THE DREAM TEAM Review Whenever I play a review copy of a game, I pull out a stack of 3 by 5 index cards. As soon as I think of something that I might want to say in my review, I write it down on a single line of the card. Usually, I have very few facts; most of my review is written from my memory and opinions. But, after just five minutes of playing THE DREAM TEAM (which is a three-on-three basketball game), I already filled four of these cards with nothing but negative comments. Normally, I don't get upset with installation programs. But of course, this one was an exception, or I never would have said anything in the first place. There are a total of 5 low-density 5-1/4" (360 K) disks, although 3-1/2" disks are available in a separate package or from Data East for an additional fee. Somehow, the designers managed to put over 200 very short files over these disks. The game installation program is nothing but a batch file with the COPY command in it, so it is extremely slow (since it has to access the floppy at least one time per file). Unfortunately, due to the way DOS stores files, many small files take up much more space than a few larger files with the same information. In terms of THE DREAM TEAM, this means that 1.3 megs of data can take over 2 megs on a hard drive. There is no reason that the game has to use so many files, and it is hard to believe that anyone would even consider using so many for a game so small. But, unfortunately, the problems with this game have just begun. There is no way I could ever fit all of the information on my index cards into one review, so I will just have to point out a few of the "highlights" of the game. THE DREAM TEAM features a fairly standard manual look-up routine for its copy protection; you have to find the score given at the bottom of a certain page. But, when you get ready to type in the correct answer, there's no way to back up in case you make a mistake, and the program doesn't even echo your input as you type it in. Also, even with off-disk copy protection (and no on-disk copy protection), Data East will not provide any back-ups or replacement copies of the game after the 90-day warranty has expired. THE DREAM TEAM does run in VGA mode, and does support the AdLib card. The program outputs any attempts at voice synthesis through the standard PC speaker; no provision is made to use a Sound Blaster or other DAC. Owners of faster machines will have to adjust the speed of the sound before playing if they wish to hear anything that is being said (assuming that anything can ever be understood). There is no way to change the volume, and the sound can only be turned off by returning to the setup menu (after pausing the game). Additionally, the display is cluttered. The player under control is indicated by a colored patch by the feet of that player. In a three-on-three game, other players may "step" on the patch, making it very hard to find the controlled player, except through trial and error. THE DREAM TEAM might have still held a bit of promise if the controls were not so pathetic. After all, it does let you role play as famous professional players. But the shooting percentages are very unrealistic. In practice mode (which is just an opportunity to learn the controls), it is nearly impossible to make a shot. However, in a real game, a 2-point shot will almost always go in, no matter how far away the shot is from or whether the player is being guarded. True, pros do have high shooting percentages, but not so high under more difficult conditions. However, the worst part of the game is in trying to get a loose ball or rebound. You must position your player exactly in the proper location, or else he will not get the ball; there is almost no margin for error. However, it can be nearly impossible to interpret a two-dimensional image to figure out how high the ball is and where it will "land." So, you can forget about going for rebounds for loose balls. There is also a play editor, but you can only keep four out of sixteen plays active at one time. You must also create your plays by combining a limited number of individual player rotations. And, finally, you must call a play before passing the ball, even if you don't want to call one. The players without the ball follow their play rotations religiously, and never make an intelligent effort to get open for a pass. For some of the selected minor complaints, selections at the menus can only be made through the keyboard arrows, regardless of what controller has been selected. The manual hardly explains general rules for basketball. And there is no way to turn off the sound or exit to DOS without starting a new game and pausing it. I could go on for a few more paragraphs with picky little comments like this, but there would be no point. Obviously, the programmers paid little attention to overall design, leaving plenty of little holes and a few very large holes in THE DREAM TEAM. With the exception of a few big name stars on the package, and possibly some of the graphics, this game contains nothing that couldn't be done by shareware programmers. In fact, many shareware programmers could write a much better program with hardly a thought. In case this matters, I could find no mail-order company or store that sold this game, although this should come as no surprise to anyone who has seen the game. I can't even give THE DREAM TEAM a qualified recommendation to the most dedicated fans of basketball, much less to the average game player.