Copyright/Publisher: Microcomputer Games Inc, The Avalon Hill Game Company,
Quest Inc., Rulebook: Bruce Shelley, Art Direction: William E.Peschel,
Software Director: Alan
Roireau, Prep. Dept. Coordinator: Phyllis Opolko,
Camera. Dept. Coordinator: Elaine Adkins,
Typesetting: Colonial Composition,
Printing: Monarch Services, Inc., Cover Art: Jim Talbot,
Release Year: 1985, Genre: American Football, Number Of Players: 0 to 2
An interesting aspect of this program is that it allows any two teams which have
appeared in a Superbowl final since 1966 to play against one another. Each team
remains faitful to its original squad, with the players' names and their season
summaries (averages, distances, completions, touchdowns etc) accurately reproduced.
As with all of the games reviewed in this piece, there is a one or two player
option. The former pits the player against an 'intelligent' computer-controlled
team, which in this case proved to be of considerable talent. Fixtures are contested
over 20, 35 or 45 minutes of realtime action, with the match beginning when this
selection has been made.
A comprehensive status display includes the current time, quarter, down, yardage,
ball position and the result of the last play. Although detailed, the list is very
straightforward with the current situation always accessible at a glance.
Pressing any key brings the action screen into view, with a list of 11 offensive
moves displayed - three sneaks, four rushes and three passes. The next necessary
choice is the scrimmage formation selection. There are three variations: pro-set,
three backs or four receivers, one of which is chosen to complement the particular
play. A quarterback and runner/receiver are then selected to complete the line-up.
A similar series of options is used to define the defensive movement. The initial
selection is between one of three basic defence patterns: run, pass or normal. These
are followed by 12 specialised defence set-ups, with play beginning when all options
have been chosen.
The action is displayed television style, with the sprites moving convincingly
and responding perfectly to your commands. Occasional human errors including fumbles,
interceptions, fouls and injuries further enhance the feeling of 'being there'.
One of Super Sunday's most appealing factors is the selection process' speed.
There's no waiting for the program to think or slowly print up a screen - the player
simply makes a selection and passes on to the next options sheet at whatever speed
he or she sees fit. The options are basically simple, but incredibly versatile, allowing
the player plenty of choice and scope.
The instructions are excellent, fully explaining the program's thoughtfully desinged
and beautifully presented workings. Add this and the superlative gameplay to the
fact that there are 40 teams of different capabilities (giving a total of 400 different
game), and you end up with something very near the American dream (the football
enthusiasts' variety that is.
Super Sunday is one of the easiest American football games to use, yet despite its
simplistic structure it contains every single element of the game. You take part
in every single play, with the outcome always dependent on your choice - not on a
random computer-generated element.
The computer provides a worthy opponent, even attempting a field goal when there
aren't enough seconds left fort a successful drive! Realistic graphics have never
really been achieved successfully in an American football program, but Super Sunday
gives you well animated graphics and a decent smattering of colour. Quite simply,
this is the most realistic and atmospheric American football game on the 64 so far.