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Legends Football '98 continued He Takes
the Snap Another playability problem is gamepad control. It seems the game was originally designed for use with a Gravis Gamepad and its colored buttons. When receivers run down field, the words blue, red, green, and yellow appear below them, and pressing the corresponding button throws the ball. According to the instructions, using a different gamepad (like a Microsoft Sidewinder) is supposed to change these labels appropriately, but it doesn't work. Only in the manual can you find that pressing the Sidewinder "A" button corresponds to the word "red" onscreen. No problem for me. I just plug in my reliable Gravis, and it works great. However, those without Gravis gamepads might end up punting their PCs before the game is finished. Moving Up
Field Another quirk is season simulation. Legends, like some other titles, simulates every game of the season not played by humans. The problem, as in those other titles, is that it takes nearly 15 minutes on a Pentium 200 MMX for the simulation to finish each week, and after 15 minutes, the scores are generally no more accurate than picking numbers out of a hat. They certainly don't reflect the scores from the real world. A better solution would be to calculate realistic scores based on overall team strength and save some time. The production values are very good, including the pregame menus, which are quick and intuitive. The opening music is the best I've heard and accurately reflects the particular era (big band to hard rock). Team logos, uniforms, pregame stadiums, and helmets are all authentic and well-rendered. The in-game graphics are also good--but not spectacular. I expect that 3D will play a big part in future games, but Legends relies on good old sprites (the wishbone of graphic representation). The players are a bit blocky and the stands are flat, but the overall presentation is good. The snow effect is especially impressive, with snow building gradually on the field as time progresses.
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