Commodore User


Superstar Ping Pong
By U. S. Gold
Commodore 64/128

 
Published in Commodore User #39

Superstar Ping Pong

Say the words ping-pong to a dedicated table-tennis player and he'll probably batter you with his bat. But mention the name Desmond Douglas and he'll get excited - the rest of us will shrug our shoulders and say, "Who?" So ping-pong doesn't line up with Himalayan hang-gliding as a big thrills sport, nor does Superstar Ping Pong make much impact as a simulation.

Ping-pong was one of the first games to be computerised way back in the days of games consoles. And US Gold's offering is just a souped up version of the good old plink-plonk scenario.

Superstar Ping Pong gives you plenty of plink plonk but tries to liven things up with classy graphics, a jaunty tune and a whole load of playing options. Unlike Imagine's Konami conversion, this game offers you a choice of two views: side view or end view, and more importantly, a one or two player option and a 'too tired' option where you simply watch the computer play itself - pretty pointless.

Superstar Ping Pong

Before you start playing, there's a number of shot attributes you can set up. Both players are assigned a total of twelve points which must be distributed as you see fit amongst five factors: smash, forehand, backhand, reaction time, speed and endurance. This sounds impressive but, however I set the values, I saw no noticeable difference in my play - er, when I actually managed to hit the ball.

Apart from that lot, you can set the number of games needed to win, whether your change ends after games, and the three speed levels. Those are: beginner, normal and hyperdrive. Funnily enough, the faster the ball goes the easier it is to hit. Both bats are joystick controlled and there's a vast selection of just two shots: forehand and backhand. Like most pling pling games, the direction the ball takes depends on which part of the bat it hits and also whether you're playing forehand or backhard. When preparing to serve, you'll see the ball move continually to and from your bat - reminded me of a yoyo. Time your serve to get either a fast and straight serve or a bouncy and loopy one. And that sums up the skill factor in this game.

My main criticism, apart from my problems in hitting the ball, is the speed at which your computer opponent serves. You've just been left sprawling at the far side of the table by a dazzling cross-court backhand and the computer immediately serves to the other side - nasty.

I reckon if you worked at it long enough, you might even achieve a string of shots in this game and one day you might beat the computer. But you've probably got better things to do.