'Speedball
2' is often cited as one of the best games on the Amiga. Is this future sports
title any good on the Mega Drive, or should you seek out one of the many modern
remakes?
Developed by Bitmap Brothers
Published by Virgin Games
Released in 1990
When an old game is reworked for a new platform
there seems to be two schools of thought: You can leave it exactly as it wasand let it shine by its own light. Failing that you embrace the modern. Youchange it so it takes advantage of newer technology; you rework the gameplay
throwing out anything archaic. In extreme cases (like 'Syndicate') this has
even meant starting from scratch, so only the name of the classic original
remains.
'Speedball 2' has been a game that has seen more
than a handful of re-inventions and every one of them were disastrous. The
PlayStation 1 version was ponderous and slow with ugly 3D graphics. The GBA
port had such a limited zoomed in view of the action that it was impossible to
play. 2007 saw 'Speedball 2 Tournament' on the PC which had such laggy controls that it was nearly impossible to beat the computer. Finally an iOS version fell
apart simply because using the touch screen didn't give precise character
control. It's telling that the best received of all the modern 'Speedball 2'
games are the ones that retro gaming fans will most easily recognise. The PS
Mini version of 'Speedball 2: Evolution' and 'Speedball 2: HD’ both retain the
2D game play although in both the graphics have been redrawn. As
Eurogamer notes, "3D revisits have never really hit the mark, and the most
recent revival's faithfulness to the original is a pretty good sign of how good
'Speedball 2' was in the first place."
According to Sensible Software's Jon Hare "'Speedball 2' is a classic sports game by one of the UK's greatest development teams of the 80s and 90s 'The Bitmap Brothers'". It first saw light of day on the Amiga. It presents a fictional sport that's an odd fusion of rugby and ice hockey with an ultra violent, futuristic twist. It has often been compared to the film 'Rollerball' but Mike Montgomery who designed the game claims this wasn't the intention. "I know 'Rollerball' was around at the time, but to be quite honest it was a coincidence more than an influence."
The game is of course a sequel, and like its
predecessor game play is viewed from over head. The player take control of a
team called "Brutal Deluxe" who are new to the Speedball league. On a
metallic enclosed pitch this novice team need to get more goals than their
opponent, but flinging the metallic ball past a goalie isn't the only way to
build a high score. With bonus points awarded by lighting up stars and point
multiplier ramps, 'Speedball 2' was certainly influenced by another hobby that
had a focus on ricocheting metal balls. "Yeah, it was based on
pinball" Montgomery admits, "Definitely pinball."
The most controversial way to win though was by assaulting the opposition. "We wanted people to be quite violent," says Montgomery. Every player on the pitch has a health metre and a player will collapse of violently tackles reduce this to zero. The result of this is the opposing team being given points and a substitution coming on. Once all three substitutes have been used the downed player has a worse fate; forced to play on at half speed and half strength. It's a brutal fictional sport and according to games historian Joel Snape "the satisfying violence of the tackles is a huge part of the appeal". Edge magazine once noted that" the foremost strength of 'Speedball 2' was the addition of arena furniture and new ways in which to score which encouraged strategic individuality during play". "We tried to make it more of a tactical game" acknowledges Montgomery "where goals mattered but there's other ways of scoring".
The most controversial way to win though was by assaulting the opposition. "We wanted people to be quite violent," says Montgomery. Every player on the pitch has a health metre and a player will collapse of violently tackles reduce this to zero. The result of this is the opposing team being given points and a substitution coming on. Once all three substitutes have been used the downed player has a worse fate; forced to play on at half speed and half strength. It's a brutal fictional sport and according to games historian Joel Snape "the satisfying violence of the tackles is a huge part of the appeal". Edge magazine once noted that" the foremost strength of 'Speedball 2' was the addition of arena furniture and new ways in which to score which encouraged strategic individuality during play". "We tried to make it more of a tactical game" acknowledges Montgomery "where goals mattered but there's other ways of scoring".
Critics universally adored 'Speedball 2'. Amiga Power labelled it the "ultimate future sport game - fast, brutal,
enormously playable." They even said it was the third best game on the
computer back in 1991. CVG called it "probably the best sports game
ever seen". However it wasn't just the Amiga version that was showered
with praise. According to Mean Machines magazine “'Speedball 2' is one of
the finest Amiga games ever and apart from minor sonic differences, the Mega
drive version is exactly the same." It was a thought echoed by Sega Pro
who thought the Mega Drive 'Speedball 2' "is a superb conversion
[...] violent, fast and very exciting".
The game plays identically to the Amiga version,
even down to having one contextual button which can perform all actions.
However, in a nod to FIFA the Mega Drive's remaining two buttons can be used to
perform specific pass and shoot actions if required. The "after
touch" feature that gave Amiga players precise control also has survived
the conversion, as Dpad button pushes make the ball curve after its
thrown.
Annoyingly though the failings of the Amiga game
mechanics also appear on the Mega Drive version of 'Speedball 2'. In two player
mode whoever is moving up the screen has an advantage since they can see more
pitch and the position of the goal far more easily. In one player mode you can
also steal victory with underhand tactics. Computer controlled goalies can't
avoid tackles from the side, so sliding into them while pressed against the top
wall always leaves an open goal. When the tournament rests of victory in a
match its hard to resist using the glitch to secure an easy win. However, like
most cheats in games to use them is to rob yourself of the enjoyment of playing
a game as it was intended.
People (in the UK at least) saw developers BitmapBrothers as Video Game Rock stars, mainly because they saw themselves that way.
They sold their games by selling themselves, suggesting to the public that they
were cool and successful by posing in front of helicopters in dark glasses and
leather jackets. According to Montgomery “it was written into the contract
that [publishers] had to promote 'The Bitmap Brothers' as much as the game, and
we had ultimate control over that." As a result the Bitmaps gained a level
of fame that developers of the period simply hadn't witnessed before.
The Original Pitch |
Every
game they made adhered to their edgy, modern image which ultimately led to
the studio's trademark "chrome" visual style. It was a striking
artistic choice designed to make their games unique in terms of aesthetics and
immediately recognisably "Bitmap Brothers". Dan Malone was
responsible for the look of ‘Speedball 2', a man industry hero Gary Carr
considers ‘the best pixel artist in the world, no question.’ This
game more than any other epitomises the iconic Bitmap Brothers
"chrome" aesthetic. "My earliest and most standout memory of
'Speedball 2' was figuring out how to draw and animate characters in force
plane view, in 8 directions and make them look good in relation to the actual
pitch and walls" Malone remembers. "The graphical look had to be something
original so we ended up with the polished futuristic style with an almost
cathedral everence, plus edge lots of edge!" Malone is understandably
proud of his work on 'Speedball 2' calling it his "best game". It's
something Montgomery agrees with. "There was a lot of games coming out at
the time but they weren't using the palettes properly they were quite dull you
know. 'Speedball's got those nice glossy shiny beautiful original
graphics." But for Dan Malone, there's nothing particularly remarkable
about the way he works his digital paintbrush. "I just want to hide
the pixels" he famously once said.
Thankfully Malone's gorgeous graphics have been
faithfully replicated on the Mega Drive pixel perfectly. The menus are
identical and even the majestic title screen, will be recognisable by anyone
familiar with the original. This is a blessing as game historian Duncan Harris
believes “Malone’s title screen for 'Speedball 2: Brutal
Deluxe' might be one of the greatest of any video game: a stadium in a
city of endless steel." According to Harris it sets up "a world of
tyranny and intrigue, a future world seething with corruption and violence, and
a sport in which everything has changed."
On the mega drive though, this futuristic sports is
played on a pitch significantly simplified when compared to the Amiga version.
It is a shame as a lot of the time most of the screen is predominantly one
colour; a grey floor on which characters chase a grey ball.
"People – journalists – often made jokes about
palettes back then" Malone admits. This incredible artist was even
christened the “monochrome guy”.
Excellent graphics and gameplay wasn't enough for a
Bitmap Brothers game though. "Our philosophy was that not only did the
game's visual style have to be the best, but so too did all the other
elements," Montgomery says. "Everything had to be great" and that
always included the music. People often talk about 'Speedball 2's
excellent sound track but the reality is the game has a total of 3 tracks
collectively lasting just six minutes. The most recognisable is naturally
the title music which was composed by Nation 12, who was actually John Foxx the
original front man of UltraVox. His music is edgy electronic and sets the tone
for the game perfectly. "I remember at the time becoming conscious of a
new generation taking computers and games and even coding as their primary
cultural currency – the first full generation to do that. This was a seismic
shift away from the way music had dominated previous generations. Now it was
all technology-based – so this generation predicted the future
perfectly."
At the time, approaching professional bands for
video game music was unheard of. "We came up with the idea one day and
thought we’d see if it worked out," say Montgomery. "We chose some
bands and contacted them to see if they were interested in working with us and
it proved fruitful." Foxx meanwhile was seduced by the arrogance of the
Bitmaps, sucked into the celebrity like so many game critics. "The
Bitmap Brothers philosophy was never articulated, it went without saying. You
either got it not."
The Mega Drives sound chip actually lends itself
well to Foxx's music, its brash synthetic sound seems ideally matched.
"The songs were always intended to evoke a world that the games might take
place in" Foxx recalls. "They set the stage and the atmosphere, just
as a movie theme sets up the world of the film. They were the gateway".
But there is such a thing as too much of a good
thing. Foxx's track was only used on the title screen in the Amiga original,
however now the song has become background music for every match on the Mega
Drive. It's a wonderful song in isolation but quickly becomes irritating when
played repeatedly. There's a reason why music can be turned off on the first
screen you see upon pressing start. However, without a backing track it's very
obvious how many of the Amiga's sound effects have been cut in the Sega
conversion. Players no long groan when tacked and the spectators are silent
unless a goal is scored. "In those days doing crowds was quite hard,
because of the memory constraints," says Montgomery "so that's why I
think they had to go in the [Mega Drive] console version". The
biggest audio crime though was removing an ice cream sales man. He used to be
heard calling for customers throughout the Amiga version, a fantastic idea by
Richard Joseph. "I remember, he came into the office and went 'Tell
me what you honestly think'" Montgomery recalls "and I went 'Wow,
that's incredible. That's going to make it fly.' And it really did. It's so
memorable!" It was silly, served no purpose but became an iconic part
of 'Speedball 2' and the Mega Drive version really loses its charm without
it.
"At our peak, when we were recognised, we
would have people shout "ice cream" at us in the street"
Montgomery recently admitted in the 'From Bedrooms to Billions' documentary. It
just goes to show the extent of the fame the Bitmap Brothers enjoyed, a legion
of fans that adored and still love their games.
"We are very lucky in that our titles have
done well and people recall them with fond memories," Montgomery recalls.
Amongst all their success though, 'Speedball 2' was this Rock star groups'
"gold disc". "I think we did over 1 million units over all
formats. It even sold well and Japan it's our biggest ever hit over there"
the designer once told Edge Magazine. "We were always extremely confident
in the game, it's strange to think that it only took us nine months and we had
such fun doing it!"
Modestly, Montgomery thinks the continued
adulation that 'Speedball 2' attracts is "humbling". "It's great
our games stand the test of time and are still considered by many as some of
the best ever." However, he believes he knows why people will always
prefer the original version of 'Speedball 2' over any later version. "I
think the problem has always been that the gameplay was designed for 2D,"
says Montgomery. "3D just doesn't quite work. It's supposed to be fast and
furious - you end up with a different game just to make it work, and that's not
really the intention."
Evidently when it comes to a masterpiece like
'Speedball 2' any addition is actually a subtraction.
The bundle of Mega Drive games I bought last year
had several loose cartridges, one of which was 'Speedball 2'. However, for a
game I had such memories of and still enjoyed today, a loose worn out tatty
labelled game simply wasn't sufficient. I found a complete near mint version
from 'Level Up' games in Canterbury, one of my favourite Retro Game shops. It
was a bargain at £8, though "mates rates" meant I paid less than
this.
Great review of one of my all-time favourites - with some well researched quotes and trivia.
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