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- u
- P E E W E E H O C K E Y
-
- by Dale Holden
-
-
- THE STORY: It's a snowy Saturday
- morning at the local hockey rink in a
- small rural town. Because of the
- storm blowing outside (and the fact
- that the C-64 has only 8 sprites),
- only 6 players and 2 goalies show up
- for practice. So, they split into
- two teams, to play "Shinny" until
- they drop.
-
- Your younger brother, who didn't
- bring his skates, leans on the boards
- at center ice and throws the puck
- onto the ice for faceoffs. He'll
- call offsides if they want, but
- that's about it. There are no
- slapshots, high sticks or fights,
- just kids having a good time,
- pretending to be their favorite
- hockey star -- the way kid's hockey
- was meant to be played.
-
- THE GAME: You view the rink from
- the South end looking North (bottom
- of the screen to the top). You can
- control any player (with Joystick 1
- or 2) and the goalies (with Joy 1, 2
- or keyboard), depending on how you
- set up the players. The computer can
- play any or all of the positions. Up
- to 3 people can play at once (one on
- each joystick, and one on keyboard
- playing goal). You can play on the
- same team or against each other.
-
- You can set the speed of the
- hockey players, the reaction speed of
- the goalies, whether offsides
- are called, and even a directional
- puck (see section on puck direction).
- Each game is in three five-minute
- periods.
-
- SPEED: the game settings are SLOW,
- FAST, and 2FST (too fast). These
- affect how fast the players and
- puck travel.
-
- GOALIE SPEED: this determines how
- fast they react as well as how fast
- they move.
-
- The hardest skill to learn will
- be skating. As you begin to skate in
- one direction, you build up speed
- and momentum. If you turn, you will
- lose speed, but your momentum will
- still carry you in the original
- direction. If you try to reverse
- your direction, the player will slow
- down, stop, turn, and then slowly
- start in the new direction. The
- secret is to make "the big circle",
- i.e. gradually turn toward the new
- direction at high speed, so that you
- maintain your speed, and stay up with
- the play. Try to avoid a lot of
- stops and starts and bumping other
- players or you will end up trailing.
-
- Try the following for a good
- beginner's game:
-
- 1. Set the BLUE CENTER to JOY#1
- 2. Set the other players to JOY#2
- 3. Goalies on SLOW COMPUTER control
- 4. Set game speed to SLOW
- 5. OFFSIDES to NO
- 6. PUCK to DIRECT
-
- PRACTICE: here you can practice
- skating, passing, and making turns
- and moves. Press F1 to quit then set
- speed to FAST and try again. Take
- some shots on the goalies to see how
- they react.
-
- DEMO MODE: to see how the game is
- played, set all the players and
- goalies to COMPUTER control, and let
- them go at it. If you want
- continuous play, put a book on the
- SPACEBAR, or tape the BUTTON on JOY#1
- down. This will start the faceoffs
- automatically.
-
- FACEOFFS: Pressing the SPACEBAR
- or JOY#1 BUTTON will start the
- faceoff. The ref throws out the
- puck. When it lands at center, it
- will bounce in a random direction,
- and the play starts.
-
- TEAM COLORS: Each team can have
- up to three sweater colors. The BLUE
- team can choose: DARK BLUE, LIGHT
- BLUE, or PURPLE. The RED team can
- choose: DARK RED, LIGHT RED, or
- ORANGE. The purpose of this is so
- humans can tell their team-mates from
- their adversaries.
-
- When the menu is shown, the BLUE
- team has the three different colors,
- since the Center and Winger are
- humans, and the Defense is computer-
- controlled. The RED team are all set
- to the same color since they are all
- computer-controlled. This is only
- the default. You can choose any
- combination you wish.
-
- SCROLLING: the screen will scroll
- up or down any time the puck crosses
- one of the two BLUE lines.
-
- OFFSIDES: If this option is
- chosen, the play will be whistled
- down if a player enters the offensive
- zone before the puck enters, and he
- touches the puck. If an opposing
- player touches the puck first, the
- offside is waived. There is no
- icing, or 2 line pass calls.
-
- The computer controlled players
- will attempt to stay onside, but
- their momentum will carry them over
- the BLUE line. So you must time your
- pass or move so they are onside when
- you cross.
-
- BODY CHECKING: When two players
- collide, they are forced back in
- opposite directions. This can be an
- advantage or a disadvantage,
- depending on the proximity of the
- puck. If the puck is close, you may
- want to negate your momentum this
- way.
-
- OFFSCREEN: The screen follows the
- puck! If you are scrolled off the
- screen, you'll have to skate blindly
- back into view. If you're bunched
- with other players, you might have a
- hard time doing this.
-
- CATCHING AND CHECKING THE PUCK:
- Your player can only catch the puck
- with the bottom third of his image.
- You can't always catch the puck with
- the end of your stick, so try to
- place your body in the puck's path.
- If another player has it, try to
- place your player where he has the
- puck. Remember, the puck will change
- position as he turns. If you are
- chasing the player from behind, you
- can snatch the puck off his stick if
- he moves his stick closer to you.
-
- CARRYING THE PUCK: The same
- principles apply when you are
- carrying the puck. You can turn in a
- direction that will keep the puck
- away from your pursuers. Or, you can
- hand it right to them if you turn the
- wrong way. This can also work to
- your advantage. If you hold the
- puck out to an oncoming defender,
- then you can spin away as he
- approaches, and beat him to the net.
- This takes some practice to master.
-
- PLAYING POSITIONS: WINGERS -
- their main role is to catch breakout
- passes, and score goals. They rarely
- go into their own defensive zone, but
- they do go deep into corners on the
- offensive zone to check and dig out
- the puck. This is the easiest
- position to play and is a good
- starting point.
-
- CENTERS play the entire rink, and
- are expected to score, set up goals,
- and help out defensively in front of
- their own net. They have to check
- the other center, and make the right
- passes. Center is a much tougher
- position to play.
-
- DEFENSE - stay between the puck
- and their own net, and move the puck
- to the centers. They rarely go far
- into the offensive zone, which is the
- toughest spot to play, and best left
- for experts. Even the computer has
- trouble staying in front of the
- oncoming player.
-
- GOALIES: When controlled by the
- computer, they play the angles. That
- is, they stay close to the side of
- the net the puck is on. At SLOW
- speed, they can be beaten by shooting
- to the opposite side of the net. In
- other words, if you are on the right
- side of the net, shoot to the far
- left side. At FAST speed, they are
- much harder to beat, and at 2FST,
- practically impossible to beat "far"
- side. They will give up goals on the
- "short" side, on occasion, if they're
- not right up against the post. You
- can poke it under them if you can get
- really close in.
-
- KEYBOARD CONTROL: the RUN/STOP
- moves LEFT and COMMODORE key moves
- RIGHT. These keys were chosen as
- they are interfered with the LEAST by
- JOY#1. If a player continuously
- holds JOY#1 in one direction, this
- may stop the keyboard from being
- read, so a little cooperation is
- needed if 3 people are playing.
-
- PUCK DIRECTION: The puck will
- travel in the direction the shooting
- player is facing when he shoots.
- There are 8 directions: NORTH, NE,
- EAST, SE, SOUTH, SW, WEST,NW. If you
- choose the +COLOR option instead of
- DIRECT the puck color will cycle:
- GREEN (left) to BLACK (straight) to
- YELLOW (RIGHT), then black, green,
- black yellow etc. This means that
- the puck will travel one direction to
- the left (if GREEN) or one to the
- right (if YELLOW). For example, if
- you are traveling NORTH, and shoot
- the puck when it is YELLOW, the puck
- will go NE. If you waited until it
- was GREEN, it would go NW. If you
- shoot when it's BLACK, it would go
- NORTH. This allows you to skate in
- one direction, but pass or shoot in
- another. This is a useful skill, but
- very difficult to master.
-
- HINTS & TIPS: Watch a couple of
- games in DEMO mode, and note how the
- players play their positions.
- Although there is a lot of RANDOM
- movement, there are certain
- tendencies that you can take
- advantage of. Know where the winger
- is for an outlet pass, and when the
- center is likely to dump it in front
- of the net for you. Stick to the
- EASY options (SLOW, no offsides etc.)
- until you get a feel for the game.
- Experiment with your moves and
- skating, and get your buddies to play
- Winger and develop your own plays.
- Need more of a challenge? Speed up
- the opponent's goalie. Try
- controlling more than one player at
- once, or the whole team, including
- your own goalie! If you can play
- 2FST, with +COLOR, and stay up with
- the play, I want you on my team!
- Bring your own skates.
-
- DH
-
-
- AFTER-NOTE: In 1993, LOADSTAR had a
- CodeQuest contest. I was sure Sea to
- Sea would be in the money. But alas,
- Dale submitted this exquisite program.
- But, all in all, I have to hand it to
- him. Getting so many features, so much
- joystickery, so much realistic hockey
- action on a C-64 is worthy of a great
- prize!
-
- Thanks, Dale!
-
- DMM
-
-
-