Speedball II is the sequel of the extremely popular Speedball, a futuristic handball-style sports game that takes place somewhere in the future. Speedball II offers better graphics and sound while the gameplay remains at high standards! The game was released for the Acorn Archimedes, Atari Falcon, Atari ST/E, Amiga, PC (DOS) and some video game consoles.
STORY / GAMEPLAY In Speedball II, there are two teams of nine cyborgs: a goal keeper, defensive players and attackers. In both ends of the metal stadium there is a goal post that looks like a "cave" and on the sides there are two warp holes, transporting the ball from one hole to the other! There are also four electro-dromes, which reflect the ball when contact is made. In the center of the pitch is the ball launcher. From here, the solid steel ball is launched towards a random direction whenever a goal is scored (as well as at the beginning of each match). The game is different from its predecessor and now the winner is not the person who scores the most goals, but the team that manages to clock up the most points. Each goal scores ten points and further points can be gained by beating the other side and collecting various bonuses that appear randomly. The gameplay is very addictive and this game is surely a quality product for its time!
GRAPHICS / SOUND The game is a direct port from the Atari ST (the original) version and thus the graphics look almost identical (as the Amiga version!) All stadiums are nicely drawn with metal-style backgrounds and the sprites move extremely fast and smooth. But still I would expect a few more additions here in terms of colors, as the Archimedes (and the Amiga) can handle more than 16 colors on-screen. The sound scores higher, and is much improved compared to the original (Atari ST), with sampled crowds, players grunting and groaning as they get beaten while a commentator shouts out "Replay!" and "Get Ready". You may notice even a vendor yelling "Ice cream, Ice cream" in the crowd! The game also has a wonderful intro tune at the main menu!
In-game music sample:
CPU: CPU: 32-bit RISC architecture ARM2 8Mhz (A300 and A400 series, A3000) ; ARM3 25/33Mhz (A540/A5000/A4) ; ARM250 12 Mhz (A3010, A3020, A4000) MEMORY: 1-8Mb RAM GRAPHICS: 12bit RGB palette (4096 colours) (12-bit) supporting 16 hardware palette registers. Resolutions from 160x256 to 640x512with with 4, 16 or 256 colours on screen. Also supported 1152x896 with 2 colours. SOUND: 8 channels 8 bit logarithmic with 7 independent stereo positions