KINGS OF THE BEACH KINGS OF THE BEACH is as breezy and lighthearted as the game it's meant to simulate: pro beach volleyball. Before you scoff, bear in mind that a pro beach volleyball tournament wallet can be $100,000. So, while it's not the highest-profile sport (at least, not in those parts of the country with eight months of winter), it definitely has its athletic supporters. KOTB is based on the talents of two real-life masters of the game, Randy Stoklos and Sinjin Smith. Their styles are incorporated into the game's two controllable characters -- sort of "ONE-ON-ONE Meets Frankie and Annette." (This review is based on the IBM-PC version; Commodore 64/128 version notes follow.) Except during training, there are four players on-screen. You can control either Randy or Sinjin, while the computer controls your partner and the two opponents. In a two-player game, one player controls Randy and the other controls Sinjin. And you can play cooperatively (on the same side), or competitively. Randy and Sinjin make a dynamite duo, though, so bear in mind that it's a bit of a sin to split them up. Meantime, there's plenty of rooting in the stands. A large crowd is constantly in motion, cheering you on; this includes a number of "volley dollies" (beach volleyball parlance). There are a lot of other touches that add to the sunny outdoor ambience: changing scenery, depending on your location; the occasional high-five among players; and the strategic element of arguing with the referee (which can definitely affect your score). Complete with a jaunty musical track (particularly nice on the Adlib board or with Tandy sound capabilities), KOTB takes you to the beaches of California, and, in tournaments, to faraway places like Australia, Hawaii, and Rio. But back at the registration booth in San Diego, you have five main options. You can practice your moves (bump, set, or spike), play a match, or go for the whole tournament. If you want to practice serves and defense, you'll have to do it on the fly -- during a match or tournament. Unlike so many other chiefly arcade-style sports simulations, KOTB offers a very small number of moves. There are three kinds of serves: the skyball (easy to complete, difficult to aim); the flat serve (toss it up and punch it); and the jump serve (a powerhouse, but requires excellent timing). Then, there are three offensive shots: the bump, the set, and the spike. The bump is the standard move where you lock your hands together and hit the ball with the flat of the forearms. The set aims not to get the ball over the net, but to set it up nice and neat for your partner. And the spike is the move that always had me cringing on the court -- a hard-fisted punch right in front of the net. Then, there are three defensive moves, two of which are essentially the same as the offensive moves: the set, and the bump. (A defensive bump often ends with a dive and a single arm under the ball; less controllable but better than a clean miss.) The only unique defensive move is the block; this is the other end of the spike. As an opponent jumps to spike the ball, you block it with a fist. The net result (pun intended) is a tables-turned spike. So, altogether you have nine moves, three of which are used only during the serve. The offensive and defensive moves are automatically chosen depending on your situation; thus, the keystroke for an offensive set is identical to the keystroke for a defensive set. Another factor that makes KOTB easier than the average sports game is the fact that you don't have to strain too much to position yourself correctly. As long as you're close to the correct position, the computer will actually fine-tune your position for you. In addition, the ball's shadow acts as a good indicator of where you should attempt to position yourself. So, between the computer's assistance and the shadow, positioning is not the tough part of the game. The tough part is learning to anticipate what your opponents are going to do, and interacting smoothly with your partner. Very often you'll find your partner setting up shots for you; it's up to you to recognize that and respond correctly. Also, the spike, the block, and especially a quick comeback to your partner's blocked spike all require extraordinary timing. I played this game with all three supported control devices (keyboard, joystick, and mouse). The joystick is far and away superior to the keyboard; the program even supports two joysticks for those so equipped -- a rarity on IBM machines. I found the response reliable and the interface quite easy to learn. My mouse, a PC SYSTEMS Mouse, didn't work correctly with this program. A lot of Electronic Arts' programs have difficulty with anything other than a Microsoft Mouse. Basically, there are three difficulty levels governing the strength and abilities of the computer-controlled opponents and partners. These levels are useful during match play. The tournament difficulty levels are predetermined, and get progressively more difficult. During tournament play, you must play three games per beach. Win three games, and you win the beach; you then move on to the next beach. You're also given a password so that you never again have to play a beach you've already conquered. The copy protection scheme for KOTB is off-disk, requiring a number entered from a code wheel. The small inconvenience, in my opinion, is worth it for the ease of installation. All the files are unprotected, so you can simply install the program onto working disks, or any hard disk subdirectory of your choosing. The graphics are delightful. The graphic modes supported in the MS-DOS version are CGA and EGA. VGA and MCGA cards will display the 16-color EGA graphics. The animation seemed very fluid and ran at a decent clip. And the little animated details, such as the ref's headshake, the occasional sand-kicking, and the high-fives are all little gems to watch. Once in a while, after an exceptional volley or a deliciously cruel spike, you really want to give a high five, and it's gratifying to see the program do this for you! Other requirements for the IBM-PC version: DOS 2.1 or greater, and 256K. The following systems are supported: IBM PC, XT, AT, PS/2; Compaq; and Tandy 1000 series, 3000, 4000, 5000. Naturally, most compatibles should run the program with no problems. I was surprised that I enjoyed KINGS OF THE BEACH as much as I did; it seemed like a thin idea for a sports simulation. I never guessed that the game would find a permanent home on my hard drive, but that's what happened, thanks to its infectious good cheer and its simple, but challenging, gameplay. COMMODORE 64/128 VERSION NOTES The Commodore 64 version of KINGS OF THE BEACH retains the easy play and neat animation of the original IBM program. Although the graphics in general leave something to be desired (such as volley dollies), the players and their actions are clear and distinguishable, right down to high-fives, rants of disgust, and sand kicks at the referee. Graphics aside, the major difference between versions is that play on the C64 must be controlled with a joystick: All IBM keystrokes are duplicated with this device, either by clicking the button once or twice, or (while serving) moving the stick in a direction, then clicking. The Command Summary card suggests plugging the joystick into Port 2 for a one-player game; I suggest plugging it into Port 1. The "F1" function key will send your player over to the referee to argue a call; "F2" will send the second human-controlled player over to do the same. Predictably, the C64's double-sided BEACH disk is copy-protected. The package comes with an "I Dig Spike" body tattoo (called a Jattoo), a bonus that now completes my life. SKATE OR DIE is the most obvious example of EA's penchant for putting together games based on topical sports. Whether or not such games sell in large numbers is irrelevant, for EA knows how to do it right: KINGS OF THE BEACH is easy to learn, and is as much fun to play as any sports simulation around. KINGS OF THE BEACH is published and distributed by Electronic Arts. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253