Sonic Blast


Nearly all of the Sonic The Hedgehog games on Sega’s Game Gear were subpar efforts.

However, aside from the first one (which plays like a through and through 8-bit platformer and not really “Sonic”) Sonic Blast is the only other game worth anyone’s time.

At that, it wasn’t the bee’s knees compared to the Genesis counterparts.

The game play was far better than the previous Sonic iterations. (Which wasn’t hard seeing as two of them were downright unplayable.)

This game was short and sweet, and carried over concepts from the Genesis releases – but for some odd reason Sega’s developers chose to use faux 3-D sprites for Sonic and the enemies, on 8-bit tech.

It looks fugly at best and really distracts from the core game.

Sonic fans will no doubt want to re-live this, but for the common retro gamer you’ll be alright sitting this one out.

Madden NFL ’96


Firing up this game gave me goosebumps with memories of yesteryear.

What a great game Madden NFL ’96 was. The last bastion of 16-bit Madden football titles came to us in 1995, as the era of 32-bit and beyond gaming was dawning. CD audio on the PlayStation would set everything apart, and a game for Sony’s new console was in the works, but scrapped, leaving gamers to contend with the Super Nintendo and Sega Genesis versions for at least one more season.

This NFL season was intriguing as it featured a few changes. In real life, the Cleveland Browns were heading to Baltimore, so this was their last year as a real team in the game while the Carolina Panthers and Jacksonville Jaguars were expansion teams with made-up rosters – one of which including “free agents” from the new create-a-player mode, freshly introduced in this iteration.

The create-a-player mode was a fun gimmick and not as truly refined as we’d get in later editions, but being able to make your own guy, complete with position and jersey number, was hella cool. The way to level them up, however, was pretty nasty and required some quick button pressing from your fingers!

Each of the NFL teams has their own “stadium” in this one, with painted endzones to match their locale. The audio has the usual boom’s and pow’s you’d come to expect, and it was the last year to include the FOX Sports NFL theme song within the game – as well as an instrumental riff lifted from Queen’s We Will Rock You to open up the game.

Pat Summerall, John Madden’s long-time broadcast partner, also makes an appearance in this game – his first.

While the FOX themes, world/league records, ditching the windows for passing and a few other tidbits made their way into the 1995 edition of Madden, ’96 really upped the ante with improved graphics and touches. ’95 had made some progress, but aside from the already aforementioned, ’96 is where it was at.

We finally got player’s names attributed in the popup windows after each play, rather than calling them out by jersey numbers – and in fact, star players had their portrait shown as well.

The playbooks aren’t all too expanded, but an often-overlooked feature sneaked its way into 1996 and that is the “Madden” portion of the playbook which would eventually grow into a suggested play category to simplify football play calling for people new to the game – real or virtual.

Overall, the game just feels crisper than the previous 16-bit entries. It plays A LOT faster, even between menu loading and placing players on the field.

For some NFL nostalgia, including the Houston Oilers, and the Rams and Raiders residing in Los Angeles, this is an old entry football fanatics should definitely checkout.

Play Action Football


I can’t believe I spent as much time with this title as I did as a kid. I suppose that’s the price you paid for limited technology on the go in the early 90’s…

Play Action Football is the portable little brother of NES Play Action Football, but lacks, and not sure how I say this kindly, pretty much any of the features or charm that made the Nintendo version a classic.

The first omission is obvious: unlike on the NES, there are no real football players in the Game Boy version. Like it’s bigger brother, it lacks the NFL license and the eight teams to choose from are loosely based on real franchises at the time. Yet, with no player union license, there isn’t even a reference to fake names let alone jersey numbers or any stats whatsoever.

I lauded the NES version for fitting a true 11-on-11 football simulation on the screen. However, the severely underpowered Game Boy could only get us 9-on-9 with a view much like Sega’s NFL Sports Talk Football’s (horrible) blimp view. Even with only nine per side and the dots on screen barely representing players, the game moves at a snail’s pace with the occasional framerate stutter.

Again, how did I play this as a kid?

Well you start with choosing if you’re playing against the computer or a friend, or with a friend on the same team against the CPU (all possible via the game link cable). There’s a “playoff mode” which gives you some semblance of each game meaning something but not a full season – and also continuing via a password input system that wasn’t all too uncommon at the time.

The next screen has you choose between four levels of computer difficulty. Don’t worry, the easiest (Level 1) will suffice the hell you are about to witness attempting to play “football”.

Pick your team and your off to kickoff, which makes the tiny overhead view even smaller (if you can imagine that!)

On offense and defense you have a total of eight plays which include obvious special teams situations with a field goal or punt option. Like the NES version, I think that you blitz on defense if you choose the offense’s play correctly. (i.e. your play choice of “up arrow” is the same as the opponent.)

Playing the game beyond this point presents a challenge. While the NES somehow made things work with only a B and A button (often using select or a combo of keys in coordination to play calling, etc.) the Game Boy version makes it tough to simply switch players and you’ll often find yourself diving on defense, taking your player out of the play and losing key yards.

On offense, pass plays develop in super slow motion as you control the quarterback, then switch to the receiver who must be on the exact spot necessary to make the “catch” from a thrown football that sounds like a dive bomb.

The result?

Nothing that represents football.

Be prepared for lots of 3-and-outs, the same repetitive soundtrack loop (like 5-6s loop) and some static hiss as your “crowd noise” effect. Oh, and a very monotone referee whistle.

Unlike most of the football games I’ve reviewed, this is a true pass for even diehard retro gamers and/or football fans.

NFL Sports Talk Football ’93


Once upon a time sports games were mundane. When the 16-bit era arrived, that all changed.

Sega led the charge against their rivals at Nintendo by investing heavily in sports games and famous celebrities and licenses. From Buster Douglas Boxing counteracting Mike Tyson’s Punchout to co-developing video games for Disney, Sega was all-in on making sure their Genesis console competed with the Super Nintendo.

One of the celebrities Sega had signed was then four-time Super Bowl champion quarterback Joe Montana. In what could be construed as an odd twist in a storyline, the original Joe Montana Football game was developed by Electronic Arts: who also developed their John Madden Football series for the Genesis after reverse engineering the console and holding Sega ransom over cartridge licensing fees.

Both companies saw their sports lines as a seasonal opportunity to sell an upgraded game. The more realistic Madden went its separate ways from the arcade-style Montana following the first rendition of those titles.

Joe Montana II would be labeled “Joe Montana II: Sports Talk Football”, but much like Madden and other sports games of the time, it still lacked an NFL license for the real teams or players. It wasn’t until the third entry in the series, NFL Sports Talk Football ’93, that the perfect storm would brew for Sega.

Montana would still be the headliner for this game as his career started to wind down. This game would also feature all 28 NFL teams as well as the players. You can also choose the type of field (natural, artificial or dome) and weather (including rain and snow).

The variety helped Sports Talk keep pace with Madden, but it was the revolutionary “sports talk” feature that would return for the 1993 edition of the game and take center stage once again. Featuring (from what I found) over 500 phrases, hearing commentary in a video game was still a wildly new concept back in 1992. While they are fairly generic (only Montana’s name is spoken among the players) hearing that the “Rams are in the 3-4 defense” or the “49ers are in the pro set” was trailblazing for its time.

Some of the other phrases focused on down, score, time and the weather. If you attempt to go for it on fourth and long? The announcer would belt out “I can’t believe it!”.

The play calling is a bit tedious, but has most of the formation options found in its competitors of the time.

The game play somewhat resembles Tecmo Bowl in this aspect, down to the horizontal view of the field – which can be changed to Madden’s vertical style (with the camera positioned behind the offense or defense) or a ridiculous “blimp view” which even makes my review of Madden ’95 for Game Boy look advanced by comparison!

The game itself seems fairly deep if not a bit more complicated to play than Madden. Rather than passing windows, hiking the ball with the QB asks players to cycle through receivers with B before passing to them with A – which could get you sacked or force an interception if you’re too clumsy.

Running the football? A chore!

The pacing of the game seems a bit off, as you wait… and wait… for the teams to line up. Once the play is run to the focused player, be it a running back carrying the ball or a receiver catching, the screen zooms in for a fairly detailed camera view.

I’m sure with more time the game can really get addicting and become yet another football title to master. The sports talk feature firmly supplanted Sega and its Sega Sports line as a force to be reckoned with in the 16-bit console wars. This is definitely a title that anyone with a retro football itch should check out especially when comparing it to other games of its era.

NFL Blitz


What a departure from discussing realism in football games is NFL Blitz!

While partaking in reviewing other 8-bit and 16-bit football games for their lifelike shots at being a legit simulation, Blitz forgoes everything to bring an NBA Jam arcade style title to the gridiron.

Originally released for arcades, Blitz would first grace the Nintendo 64 and PlayStation in the late 90’s. I remember pumping quarters into this game (I believe it was 50 cents to start and 25 cents to continue each quarter). You could get in some real dust-ups in the arcade and that fun was brought home.

I particularly enjoy reviewing the N64 version, because I felt the graphics were crisper, the loading times don’t suck (disc vs. cartridge) compared to the PSX. But the main reason is the controls: the N64 controller was just so unique at the time with its analog stick that it better replicated the arcade experience.

(Sony had come out with the Dual Analog and the Dual Shock in 1997, but it wasn’t yet commonplace and/or packed with the PlayStation yet.)

Also, the Z-button for turbo, tucked under the analog stick on the middle “trident” and the larger B and A buttons were all the more you needed to enjoy some “football”.

But what exactly was that like?

Well, it was 7-on-7 action, with some random players on each team who didn’t always do as their position suggests. Quarterbacks threw the ball, but so do wide receivers and running backs. You have some offensive linemen, but they too can catch the ball and, well, sort of run – slowly that is!

Trick plays and more were part of the a simplified fast-paced game which prided itself on having virtually no rules. Illegal hits and pass interference are encouraged during the two-minute quarters – which also allow for no timeouts. The clock will stop after each play, and the limited playbook still allowed for flipping the play and other wiggle room.

I often found myself scrambling with my QB, especially when using the versatile “Slash” Kordell Stewart, a hybrid player of Pittsburgh Steelers fame who was the cover athlete for the first entry into this series.

On fourth down if you are close enough to field goal range you could almost always get an automatic three points. Ditto for extra point attempts, though each had a rare occasion of the CPU cheating and you “miss” the kicks.

First downs required 30 yards to gain rather than the realistic 10, which led to players taking greater risks and turnovers being commonplace.

The playbook isn’t very extensive and that part could get monotonous, though the home version included a “play editor” and of course, a “season mode” to keep your interest from waning.

The animations show defenders using WWE-style body slams to drill opponents into the ground, with sound bytes and grunts accentuating the hard hits. Violence, as well as sex (see the cheerleader shot below) show you the landscape of being a teenager growing up in the 90’s.

The game sounds confusing and awful when compared with the Madden series, particularly to the present day. However, it’s a virtual blast and even more fun to play against a human opponent. The original Blitz also boasts a who’s who lineup of classic NFL players who were still active in that era, such as Steve Young, Barry Sanders, Brett Favre, Emmitt Smith, Thurman Thomas, Randy Moss, Dan Marino and many more.

That adds to the nostalgia of this retro title which is definitely one football fans will get a kick out of!

Tecmo Bowl


When you needed a football fix on the 8-bit Nintendo Entertainment System, Tecmo Bowl was often the “go-to” title for early gamers.

The first football game to feature real NFL players was a HUGE deal in the world of video games. Unfortunately, it only includes 16 of the league’s then 28 teams – with no licensing and as with other titles, only reference by the city’s names.

The real-life players, however, give the game it’s teeth. Anyone who has ever had the pleasure of playing this arcade-style high-scoring affair knows about the Los Angeles Raiders and the unstoppable Bo Jackson at running back, or the San Francisco 49ers offense featuring Joe Montana and his plethora of weapons.

The Bears, Redskins, and Giants, likewise, have great defenses – and of course, the Bears also have Walter Payton.

The Colts’ Eric Dickerson is in the early US versions of the game, the Cowboys feature Herschel Walker, and the Broncos also have Tony Dorsett. And “Miami” has the legendary Dan Marino under center if you prefer to pass rather than run. (Although as many already know, Bo Jackson is literally an unstoppable cheat code!)

But before you even choose your team, it’s up to you on deciding if you play against a friend, or the CPU – you can also choose “coach mode” in which you only pick plays for a team and don’t do any of the heavy lighting, so to speak.

After that, and once you’ve decided on your team, and its strength, it’s time to play!

Games are broken down into four 90 second quarters. The clock always stops, and there’s no real simulation to be found here! Yes, you can run out of bounds, but oftentimes games are broken open by running backwards, and up/down the width of the field on the side-scrolling 9v9 game.

With only four plays (and two NES buttons) you’re quite limited – two run plays and two passes. Running the ball requires you to only continuously jam on the A button to break tackles while moving toward the goal line and/or defenders.

The passing game does allow for some variety, as you cycle through receivers by pressing B before lobbing the ball in the air – and hoping you don’t get picked off in the process!

Sacks and QB pressure are brought in-game when the defense correctly chooses which of the four plays the offense has selected. There are no fancy formations or anything else – just try to break free of blockers with A or make a diving attempt at a tackle with B.

If this sounds mundane and boring you couldn’t be more wrong! With players such as Jackson possessing superhuman qualities, the games breakdown into superstar vs superstar, and particularly playing against friends became the stuff of bragging rights around the neighborhood.

To this day Tecmo Bowl (and its successors) get updated with new teams/rosters through game hacks and specialized cartridges. Its cult following even spawned a TV commercial for the Kia Sorrento, with Bo Jackson beating on everyone as he did in-game, complete with Tecmo’s branding and graphics.

It’s a game that isn’t given due justice unless you play it – and if you are a football and video game fan, you owe it to yourself to check Tecmo Bowl out!

Madden ’95


After previously reviewing John Madden football games for 1993 (Sega Genesis) and 1994 (Super Nintendo) I felt it was appropriate to continue going through the series by visiting Madden ’95… on the Game Boy?

While it may seem like an odd choice, 1995’s edition of Madden marked the series’ first entry into the handheld console market. Sega’s Game Gear received a version as well, but owning a Game Boy was where it was at in the mid 90’s – and this is one game that was a must own by those standards.

For being audio and visually crude due to the limitations of the Game Boy itself, Madden ’95 is incredibly deep, even when comparing it to the previous versions I’ve reviewed. For starters, it has a full 11-on-11 format, apparently something that was an original sticking point for legendary coach John Madden to add his name to the earliest versions.

To point out the biggest glaring omission of this game, however, is that it lacks an NFL license of any kind. The 16-bit big brothers both had the real NFL teams, with Sega’s having the NFLPA license with player names for the first time of any Madden game – though you wouldn’t know it unless you were using the substitution menus (i.e. a gain of seven yards by #22, for example, rather than saying who “22” is.)

That’s why the Game Boy version doesn’t feel too out of place. EA still used the city names, albeit with fake logos. On the monochrome screen you aren’t getting home stadiums, custom end zones or any sort of differentiation between you and the computer-controlled opponent other than one team is wearing a lighter or darker uniform. Players are still denoted by number here, but if you followed your team, you know who is who just like the fancier versions.

The team selection screen is something to behold when it comes to options. Madden ’95 includes all-time teams for all of the 28 NFL counterparts as well as legendary teams, such as “Pittsburgh ’75” or “Pittsburgh ‘78”, with a least one of not two options for each franchise.

You can also adjust the game type and duration. To quickly play, exhibition is the obvious choice. You can start a new season, but to continue, as expected back then, a password system was used. (There are also Champions and All-Time playoff modes to play with the added teams too.)

As the game starts it looks like a pared down version of Madden as you’d know it. Obviously, the Game Boy only has two buttons, so a lot of the special moves or even passing to more than two eligible receivers makes the game feel somewhat crippled, yet, it plays rather smoothly and at a decent pace (unlike Play Action Football which plodded along). Due to the lack of screen size, the traditional passing windows are eschewed as well, something that was also borrowed by the Genesis and SNES counterparts of ’95.

The playbooks are mostly all there, with the option to flip plays and set audibles. Only two substitution modes are available on offense, for your quarterback or running back (“HB” or “halfback” for those in the know).

The depth of stats tracked is quite remarkable for a pint-sized game, some penalties (such as delay of game) are still enforced, and within the season mode you can even check in on scores of other games (as they were scheduled based on the 1994 NFL calendar).

EA even tried to placate us with the audio. While the football sounds like a dive bomber (especially on longer kicks) some audio blurbs such as “first down” and “touchdown” are included. Crowd noise sounds like a broken speaker hissing, but it is what it is for that time and technology.

The only thing that could’ve been left out are some cheesy cutscenes which felt more appropriate with Tecmo Bowl than Madden.

For handheld football action, this is about the best you could get at its time. I’m quite surprised how groundbreaking this title is considering the lack of details in Madden ’93 for the Genesis. I’m not at all advocating that anyone actually chooses to play ’95 over a 16-bit title, but if you have a bit of nostalgia in your bones and want to see the progression of this series, ’95 for Game Boy definitely deserves recognition… unless you choose to play it on the Super Nintendo’s Super Game Boy, which totally kills the colors and defeats the purpose of owning a 16-bit machine!

NES Play Action Football


Hot on the heels of reviewing Madden NFL ’94, which introduced many of the staples of the Madden series still in use to this day (and the first to use an NFL license) I wanted to rewind to simpler times when another football game was groundbreaking with a lot of the things you’d see in that Madden title.

NES Play Action Football was one of the top sports games on the 8-bit platform, releasing around the time that the 16-bit consoles were just making waves. Japan would see the SNES in the same year that PAF was released (1990) while US gamers had to hold on another year.

In the interim, PAF brought about a lot of concepts that many casual gamers may have thought were Madden-only concepts. The first were crude audio blurbs, such as “hut, hut” from the quarterback or “first down” from the referee who appears on-screen.

The game is awkward, but also fun.

First of all, it was NFLPA licensed – which means, unlike Madden, that it had the real NFL players in the game. However, like early editions of Madden, it didn’t feature the real team names nor all of the league – Play Action Football only had eight teams!

The cool thing, however, is that you could not only play one-on-one against the computer or a friend, but this title was one of the few NES games that supported the “Satellite” add-on, which expanded games to be played by up to four players simultaneously.

Beyond the crude menus the game would kickoff with a catchy but repetitive background soundtrack, with the occasional audio hiss that would simulate fan noise in a stadium.

The angled “isometric” view crammed all 22 football players on the field at the same time, but I believe it is a similar “flicker” hack in much the same way Atari games skipped frames to get more images on-screen (by alternating frames where those characters are actually removed and then alternating them).

The zoomed out viewed shows all 11 players from each team until it zooms in before the play. That’s when the fun begins.

Play calling and execution are both a bit different than what you might be used to. One cool aspect is that PAF allowed you to obscure your play call from an opponent sitting next to you by using a controller combination to choose from one of eight plays – unfortunately that’s fairly limited (as shown in the screencaps below) but can be expanded by flipping the play on the next screen or choosing to run it “as selected”.

Flipping plays didn’t come to the Madden franchise until ’94…

Executing plays is something else when using a two-button controller. You hike the football and then wait an excruciating amount of time for players to move up-field. As you throw the ball, the computer changes you to the nearest receiver – where an arrow shows you where the ball is landing. Even landing on the arrow exactly never meant a sure catch, which is one of the more frustrating aspects of the game.

Besides the lack of running plays, playing defense can be a “thrill” as well. The computer lacks virtually any AI, leaving the dirty work to yourself. The B button is used for diving and the A button is used for a limited number of speed bursts – this is also true on offense. However, on defense, in order to switch defenders you must press B and A simultaneously, which often sleds to hilarious blunders as you dive, miss, and take players out of the play.

Each play is concluded with a photo of the NFL player, their name, attributes, and what the current play yielded. No other stats are tracked other than score, which shows on a scoreboard after each extra point attempt – which can also be a mess if you screw up the control scheme!

However, these games led to a lot of fun and forced players to use their own skills rather than lob a pass and allow the computer to dictate what happens. Interceptions and other turnovers were commonplace, and injuries were also built into the game.

In fact, you could substitute players at any time and they often ran low on “energy” as well: all features that would eventually find their way into the Madden series but were clearly ahead of their time for consoles.

In my review run I had subbed 49ers great Joe Montana for another legend, Steve Young, only to have Young get injured while attempting to leverage his scrambling ability.

I really felt like this game was too crude, but in all honesty, playing it again brought back some fond memories of fierce competition with friends. There’s no doubt this is one of the classic football video games that’s on a lot of childhood lists – and one that any retro gamer should definitely check out to see how far we’ve come (and how unforgiving those 8-bit games were!)

Madden NFL ’94


For how groundbreaking John Madden Football ’93 was, it’s amazing how much of a leap this series takes when jumping one year and also between platforms (from the Sega Genesis to the Super Nintendo).

It starts right as the game loads with the famous EA Sports “It’s In The Game” audio tagline and animation. Seeing this over 25 years later just sent chills down my spine as to what I’m about to review…

Obviously the SNES graphics are leaps and bounds over the Genesis just based on hardware, but it’s the included audio, mainly speech elements, that start sending you into a tizzy. This game has such refined menus and elements it’s pretty crazy.

Just choosing teams beyond the start menu shows you a huge upgrade in visuals. John Madden gives you a briefing over a panning stadium shot with moving fans. It’s text-based but still light years beyond what any sports simulation was doing at the time.

Even the referee coin toss moves to dedicated animations rather than just showing players on the field.

The “regular season” mode still relies on a password system in this edition. There are the usual modes such as sudden death or recreating the 1993 playoffs (or pitting former Super Bowl championship rosters against one another).

It’s also cool to flip through and see how each position group matches up against one another. Madden was always stat-based, but this is when I first truly remember seeing it as a player and taking it into consideration when deciding plays and more.

Speaking of plays, “flip play” is introduced in ’94 with one particular pass play allowing for a wide-open receiver 100% of the time – the bug was exploited to death by me playing with then perennial Super Bowl champions the Dallas Cowboys and their “flipped receiver” being Alvin Harper (although due to lack of an NFLPA license, only player’s numbers were shown and not their names.)

The screen also flips, or shall I say rotates, during kicking plays and turnovers, in a way that the team with the ball is always at the bottom of the screen playing toward the endzone at the top.

Instant replays also allowed you to rotate the screen 360 degrees, which was breathtaking in itself – but you could also highlight a dedicated player and watch the entire play, in slow motion or full speed, and see where the play breaks down (as it does with my Steelers safety blitz below in the screencaps!)

Fans cheer. Fans boo. Heck, you can even turn “Maddenisms” off if you choose to.

But go get buried in the pause screen (or halftime – complete with a “halftime show”) and you can relive all of your stats, which goes well beyond what was in the previous iterations of the game, even breaking down pass completion percentages and some other advanced statistics.

In other words, this wasn’t your usual Tecmo Bowl arcade-style game, but turning into a full-fledged simulation where throwing into double coverage often resulted in interceptions and relying on higher-rated players in order to make, or break, a victory.

It gets even better with subsequent years, but its easy to see how Madden started to establish itself as a yearly update and must-have game each season due to the amount of upgrades packed into ’94. In fact, this game is so much fun to relive, I highly recommend retro gamers check it out.

John Madden Football ’93


I wish I could cover every single version of John Madden Football that exists, but that would fill this website with a lot of repeat information. Instead, I decided to jump around to different versions of Madden, mainly those that are anomalies or the ones I was accustomed to playing growing up.

My first taste of video game football came at my neighbors when I tried John Madden Football ’93. Released in 1992, my favorite team (the Pittsburgh Steelers) were hardly that great (yet). My neighbor loved playing with the Chicago Bears – however, this edition of Madden would be the last to NOT feature the NFL license.

At that time, you’d have to use your own imagination and/or knowledge to know who was who in the game. One of the coolest aspects of that, was pitting a worthy ’78 Steelers squad against my neighbor’s ’85 Bears: both dominant teams of their era pitted in a fantasy matchup.

Thus, was the appeal of Madden early on. While you didn’t have the “Steelers” and “Bears” you still knew who quarterback number 12 was on “Pittsburgh” and running back number 34 was on “Chicago”. Each team still wore its faithful colors and players were statistically based on their real-life counterparts as well – and its not as if licensing were all that common outside of a big-name endorsee, such as John Madden or Sega’s own Joe Montana Football, at the time.

In other words, it was still revolutionary – kids these days just won’t understand what it was like to get a “real football simulation” with 11 vs. 11 players!

The game itself was praised and panned depending on who you read reviews from: it was largely unchanged from the 1992 iteration, with some stating Madden would be a doomed franchise with its yearly roster updates. (Clearly that wasn’t the case!)

Yet, Madden ’93 still worked well.

It carried over conventions from the computer and early console versions – such as showing a view behind the quarterback (other games showed a TV-style sideline view). While Madden ’90 and ’92 preceded ’93 on the Genesis, this version runs better without the framerate stutter and has sped-up gameplay.

The famous ambulance coming on the field was first introduced in ’92, while field conditions and audibles were brought into the series’ first console versions in ’90. Instant replay, two-player co-op, QB injuries and other game modes were all brought in a year earlier as well.

So, what makes ’93 stand out other than it being my first Madden memory?

Well, many forget that Madden originated on computers and not console gaming systems. EA had wanted to present a game that was 6v6 or 7v7, but Madden balked and would not lend his name to the title.

Eventually all was for naught, but Madden was developed by a bunch of different development teams, with some being fired in the early years. Park Place Productions had worked on the previous Madden ’92 but Blue Sky Productions took over and created ’93 from scratch. Like ’92, all of the NFL’s 28 teams were included (and unlike ’90, which only featured 16 of the 28). ’92 had one All-Madden team, but ’93 added historical teams as well as an All-Madden Greats roster.

Madden’s digitized quips, such as “he’ll remember that number” were also a first in ’93.

Quite honestly, just about everything that’s in ’93 is now taken for granted. The refreshed visuals showed referees on the field, spotting the ball and calling penalties: and sidelines also had zebras holding the down markers!

Heck, even getting drive statistics after scoring a touchdown (complete with celebrations and spiked footballs no less) was a new experience in sports games way back when.

But there’s still a long way to go from here. There are no real NFL teams or players, no fans in the stands, stats on the pause screen, manual substitutions (other than QBs), unique stadiums or even a regular season mode. (Playoff stats could be tracked to a battery-backup on the Genesis cartridge, however.)

Yet, ’93 will have some fond memories for me with the co-op play next door: but make no mistake, as I go down my Madden memories list, there are some really great games with awesome editions going forward. However, ’93 was definitely the launching point for the series, in my opinion, from which all other Madden titles are built upon.