Showing posts with label Audiogenic Software. Show all posts
Showing posts with label Audiogenic Software. Show all posts

Wednesday, March 27, 2024

Game 407: Graham Gooch's Test Cricket

"After Nintendo Soccer, we tried to play a Commodore 64 cricket game, and boy were we in trouble."

"Because neither of you know how to play cricket?"

"Because neither of us know how to play cricket."

 

We tried, but I gather, in retrospect, we weren't missing a whole lot by not knowing what we were doing here, because like a lot of other computer sports games of the day, Graham Gooch's Test Cricket appears to be a pretty simplistic and barebones simulation, and more or less plays itself if you let it.

 

The first game published by U.K. software house Audiogenic Software, the company could be seen as a continuation of Supersoft or of Audiogenic Ltd depending on how you interpret their history. Rather than try to puzzle out which predecessor company's extensive back catalog of pre-1985 Commodore games to retrospect, I settled on neither and went straight for Test Cricket.

I did read the basic rules beforehand, which are not explained in the manual. Presumably if you're buying this game, you already know. For the benefit of readers who, like me, have only had exposure to baseball (barely 5% of my readers are from countries where cricket is more popular than baseball), I'll offer a brief, probably inaccurate summary of how it works.

The goal, like baseball, is to score more points than the other team does. Teams alternate between batting and fielding - the fielders bowl the ball in an attempt to eliminate the batter, the batter hits back in an attempt to score points for his team. But while baseball has rapid eliminations and challenging score conditions, cricket is exactly the opposite. Strikeouts are not a thing, and runners are not vulnerable; batters are primarily eliminated by striking the wicket behind them, and most professional players can score upwards of 20 runs per out. In baseball, three outs ends the half-inning and causes the teams to switch. No such luck in test cricket - the half-inning only ends once all eleven batters are eliminated, and this can literally take all day. A full two-inning game can last up to five six-hour days.

Mercifully, Graham Gooch's Test Cricket doesn't demand you play all week, as you can also play single-inning games with limited overs. Unfortunately, the shortest game is still 40 overs (240+ bowls) per side. We got bored and stopped playing after 11, long before I had my turn to bat.

I haven't even said anything about what it was like to play, and I really can't say much at all. The match is always England vs. Australia. Each player selects their team from the available roster and assigns roles, and only their names are shown - the game offers no stats to help you make your decisions. There are two modes of play - arcade and simulation - and the main difference is that in arcade mode, you control the batter semi-directly by pressing the joystick fire button to swing, and must time it correctly in order to connect. In simulation mode, this happens automatically, but you can direct the batter's strategy with secret joystick commands, and in both modes, you can cycle players in and out of the action between overs to manage fatigue. Bafflingly, only simulation mode is allowed with two players, and I can't see why. The system has two joystick controllers!

Apart from that, there's really no interactivity. You bat, if you hit correctly then you'll see a little animation of runners crossing the field, and you'll see some game stats between overs.

GAB rating: N/A. This is more of a hands-off simulator than a game you actively play, and holds zero interest to me as someone who doesn't even care about popular American sports, let alone cricket. But as a sim, it seems very limited compared to, say, SSI's Computer Quarterback and Computer Baseball.

Friday, December 16, 2022

Ports of Entry: Audiogenic Software

Having little familiarity with this British software house beyond reading its Wikipedia page, it's not clear to me if I should treat this as a continuation of Supersoft, or of Audiogenic Limited, or as its own thing entirely. The early games by those entities are of zero interest to me unless they can be considered ancestors to the games on this list.


Unknown lead platform:

 

Impact

First released for Amiga & Atari ST in 1987

Ported to Commodore 64 in March 1988

Ported to PC in April 1988

Ported to Amstrad CPC, BBC Micro, Electron, & ZX Spectrum in 1988

 

Helter Skelter

First released for Atari ST in 1989

Same-year port to PC

Released on Amiga in 1990

Ported to Amstrad CPC, BBC Micro, C64, Electron, & ZX Spectrum in 1990

 

Krusty's Super Fun House

First released for Genesis, NES, & SNES in 1992

Released for Amiga, Game Gear, & Sega Master System in 1993

Ported to Game Boy & PC  in 1993


Krusty's Super Fun House was originally designed as Rat Trap on the Amiga. What's not clear to me is if Rat Trap ever saw a commercial release. If it did, then the question is, was it reworked as Krusty's Super Fun House on Amiga first, or was that done on other platforms first and then ported back to Amiga?


Select chronology: 

 
 
Title Lead platform Date Contemporary ports
Graham Gooch's Test Cricket Commodore 64 1985-6 Same-year ports to various 8-bit computers
Impact ??? 1987 Same-year releases on Amiga & Atari ST
1988 ports to various 8-bit computers
Emlyn Hughes International Soccer Commodore 64 1988 1989 ports to Amstrad CPC & ZX Spectrum
Helter Skelter ??? 1989 1989 release on Atari ST
Same-year port to PC
1990 release on Amiga
1990 ports to various 8-bit computers
Loopz Atari ST 1990 Same-year ports to Amiga, Amstrad CPC, NES, & PC
1991 ports to Game Boy and various computers
Krusty's Super Fun House ??? 1992 Same-year releases on Genesis, NES, & SNES
1993 releases on Amiga, Game Gear, & Sega Master System
1993 ports to Game Boy & PC

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