arcade & simulation

Maximum-Football 2.0 is the latest and greatest release from the acclaimed sports management video game studio, Wintervalley Software. Bringing a whole host of new features like full Xbox 360 controller support, full DirectX 9.0 utilization, and scores of other upgrades and improvements, Maximum-Football 2.0 delivers on gameplay and fun like a bullet pass through double coverage. Like its predecessor, Maximum-Football 2.0 allows players to experience the thrill of managing a team in any league!

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dmmnd9
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arcade & simulation

Post by dmmnd9 »

This is my first post but I've been reading this forum for over a year and a half and cannot wait for the release. The only question I have about the game is this...what is included in the basic arcade-style gameplay? I grew up on the simulation of FPS football but also on the gameplay of Madden. How basic is basic? If my memory is correct FPS 98 had d-pad and 2 button controls. Are these the basic controls in MaxFB or are they a little more sophisticated than that? I had not seen this asked anywhere and was just wondering about it. thanks.
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David Winter
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RE: arcade & simulation

Post by David Winter »

The arcade play is a slimmed down version of the arcade play for NFL Fever 2000 (the only pc version they did). It has D-pad control over the movement of the player and buttons perform actions. When you want to throw the ball little icons show up over the receivers you can pass to and you press the button that matches the icon.

The slimmed down part of it is that due to the lack of animations, there are no spin moves or straight arms. You can side step but that's about the extent of the "arcade movements". Also, the passing isn't a case of holding down the button longer for a bullet or tapping it for a lob. When you press the button to throw, the normal coach mode engine takes over and the pass and reception (and defensive side of things) is handled by the same code as the coaching mode. So on screen player skill attributes take care of all of that. Once the ball is caught, then you control the ball handler.

Other arcade features people are probably used to like speed burts and button combination moves are not included.

On the defensive side of the ball you control whatever player you happen to select and move him around as you wish. To attempt a tackle you press a button. Then the normal coaching mode code is run to assess if the tackle was a success or not.

So that's pretty much it for the arcade mode. Fairly simple. No special button combinations to learn, no 'cone of vision' or anything like that. Fairly simple 1995-ish style arcade I guess. If there is a lot of demand for it I'll enhance the arcade mode. I play it myself but I admit it's not going to be anything close to what the hard core arcade football fans are used to or enjoy. And I knew that going into my decision to make a "basic arcade" play mode.
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Guderon
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RE: arcade & simulation

Post by Guderon »

David - Don't worry about the arcade mode! There's never been any shortage of arcade-style football games. There hasn't been a decent coaching-style football SIM since the FPS series died many years ago. You're filling a need with your sim - if people want to play arcade football, let 'em play Madden or suchlike! Please keep your efforts focused on supporting and improving the SIM part of your game. After following this forum since it moved to Matrix, I don't think very many of your customers will ever even try the arcade part - I know I won't.
brianpo
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RE: arcade & simulation

Post by brianpo »

David,

Actually, the slimmed down arcade play sounds great to me because it would seem to keep the games more statistically accurate. I can't wait to purchase it.

Brian
dmmnd9
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RE: arcade & simulation

Post by dmmnd9 »

I'm in agreement with brianpo, Madden gives too much ability to the player and it ruins statistics. I'm very excited about this basic arcade play, hope i didn't come off as a sim-hater due to my post. FPS baseball was this way in that if your hitter had a slow low contact rating and you swing exactly at the right moment, SOMETIMES you would get a hit. This game sounds like its gonna be the best mixture to date.
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Breeze
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RE: arcade & simulation

Post by Breeze »

To clarify...by "basic arcade mode" are we talking about any game that you actually play, controlling the team yourself?
frunky
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RE: arcade & simulation

Post by frunky »

ORIGINAL: Breeze

To clarify...by "basic arcade mode" are we talking about any game that you actually play, controlling the team yourself?

Yes

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frunky
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RE: arcade & simulation

Post by frunky »

I don't need any of those fancy spin moves and stiff arms. Maybe just jump over players but that's it,

I never liked how my friend could grab the crappiest and beat me by 40 points because he knows how to switch buttons like a madman.
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wheeljack12
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RE: arcade & simulation

Post by wheeljack12 »

I have a friend who thanks you. He was a big fan of sierra and will not play anything else (madden obviously) because the controls are too much for him.

ORIGINAL: David Winter

The arcade play is a slimmed down version of the arcade play for NFL Fever 2000 (the only pc version they did). It has D-pad control over the movement of the player and buttons perform actions. When you want to throw the ball little icons show up over the receivers you can pass to and you press the button that matches the icon.

The slimmed down part of it is that due to the lack of animations, there are no spin moves or straight arms. You can side step but that's about the extent of the "arcade movements". Also, the passing isn't a case of holding down the button longer for a bullet or tapping it for a lob. When you press the button to throw, the normal coach mode engine takes over and the pass and reception (and defensive side of things) is handled by the same code as the coaching mode. So on screen player skill attributes take care of all of that. Once the ball is caught, then you control the ball handler.

Other arcade features people are probably used to like speed burts and button combination moves are not included.

On the defensive side of the ball you control whatever player you happen to select and move him around as you wish. To attempt a tackle you press a button. Then the normal coaching mode code is run to assess if the tackle was a success or not.

So that's pretty much it for the arcade mode. Fairly simple. No special button combinations to learn, no 'cone of vision' or anything like that. Fairly simple 1995-ish style arcade I guess. If there is a lot of demand for it I'll enhance the arcade mode. I play it myself but I admit it's not going to be anything close to what the hard core arcade football fans are used to or enjoy. And I knew that going into my decision to make a "basic arcade" play mode.
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echolodge
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RE: arcade & simulation

Post by echolodge »

I assume there will be an option to just sim the action, i.e. call the plays and then see the result with worrying about arcade type control. Realistic simulation with super graphics is what I'm hoping for. So far, the graphics look good.
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Marauders
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RE: arcade & simulation

Post by Marauders »

I assume there will be an option to just sim the action, i.e. call the plays and then see the result with worrying about arcade type control.

Yes, that is coaching mode. Just call the plays and watch the action.
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RE: arcade & simulation

Post by CFL_FAN_7 »

football games. There hasn't been a decent coaching-style football SIM since the FPS series died many years ago. You're filling a need with your sim - if people want to play arcade football, let 'em play Madden or suchlike! Please keep your efforts focused on supporting and improving the SIM part of your game. After following this forum since it moved to Matrix, I don't think


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