10-Yard Fight

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AMG AllGame Guide:

10-Yard Fight

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Game Description

10-Yard Fight is a nine-on-nine football game viewed from an overhead perspective high above the gridiron. The action-oriented play involves marching your offense up the field to score points against a series of four computer-controlled defenses: high school, college, professional, and "super." Yet the points in 10-Yard Fight are not derived from traditional scoring rules. Certain actions you accomplish, from completing passes to achieving first downs, add to your overall point total.

10-Yard Fight's other notable feature is that you only control the offense. As quarterback, you can attempt forward passes, lateral the ball to your running back, or run with the ball yourself. If the defense intercepts a pass, you simply continue at a 20-yard deficit. You also have a time limit to deal with, which can be extended by converting first downs. Score within the allotted time and the game automatically advances to the second half. Score again, and you'll face a more challenging team with a shorter amount of time.
~ Scott Alan Marriott, All Game Guide

Roots & Influences

This game is one of the first football games to reach the arcade.
~ Brad Cook, All Game Guide

Review: Overall

Although released five years after the groundbreaking Atari Football, 10-Yard Fight was one of the earlier arcade gridiron contests. This voice-enhanced game is for one or two players, but play is alternating as gamers take turns quarterbacking their team against the CPU using the joystick to control movement and two buttons: one for forward passes and one for sideways passes. Throwing an interception results in a 20-yard penalty. The quarterback can run, but he can't hand the ball off. 10-Yard Fight is simplistic in the extreme (there are no teams or plays to choose from and no defense to play) with very few strategic elements, but it is a quickly moving action-oriented game fans of arcade-style sports will appreciate. The game's finely drawn look, overhead viewpoint and style of play influenced numerous football games to follow, such as John Elway's Team Quarterback.
~ Brett Alan Weiss, All Game Guide

Review: Enjoyment

Easy to learn, fun to play, simple straighforward game play concept.
~ Paul Biondich, All Game Guide

Review: Graphics

Players are detailed, and the field is enhanced with nice graphics.
~ Paul Biondich, All Game Guide

Review: Sound

Voice support enhances this early arcade title.
~ Paul Biondich, All Game Guide

Review: Replay Value

Not nearly as replayable as the {*VS.} version, but fun to plunk a few quarters in nonetheless.
~ Paul Biondich, All Game Guide

Review: Documentation

Not like it's needed.
~ Paul Biondich, All Game Guide
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10-Yard Fight
10YardFight arcadeflyer.png

U.S. arcade flyer of 10-Yard Fight.
Developer(s) Irem (arcade version)
Nintendo R&D1 (NES version)
Publisher(s) Arcade version
NES version
Platform(s) Arcade, NES, MSX
Release date(s) Arcade version
1983
NES version
  • JP August 30, 1985 (1985-08-30)
  • NA October 18, 1985
  • EU December 6, 1985
Genre(s) American football
Mode(s) Single player
multiplayer (2P alternating)
Cabinet Upright
Arcade system Irem M-52 hardware
CPU Z80 @ 4 MHz
Sound Sound CPU: M6803 @ 894.886 kHz
Sound Chips: (2x) AY8910 @ 894.886 kHz, (2x) MSM5205 @ 384 kHz
Display Raster; standard resolution 256 x 240 (Horizontal) 528 Colors

10-Yard Fight (10ヤードファイト Ten Yādo Faito?) is a 1983 American football arcade game that was developed and published in Japan by Irem and published in the United States by Taito and in Europe by Electrocoin. It is the first slightly realistic American football video game ever developed and released.

Contents

Gameplay

Screenshot of 10-Yard Fight (arcade version)

The game is viewed in a top-down perspective and is vertical scrolling. The player does not select plays for either offense or defense. On offense, the player simply receives the ball upon the snap and either attempt to run with the quarterback, toss the ball to a running back, or throw the ball to the one long distance receiver - basically the option offense. On defense, the player chooses one of two players to control, and the computer manipulates the others. The ball can also be punted or a field goal can be attempted.

10-Yard Fight has five levels of difficulty; from easiest to most difficult: high school, college, professional, playoff, and Super Bowl. If the player wins both halves of an "accelerated real time" 30-minute half at an easier level, the player advanced to the next level of difficulty, like a career mode.

Ports

The arcade game was later ported to the Nintendo Entertainment System by Irem first in Japan, and later published in North America and Europe by Nintendo in 1985. The arcade game was also ported to the MSX home computer also by Irem, but exclusively in Japan.

Differences between arcade and NES versions

While graphically similar, there were some fundamental differences between the NES and arcade versions of the game. The arcade version only sought to simulate the offense, with the team attempting to score a touchdown, which would ultimately lead the player to the next level. The NES version was developed to allow both defense and offense, as well as a simultaneous 2-player mode. However, this mode is flawed in that the 2nd (red) player retains the AI cheats, giving him or her an unfair advantage.[citation needed]

Reception

The Pittsburgh Post-Gazette called it the "patriarch of football games".[1] Sports Illustrated's Adam Duerson stated that while no one remembered it or could say what makes it great, it is worth recognition for the fact that it brought football games out of the Atari era, setting a simple precedent for future football games.[2] UGO Networks' Adam Swiderski called it "downright advanced" compared to earlier football titles. He added that while it looked neat and had a quality soundtrack, it didn't play like "real football".[3] The Columbia Dispatch's Nick Chordas said that it was realistic for the time, commenting that the players looked like real people.[4] N-Sider called it more like a racing game than a football game, due to the objective being racing for a first down to increase players' time.[5] Author Bj Klein, however, called it less realistic than Tecmo Bowl.[6] The Journal News' called it an "immortal classic".[7]

References

External links


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