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Game info

Sierra Soccer

Sierra Soccer
Reviewed byndial
Sierra Soccer: World Challenge Edition is a pretty nice football game released only on the Commodore Amiga. All the National sides are supposedly fictious, but they have been inspired by the real sides.
Each player and each team have a pile of statistics based on skills such as tackling, attacking, pace, stamina etc. Before a game, there are displayed on a screen, and you have the option to change your tactics and formation before or during the game. Kicking takes place vertically but in a slightly angled birds-eye-view this time, with the section of the field scrolling neatly in all directions. The game adopted the tried and tested Sensible Soccer goodies and added some extras, especially regarding the visuals. The play is quick and the controls work in a similar fashion to Sensible Soccer. The aftertouch, short and long passing work fine, but the major problem with the game, particular in two-player mode is the way the ball is almost glued to the player's feet.
Tackling seems to be limited to the long slide - it's difficult to muscle in and take the ball off your opponent. Since the position of the relatively small but reasonably animated sprites in relation to the ball is sometimes difficult to estimate, despite the genre-typical arrows, it still takes some practice to move your players using the stick to make proper passes, shots on goal, headers or tackles. Receiving the ball is also relatively tricky, the handling problems are partly due to collision detection issues found. There is a replay function as well as a small statistic that appears at half-time and after the final whistle. If a player is fouled in the box, or the two teams have drawn after extra time, you get the chance to use the remarkably easy penalty system A cross-hair alternates between the posts and you have to tap the fire button when it’s in a position to miss the goalie and hit the back of the net.
Sierra Soccer is a pretty nice footy, with well matched atmosphere, although the few glitches described above.

The graphics themselves are fine, although I would expect some more detail at the surroundings which is in pseudo-3D, but are enhanced by some other nice details. For example, the referee runs after the sinner after a big foul and elegantly pulls out the colored card, or the team doctor rushes to the player who is lying on the ground, who then leaves the field on a stretcher. The game's visuals (though a bit empty) look fantastic, and they have a humorous style combined with some incredibly smooth and fast action!
The game's sound is soccer classic and consists of sampled crowd cheers, tinny jeers for fouls as well as decent sounds for kicking the ball while passing or shooting. A few bits of English voice acting and digitized sound FX come out of the speaker, which are very similar to those from Sensible Soccer too.
  • Sierra Soccer
  • Sierra Soccer
  • Sierra Soccer
  • Sierra Soccer
  • Sierra Soccer
  • Sierra Soccer
  • Sierra Soccer
  • Sierra Soccer
  • Sierra Soccer
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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