REVIEWS COURTESY OF ZXSR

Headcoach
by Simon J.C. Davies
Addictive Games Ltd
1986
Crash Issue 33, Oct 1986   page(s) 114,115

Producer: Addictive Games
Retail Price: £8.95
Author: Simon Davies

As Head Coach, it's your task to manage an American Football team to the heady heights of success. You need to keep a keen eye on the player market, getting rid of useless players and snapping up the odd bargain. Careful study of other teams is also needed to select a squad to counter the strengths of the opposition and take advantage of its weaknesses.

Initially, you are given a choice of one of the twenty-four teams which are grouped in fours, in six divisions. There are four skill levels: novice, rookie, veteran and all-pro. A thirty-two player squad is made up of kickers, quarterbacks, running-backs, defensive-backs, line-backers, offensive linemen, tight ends, wide receivers and defensive linemen. Players are numbered according to their positions, with offense, defense and special team groupings listed on separate screens. The team lists display various information on each of the 1500 players in the program - age, skill rating, fitness and form. Trading, the equivalent of the British soccer transfer system, takes place on weekdays.

Before each game, the comparative strengths of both sides are detailed on the screen. The pitch condition and wind velocity are also given before kick-off - important when deciding which 'plays' to go for. The success of a field goal depends on the kicker's distance from the posts and his skill.

Matches are played out graphically on the green gridiron. Your team plays in blue against the opposition's black. A red bar across the top of the screen indicates how much of the game has been played. If a game is drawn, there's a tie-breaker in the form of extra-time - the first side-to score wins.

After the final score has been flashed up on screen, the results of the other matches are given, followed by the league tables showing each team's current position. This is sometimes followed by a news item suggesting new training techniques or that a player has become available on the trade market.

At the end of the twelve game season, six division winners plus one extra team from each conference enter the playoffs leading to the Superbowl final. A twenty day period follows, set aside for the six rounds of the College Draft in which about thirty players are available per round.

COMMENTS

Control keys: most of the keyboard used
Joystick: not really needed
Keyboard play: slow responses to input
Use of colour: very BASIC, only necessary to decorate the text
Graphics: mainly text, with a few pwetty pictures here and there
Sound: few spot effects, with an awful Yankee Doodle tune
Skill levels: one
Screens: field screen plus menus


On the whole I don't really get on with games like this as they are often too complicated, brain taxing or just badly presented - this is one such. Head Coach does not require a great deal of user participation so it's very hard to get into or play successfully - it gets quite monotonous. The program responds slowly to keyed input and there are long delays in between some screens because it's written in BASIC. The graphics are generally sloppy. The sound is also minimal - a few spot effects during the game and a few trashy tunettes on the title screen or when you win. On the whole I didn't find this game playable or compelling so I wouldn't really recommend it.


Well, it had to come sometime. How could anyone live without a follow-up to the mega Football Manager? Looking at Head Coach, I know that I certainly could. It's got abysmal graphics, and is very difficult to get into, especially if you're not heavily into American Football. Head Coach is fun to play, however, if you've got the time to get started and once into it I think it highly likely that it'll be a long time before you're out. Addictiveness is one thing that ADDICTIVE games do have, even if they are lacking in every conceivable technical detail. Worth a look if you're a real Am Foot freak, but otherwise, unless you really flipped over Football Manager, I'd recommend you stay away.


Now look guys! I knows a thing or two about American Footy, and you have quarters in the game. Head Coach doesn't! it also tells you that your next play is the last one of the game. This is just not on - American Football also has two minute warnings, throwing the ball out of play to stop the clock and time-outs. The game is inaccurate, and the player selection is terrible... I was unhappy to see that you can't pick individual players for each position, and you can't give players names. Head Coach is not only inaccurate, but terribly boring to play. If people buy this thinking that they are getting an American Football game, they'll be unhappy - it does nothing to enhance the image of the game in this country. Fancy an arcade Am Foot game? Get Superbowl. A bit more on the strategy side? You wouldn't go far wrong with the ARGUS game, but ADDICTIVE have got it all wrong.

Use of Computer22%
Graphics31%
Playability36%
Getting Started28%
Addictive Qualities36%
Value for Money32%
Overall33%
Summary: General Rating: Neither a very playable nor accurate simulation.

Transcript by Chris Bourne

Crash Issue 55, Aug 1988   page(s) 77

Armchair sports fans or strategy freaks. Call them what you will. One of the most prosperous products a mail order company could ever produce is a sports strategy game. Most of the majors have kept out of this genre (only Addictive Games continue), but what they're missing is one of the most dedicated and loyal computer gaming groups in the UK. Some of us dream of managing our own favourite soccer, American football or cricket team and with the aid of your Spectrum it's possible for your dreams to come true - well, almost. Ace sportsman and all round sports fan PHIL KING takes a look at the top sports strategy games around at the moment.

HEADCOACH
Producer: Addictive Games
Price: £2.99

Of all the sports to be imported into the UK over the past ten years, American football has been the most successful. Addictive's Headcoach puts you on the sideline of England's second most popular American sport (after basketball).

As the head coach of an up-and-coming team, you must try and build up a group of muscular meanies tough enough to win their division, get through to the playoffs and, hopefully, make it to the final objective: the Superbowl.

The player can choose to manage any of 24 NFL teams (what happened to the other four?). Teams consist of three squads: offensive, defensive and a special team for kicking. After looking at the players on sale, it's time to select the team for the match (pretty unrealistic, as normally all the players are on hand).

On the field, the player can choose between three offensive and defensive plays, and a field goal attempt (no punt option). This is where Headcoach really fails, as the real sport involves dozens of various recognised plays, as well as scope for specially designed moves.

The team in possession is allowed two downs for plays) in which to make ten yards (there are four downs in the real sport). This supposedly speeds up the game, but inevitably it leads to a very restrictive and (usually) low-scoring game.

Overall, Headcoach is a very inaccurate simulation. Even hardened fans of the sport (like myself) would be better off leaving it alone. Headcoach has a large following already, but with such a lack of realism it is very hard to see how anyone could gain the real pleasure and thrill of American football from playing it.


REVIEW BY: Phil King

Overall28%
Transcript by Chris Bourne

Your Sinclair Issue 11, Nov 1986   page(s) 34

Addictive
£8.95

Channel 4 has a lot to answer for and I don't mean its attitude to sex and violence. I'm referring, of course, to American football. Then again, maybe I do mean sex and violence! if you're into padded shoulders, American accents, macho men and bodies piling into each other with a steamy entwining of limbs, you're either a Dynasty or a Gridiron freak. If it's the latter, this could be just the s(t)imulation you're looking for. At least it means that you can make touch downs without the Refridgerator crushing you to the dimensions of a cardboard cut-out.

'Head Case' might seem a more appropriate name for people who wear crash helmets and like smacking into each other. But Head Coach is a game for the brain. It bears a strong resemblance to its soccer equivalent Football Manager, and the aim is to compile your best squad to go out and win the championship.

You have one team to pick from one of the six divisions in the AFC or NFC east, west or central sections. There are four skill levels - novice, rookie, veteran and All-Pro. You'll soon know if you've come in at the wrong level - you'll be boshed out of sight!

Your season's success is largely based on tactics and the experience you build up. You must assess the strengths and weaknesses of your squad by looking at their ages and positions. But it might take you some time to unravel the jargon. If you don't you won't be able to capitalise on the pre-season transfers the other teams offer you.

As American football continues to strengthen its grip, there'll no doubt be more impressive and probably flashier Speccy simulations. But in the meantime, Head Coach does the job. Only it rather lacks the glamour and glitz (and I don't just mean the Cowboys' Cheerleaders) that add to the fascination of the real thing.


REVIEW BY: Rick Robson

Graphics7/10
Playability7/10
Value For Money9/10
Addictiveness8/10
Overall8/10
Transcript by Chris Bourne

Sinclair User Issue 55, Oct 1986   page(s) 69

Label: Addivtive Games
Author: SJC Davies
Price: £8.95
Memory: 48K/128K
Reviewer: Brenda Gore

If 'The Fridge' brings to mind a 20 stone colossus who goes by the name William Perry, then you are likely to be part of a fast growing band of American Football fans. The popularity of this game has grown enormously over here in the last few years, mainly due to its coverage on Channel 4. The sport now has its own magazine, a league of clubs and an increasing number of players and supporters.

Addictive Games, the Bournemouth-based software house responsible for the immensely popular Football Manager, has turned its attention to American Football. The result is a game every bit as gripping as its predecessor.

Head Coach, by SJC Davies, follows the same format as Football Manager. You are the manager of an American Football club in one of six regional divisions. Your aim is to steer your club to the regional championships, thus qualifying for the Super Bowl play-offs.

There are four skill levels: novice, rookie, veteran and all-pro. Beginners are well advised to start with novice.

Having chosen your club, such as the New York Giants or Dallas, you then pick your team from a squad of 30-odd players. Don't be put off if you know nothing about the game, the positions and the tactics soon become clear. Running backs, tight ends, charter backs and kickers are different from goalkeepers, wingers and strikers, but similar principles apply.

You have to select both an offensive and defensive team, taking into account the form, fitness and ability of the various players. If you select an illegal line-up, such as two quarter backs, the program will point out your error and let you choose again.

Information about the opposing team is provided by scouts, but the accuracy of these reports varies during the 12 match season.

Once you've got your team, the match begins. This is shown on screen in a manner familiar to all Football Manager devotees. The two teams line up on the pitch, initial possession depending on home or away advantage. If you have possession, you can choose between passing the ball, going for a rush, attempting to gain short yardage or kicking for goal. If you are defending, you choose the tactic which you think the other side will take, or adopt a general defensive posture.

Passing the ball offers the greatest hope of scoring a touchdown, or gaining a substantial amount of yardage, but it also has the greatest chance of losing possession. The unexpected tactic can also be extremely successful, such as deciding to go for a rush when the opposition is set up for a pass.

An expert kicker is vital, though you need to be reasonably close to your opponent's goal in order to be successful. It is a tremendous thrill to kick a goal with the last play of the match when you are nine to seven down. It is surprising just how much adrenalin you can generate while guiding your team to victory - or defeat.

After each game you can strengthen your squad on the transfer market. Other clubs may offer players in return for a member of your team. They're not stupid, though, and any attempt to trade a no-hoper for a star is almost certain to be rejected.

At the end of the season, the divisional winners and a small number of wild card teams will be invited to the Super Bowl play offs. This is organised on a knock-out basis, the winners being accorded the accolade of Super Bowl champions.

After the Super Bowl, you get up-dated information about your playing squad. Some of the older players will retire and some of the younger players will improve their performance.

Then, you will be offered the chance to fill some of the gaps from the college draft - a new intake of players from the college system - before embarking on your second season in the game.

Head Coach is a must for everyone who enjoyed Football Manager. It should also appeal to all American Football fans.

For those who know nothing about American Football, Head Coach provides an excellent introduction to the game and now it works. Go for it.


REVIEW BY: Brenda Gore

Overall5/5
Summary: A must for all sports fans. If you thrilled to Football Manager, this one is unquestionably for you.

Transcript by Chris Bourne

Sinclair User Issue 67, Oct 1987   page(s) 86

Label: Addictive
Author: Simon Davies
Price: £2.99
Memory: 48K/128K
Joystick: none
Reviewer: Tony Dillon

It was that day before the first of the play-offs. We'd had a good season so far and were determined to win through to the Superbowl. As coach, it was all down to me to decide who was going to be playing and what tactics were to be used. Sounds like a nightmare, don't it. Headcoach is a sort of a yankee Football Manager. It's entirely menu-driven and you have to take the part of headcoach or manager of your favourite team and try to play then through to the big 'S'. Before each match you have to decide which players will be playing and in what position. Then if that ain't enough, between each play you have to choose the tactics. Phew!

Headcoach is brilliant. Anyone who misses it at this price is a real fumbler.


REVIEW BY: Tony Dillon

Overall8/10
Summary: An excellent and deep strategy program now released on budget that will appeal to Am-Foot fanatics as well.

Transcript by Chris Bourne

C&VG (Computer & Video Games) Issue 61, Nov 1986   page(s) 50

MACHINE: Spectrum
SUPPLIER: Addictive Games
PRICE: £8.95

Have you got what it takes to win the Superbowl? If you're smug enough to say: "Yeah, of course," then you should try Head Coach. It's a humbling experience.

Kevin Toms and his Addictive Games outfit are trying to do for American Football what Football Manager has done for UK soccer. Will the U.S. version sell for as long as Kevin's original? Only time will tell - but there's no question about the time, effort and detail that programmer Simon Davies has put into this strategic simulation.

Head Coach is entirely menu driven. You begin the game at the master menu which allows you to do stuff like check your offense and defence line-ups, check skill levels, or simply go to the next match of the season. Oh yes, when you first start playing you can choose which team you wish to manage from the several divisions.

For the first "season" you are given a team to play with. Subsequent seasons allow you to actually set up a team of your own from scratch. You choose your offensive and defensive line-ups for the each match after checking up on your Scout's report of your next opponent.

Getting the balance between offense and defence is crucial to success - so study your scout's report well.

Once the team is established it's out onto the astroturf for the action. This is depicted in similar fashion to that other popular U.S. Football game from Mind Games - you see the grid iron pitch and tiny players dash about on it at your command.

You have a limited choice of defensive and offensive plays which appear in menu form at the bottom of the screen. This is where your scouting report comes in useful should have a good idea what plays the opposition are likely to use against you. But beware - sometimes they throw in a surprise or two.

The irritating thing about this part of the game is that you only get two chances to move the ball ten yards - rather than four as in the real game.

Addictive say this is to speed things up. But sometimes you get carried away planning your game plan to the real rules that it's a real jolt to find your out of it after just two moves!

During the game you can also call up info on how your game plan is working out your moves failed or succeeded. This helps if you find yourself in a tight spot.

After the match is over it's back to the master menu where you can check up on your game statistics.

At this stage you also get offered other players by other learns in a trading sequence - but you can't palm just any old player off on your opposition, your offer can be rejected. And don't take just anyone from the other teams either. Check their statistics before agreeing to anything! This is a useful stage if you've got an injured player in your squad.

The aim of the game is, of course, to reach the Superbowl. To do this you must win your division, get into the playoffs, emerge successful from this stage and go for the big one!

It's a long hard road and fortunately you can save the game at any stage.

After the first "season" you move into the "college draft" stage which enables you to rebuild your team during the off season. This is quite a tricky stage -again menu driven. Then it's back to the action again.

Only a couple of gripes - the two "downs" instead of four, irritating music and it would be nice to have a few real player names in the line ups instead of made up ones.

Head Coach will appeal to American Football fans with strategic minds and owners of Addictive's other classic soccer simulation. But there's STILL room for a decent arcade American Football game. Are you listening out there!?


REVIEW BY: Tim Metcalfe

Graphics7/10
Sound5/10
Value9/10
Playability9/10
Transcript by Chris Bourne

Your Computer Issue 10, Oct 1986   page(s) 47

Spectrum
Addictive Games
Strategy
£8.95

With American football booming in the U.K., it was only a matter of time before someone released a strategy game based on running a team; and who better than Addictive Games, producer of the now legendary Football Manager?

Fans of other strategy by Addictive Games will soon feel at home with the set-up of Head Coach, to the extent that knowledge of the game is by no means essential; the small but informative manual gives a glossary of what's what.

Play is divided into three sections - choosing the team, playing a match, and examining statistics. Unlike an English soccer team, an American football team can have anything up to 50 players, with specific players for offence, defence, and field goals.

Once you have chosen which team you wish to represent, and at what level, the season starts in earnest. Before reaching the Superbowl, you must play no fewer than 15 matches, beating the likes of the Chicago Bears - and crushing the Fridge.

Criticising a game such as this is all too easy but in many ways Addictive has tackled a difficult job well. Why each play has only two downs, rather than the more usual four, I am not sure, but that is only a minor detail.

In the match simulation, there are four offensive and four defensive options, although extras, such as punting, have been omitted. Head Coach is not everything it should have been but for the off-season it should provide a few weeks fun.


REVIEW BY: Francis Jago

Graphics2/5
Sound2/5
Playability4/5
Value For Money4/5
Overall3/5
Transcript by Chris Bourne

ZX Computing Issue 32, Dec 1986   page(s) 43

Addictive Games
£8.95

A superb game from the company famous for and in the some style as their Football Manager game.

The objective is to win the superbowl. To do this you must first win enough games in the twelve-week season to earn a place in the playoffs and then to fight your way through the first round to the conference championship and finally the Superbowl.

The game starts with you entering your team division number and then selecting your team. You then play a match in a style similar to Football Manager. Although the graphics are two dimensional you have real control over your players unlike other football manager type games, making it not only a game of strategy but also a game of skill.

After I lost the first game that I played I was shown the week's playoff scores of all the other teams. Occasional news bulletins gave me efficiency ratings of my team. Team managers sometimes contacted me and made various offers and contracts to buy, sell, or swop my players. The number of options, detailed instructions and sheer fascination of planning for success makes it a game that I would recommend to anyone, even if they did not know about American Football. I particularly liked the instructions which are both informative and educational.

The game is well worth the money, and is a great introduction to this type of strategy and simulation game.


OverallGreat
Award: ZX Computing Globella

Transcript by Chris Bourne

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