainment value.
Starting in net, regardless of what team you pick, your CPU controlled
goalie is a graduate of the Jerzy Dudek school of goalkeeping; i.e.
fantastic saves mixed with a nice heaping of braindead errors, a dash of
an unwillingness to leave the area, and topped off with two scoops of
severe rebounditis. The rebounds are the biggest problem as they often
(of course) go straight to the feet of awaiting strikers (this is known
as the ‘Andy Cole Phenomenon’TM).
The WWF-style tackling
can get tiresome very quickly, especially when you have a packed
midfield that suddenly starts to resemble the Royal Rumble. The tackling
is also compounded by the fact that the refs are blind and call fouls
completely randomly. You feel a bit jipped when the same ‘tackle’ you’ve
done 20 times already in a match suddenly becomes a ‘foul’ when it
happens in the penalty area.
Another problem is
that it can be very difficult to judge the trajectory of goal kicks as
the camera doesn’t pan to follow the ball (nor zoom out) and for some
odd reason the shadow of the ball as it falls doesn’t accurately
represent where its going to land. Naturally, the CPU players have no
problems intercepting these passes. As a result you can sometimes find
yourself annoyingly pinned in your own end following a goal kick and in
a stroke of game design genius you cannot take a short goal kick.
Finally, there isn’t
any real variation between teams except for speed and shooting power.
There also isn’t any variation in playing style – its always balls to
the wall, 100mph attacking football which, while it works for a coin-op,
limits the title’s depth.
Longevity/Replay
Value
Not much as by its
very nature as a coin-op title it was never going to have the replay
value of a PC or console-based title. Also, the lack of different
playing styles and the only moderate variation in goal scoring hurts the
replay value.
Overall
While it’s by no means
a great title, I had a lot more fun with GoalGoalGoal! than I expected.
You might be wondering why a game that on paper sounds like a variation
on the worst of the Fifa series gets a half decent review despite faults
like rebounds and rugby tackling. The main reason is that GoalGoalGoal!
doesn’t pretend to be a simulation like Fifa and the lack of 360 degree
spins and a decent powerbar help make the game more varied. You actually
feel a sense of accomplishment when you score a goal which is always a
sign of a decent game. Furthermore, the lack of a speed-burst button
means that at its core, GoalGoalGoal! is a game of pass and move – just
how soccer should be (even if the passes have some serious voodoo).
GoalGoalGoal! also holds up fairly well against other Neo-Geo titles and
while it doesn’t have the intricate build-up play of the Super Side
Kicks series, the larger field and the shooting from anywhere make the
goalmouth action more frantic.
At the end of the day
GoalGoalGoal! gives plain, simple, quarter-crunching fun. Don’t expect
much depth, but do expect some thrills.