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John Barnes European Football
|John Barnes European Football is a soccer (football) video game developed by Krisalis in 1992, endorsed by popular footballer John Barnes. The game resembles Krisalis' previous video game Manchester United Europe with a few new features and faster action. However, the game suffers from some gameplay glitches. It was released for the Commodore Amiga, Amiga CD32 and the Atari ST.|
STORY / GAMEPLAY
John Barnes European Football includes eight National Teams to select and play on a International Championship divided into two groups of four teams. All of the eight qualifying teams, and their respective players in 1992, are featured and John Barnes is, of course, on the English line-up. Being a predecessor to Manchester United football, Krisalis simply increased the game's speed by reducing the visible area of the pitch and added a number of new features such as improved pitch side scenery. The game also features diving headers, varying weather conditions and highly complex set piece. A nice addition introduced here is the lock mode of the ball: You hold the fire button while running towards one direction and point the joystick in another when you release the button and the ball goes in that direction. Also at the main menu you may select the match length, weather conditions or enable/disable the set-pieces of a penalty and a free kick. But, as with Krisalis' Manchester United game, the controls are a bit sluggish and it is hard to dribble with the ball whilst the opponents' tackling is precise. Also, it is nearly impossible to score when entering the penalty area, as the (computer controlled) goalkeeper truly dominates. The computer player is a too good to defeat and it gets frustrating when you have to struggle just to keep the ball out of your penalty area! So, this game is better in two-players mode as it more fun this way. GRAPHICS / SOUND
The game requires a 1Mb Amiga. The graphics are good with 29-30 simultaneous colors, but with several issues like the players' animation that's rather "jerky" plus the rather small gameplay screen as this makes things worse to set up any really good passing. The pitches though are well designed and carry a variety of nice details. The Amiga version is more detailed than the ST and the action feels better (or let's say, is less "jerky").
The title music is a really cool "dancing" theme and the in-game sound is even better. The crowd is lively and the effects are fully sampled, while there are are few short speech effects coming out from a player like he shouts "Here!" when he needs a good passing!
|CPU: Motorola MC68000 7.16 MHz|
MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM.
GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once).
SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs
|12bit RGB 4096-colors palette |
(32 to 4096 colors on screen)
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