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Game info


DeveloperDino Dini Productions
PublisherVirgin Games
Reviewed byndial
Kick Off was a revolutionary product, but Goal was what Kick Off finally wanted be. Goal is similar to Kick Off in many ways, yet totally different in others. It is very playable, even more so than the Kick Off 2, and the more you play, the better your moves become. The game was released on the Commodore Amiga, Atari ST/E and the Sega Megadrive/Genesis.
Goal!The game offers three different modes: a normal zoomed in view and also a wider zoomed out view, plus the standard setting where the computer swaps between the two views. If already played the Kick Off series, then you would probably be familiar with the zoomed in view. But what is really added here is that, you can play Goal! horizontally or vertically!
From the initial menu screen, you can enter into league or cup competitions or participate either single or two-player mode. Each team has it's own characteristics, and players possess their own set of stats: stamina, handling, speed and so forth.
The control systems as a whole seems to have changed slightly, but it still keeps the simplicity and playability that was such a feature of the Kick Off series. Replays have also been given a new look with the ability to play, stop, rewind and fast forward the action.
Pitches can be selected (or randomly introduced) with different surface such as wet, muddy and ....Wembley-style, each playing a significant role to the ball control and player's movement.
Playability remains as fast and frantic as usual and the addiction factor is still at a high level!
Of courses there are a few glitches here. Ball tends to travel too far, and (as with all Kick Off games) ball control becomes too difficult and dribbling with the ball is near impossible.
Although it's quite difficult ball control, Goal keeps the adrenaline gushing!

Goal's graphics are noticeably better with improved animated players that are positioned in a well drawn football stadium with athletic running track and several (Adidas) sponsoring boards. The free kicks, corners, goal kicks and throw-ins have also been changed for the better too. Pitch side detail is looking better too. The sound effects have been improved to further enhance the atmosphere of the game, including sampled roars and gasps of the crowd and the usual SFX of kicking the ball, whistles etc.
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Gameplay sample
Hardware information

Amiga 500/500+

Amiga 500/500+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
The Amiga 500/500+ (default) color palette
12bit RGB 4096-colors palette
(32 to 4096 colors on screen)
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