NFL Quarterback Club


I’m sure that everyone who say the NFL Quarterback Challenge back in the 90’s thought it was a cool, friendly concept. Many of the league’s top stars dueled it out, throwing footballs as moving targets and aiming for bullseyes in a number of events.

When NFL Quarterback Club dropped the Super Nintendo, many of us were already starting to get our feet wet with John Madden Football. Marrying the two concepts would make too much sense at a time when football video games were lacking all of the necessary licensing as it was.

NFL Quarterback Club actually had a few things going for it.

Most of the league’s top passers leant their name to the title, along with the NFL licensing having real team names, logos, and likenesses, we were almost there when it came to a fully licensed pro football game.

However, QB Club ultimately feels like a cheap Madden imitation, right down to the play-calling, controls, and even the visual presentation. If you can get past the slow pace of the games (even slower than Madden of that era) and the ridiculous AI, then maybe you’d enjoy this – or you may have only had this to play by default.

And you would’ve gotten by.

The shining gem for this game should’ve been the QB Challenge aspect, which pits your chosen quarterback against four others in a variety of skills tests.

I surmise these tests are better suited for not breaking a controller – or worse, your TV – because trying to figure out how the controls work are half of the battle in a frustratingly clunky game.

Don’t get me wrong, for this era, there’s a lot of cool stuff here. But coming back to this game decades later shows how wrong this one got it out the gate. I may have to attempt the sequels, all made by the same team who brought you the NBA Jam home conversions as well as Turok.

I’ll give this a middle of the road grade and assume that the sequels sold on something other than name value alone. However, this game? A strong pass for me to ever look at let alone waste another moment playing ever again!

Madden NFL 97


Well, this is a disappointing entry into the annals of football video games. What sucks about typing this is, the 1997 edition of the John Madden Football series would’ve been dandy, if you didn’t know anything else.

By this point in time, the Madden series showed us what was possible with next generation hardware, first a year earlier on the 3DO, and then appearing on the Sony PlayStation and Sega Saturn for this first time with Madden 97.

The PSX version is so breathtaking, that going back to the SNES edition feels inferior.

While the CD-based PlayStation version has same load time waiting, the cartridge-based Super Nintendo edition, which dropped two months later, makes you suffer with slow loading menus, prior to the game and within it. Even going between plays, selecting them and watching the players break the huddle, feels like an eternity – it’s something I loathed about the 16-bit era Madden games, but it feels like 97 is the worst.

There’s also very little in terms of upgrading from 96 to 97. I’d say 90% of the game is identical to the previous year’s, other than rosters and a few dabs of fresh paint on some menus. Yes, there’s a still of Pat Summerall, John Madden’s broadcasting partner, and I guess that makes it “better” in a sense – but it’s not as if there’s any real voiceover stuff that’s earthshattering when compared to its predecessors.

In fact, 97 just feels like more of the same – except for the computer opponents, with AI that is still universally panned to this day (no matter the difficulty setting).

Madden 97 reeks of squeezing a buck out of a rebadged Madden 96, perhaps for the sake of EA not wanting to waste too many resources on the aging 16-bit market. But what 97 does instead, is warns the consumer that the yearly franchise upgrade may be anything but that: an upgrade.

Madden NFL 97


What a fun game this is! Especially for nostalgia buffs.

The first 32-bit generation Madden dropped on 3DO, missing both Sony’s PlayStation and Sega’s Saturn for the 1996 edition. This opened the door to competitors, such as NFL GameDay, but EA Sports would make a triumphant return with Madden 97.

The first release on the mainstream next generation consoles totally blows you away from the opening sequence, which shows computer generated players and sequences from Super Bowl XXX (Cowboys vs. Steelers) interspersed with an NFL logo and panning through the streets of New Orleans all the way to the Louisiana Superdome.

Compared with even the powerful 3DO version a year earlier, this PSX release is awesome. The marriage of the NFL, NFLPA (players), and STATS Inc. licensing makes for the first game that truly felt like a TV presentation. Pat Summerall, John Madden’s longtime broadcast partner, joins the booth – the play-by-play and Maddenisms (which you can actually turn off in the settings) are still one-hitters as opposed to true commentary, but it’s progress nonetheless.

Settings, menus, controls and play calling are all much closer to the present-day games in Madden 97 as well. The level of detail is incredible, as we now have player names on the field, jersey numbers (somewhat), and yes, fully rendered home stadiums – as opposed to a paintjob in the endzones from the 16-bit era.

This version of Madden is the first to have the newly christened Baltimore Ravens, plus features real rosters for the Panthers and Jaguars, who joined the league in 1995. (They were in previous games but had fake rosters at one point.)

A full list of real free agents, as well as a salary cap are introduced. No more super teams… maybe.

The other traditional modes are here, such as exhibition or season.

So how does it play?

Much faster – mostly – than what became the painful pace of the 16-bit games. While breaking free on a run still doesn’t have the “he can go all the way” feel that’s coming later, huddles and play call screens load quickly and seamless.

Penalties get a bit more annoying, with the on-screen referee now asking if you choose to accept or decline the calls. (Which can be turned off also – and you may prefer, due to the frequency of them!)

The controls are almost identical to the modern-day games – sprint, dive, hurdle, spin… and of course, easier to pass with the shoulder buttons. The only thing missing here is the lack of using an analog stick with the original PSX d-pad, but I’ll let that slide.

In summation, Madden 97 for PlayStation is a great trip down memory lane. If you’ve followed my path from the Genesis and SNES editions, the improvements from those games to the first PSX entry are astonishing. But don’t take my word for it: try it yourself!

Tecmo Super Bowl


The sequel to the immensely popular Tecmo Bowl on the NES followed through with flying colors as Tecmo Super Bowl dropped on the Super Nintendo in 1991, complete with not only real players, but now with real teams.

According to Wikipedia:

…it is the first sports video game that was licensed by both the National Football League and the National Football League Players Association, thus allowing the game to use both the names and attributes of real NFL teams and real NFL players. Prior games use either the real teams, the real players, or fictional substitutes, but not real teams and real players together.

Yet, that wasn’t the only excitement surrounding a game which is still competitively played to this day.

Starting up a copy of this title showed you that Tecmo meant business immediately. As with almost all “Super” upgrades on the 16-bit Nintendo console, TSB boasted superior graphics, sound, and controls to its 8-bit counterpart.

Being able to play with more teams, and almost all of the real players (several were still not part of the NFLPA’s marketing deal, including Jim Kelly, Randall Cunningham, and Bernie Kosar) was just the icing on the cake.

The traditional side-scrolling, arcade style football action was as good as ever. Several modes showcased a quick exhibition (preseason) game to play with friends, or a full season mode was also available. Additionally, the NFL’s all-stars were available on the two conference Pro Bowl teams, and you could even set the season mode to play out as a coach (limiting you to play calls and no on-field action) or the CPU, totally played out by the computer.

Some elements of the roster and playbook could be edited, but unlike the forthcoming Madden series, those had to be setup prior to kickoff: there’s no in-game modes to speak of here.

Still, TSB is one of the greatest football games created. It captures an innocence and magic of playing sports games before realistic simulations were all the rage. Anyone could pick up the controls and play a quick game, and the classic animated cut scenes still give chills as to whether a catch would be completed, or not – or intercepted by the opposing team!

While TSB spawned sequels with more features, this is the title that really encapsulates a sequel which superseded its predecessor. It is a must play for any true football fan.

Bill Walsh College Football


Piggybacking on the success of the John Madden Football franchise, EA Sports went in the next logical direction by marrying the same concept with college football.

What would follow would eventually lead down the path to the NCAA Football series, however, it all began with another famous coach headlining the title.

Bill Walsh gained fame as the head coach of University of Stanford before launching into football immortality as the head coach of the San Francisco 49ers, whom he transformed into a dynasty, winning three Super Bowl trophies before the coach would enter retirement following the 1988 NFL season.

In 1992, he made headlines by returning to coach college football, returning to Stanford.

That buzz is what translated to using Walsh’s name in place of Madden’s for a college football version of EA’s NFL product. Some other obvious hurdles were necessary to make the transition, some of which would be shunned in the modern day.

First, there was no NCAA license. Of the 24 teams available (as well as 24 additional classic teams) EA opted to use the city or state of which that institution was located. Ohio State becomes “Columbus” but Michigan remained the same, and so forth. (See the full list at https://en.wikipedia.org/wiki/Bill_Walsh_College_Football.)

Game play is similar, though I prefer the Walsh route taken with play calling. Rather than choose a formation with a 3x row of plays, a highlighted 3x row box can be moved up/down/left/right over a 2×4 row of plays. This makes selecting plays less obvious in two-player action as well.

The remaining graphics, audio, and controls all layout similar to Madden. The pregame show features Walsh and a “play by play” announcer, but there are no audio quips in this edition of the game. The previews are generic, as are the stadiums, which are all “neutral” sites with each endzone labeled with the home or visiting team – no authentic remakes of The Big House, Ohio Stadium, Los Angeles Coliseum, etc. here.

The other obvious difference is that college rules are different than the pros. If you accidentally press the dive button untouched by a defender? Too bad, you’re ruled down!

The play clock, hashmarks, and other college rule variations are all present. The soundtrack subs some marching band inspired music, which is actually catchy, and a Bill Walsh “seal” replaces any references to what may have been the NCAA one instead.

The package itself is sharp, the gameplay doesn’t stutter, and the Mode 7 “field flip” on punts and tracking the ball on kickoffs are all present here as well.

There’s just enough here to separate it from simply being Madden with a different coat of paint. Unfortunately, the lack of licensing detracts from this game when viewed through a present lens – and the same then, though it was less expected. However, for a fun retro college football romp, this is an excellent entry into the genre.

NFL 2K


September 9th, 1999: a day which lives in infamy not only for the release of Sega’s next-gen Dreamcast console, but also the launch of what would become EA Sports’ largest rival throughout the years.

Due to EA’s reluctance to publish on Sega’s new console, the latter sought out a developer to create their own football franchise. Coincidentally, the developer which Sega settled on, Visual Concepts, was tapped by EA to create the first Madden football game on Sony’s PlayStation.

Instead, the game saw tons of delays and was ultimately canceled – which opened the doors for Sony’s in-house NFL Gameday to gain record sales with EA unable to release a Madden title on that console until the following year – and without Visual Concepts as the developer.

Visual Concepts bounced to Sega and provided the Dreamcast with its own exclusive pro football game, NFL 2K. It quickly became the chief competitor to Madden until EA later acquired exclusive rights to the NFL license.

But until then, the 2K football games gave Madden a run for its money – and it shined early on with the first edition.

Returning to this game years later, I can really appreciate how advanced it was for its time. Some of the things I took for granted in the PS2 era of Madden games is included with 2K: the player’s association branding with names for most of the roster, real-time stats and instant replays, every team and stadium (incredibly detailed down to player names on the jerseys) and even seamless commentary that makes sense (mostly) for what you’re watching on-screen.

There’s audibles, a decent-sized playbook, penalties (with referees drawn and rendered making the relevant calls) and just so much more, its no wonder this game was a hit – and reliving some of the classic teams and rosters as of this review in 2021, I found myself glued to the game still.

I’m looking forward to reviewing more football games, but in the annals of classics and hits, NFL 2K earned, and deserves, its reputation. For the budding Dreamcast retro scene, this is still a must-play.

EA Sports Active NFL Training Camp


EA Sports was obviously looking for a way to milk the cow with their NFL license in 2010.

Among the fitness craze of Nintendo’s Wii was EA Active, an initiative to use the console’s motion controls, balance board, and other devices (such as a heartrate monitor) to help people get in shape from the comfort of their own living room.

The only problem is, as a “game”, this one looks like a total cash grab!

Unfortunately, there’s only so much which can be done these days without the proper add-on devices. The premise of working out as any player on the NFL roster, within a training camp environment (and doing similar drills) has some appeal.

The problem is, this really feels like a Madden Football extra mode than anything else.

The graphics are welcoming, and the approach makes you feel as if you’re in the game or at least living vicariously through your favorite players. There’s plenty of incentives if you want to continue, such as creating your own player and then customizing them through a team’s “pro shop”.

But the entire thing wears off so quickly that the boxed package of fitness equipment ends up in the garage next to the ab circle and some Jane Fonda VHS tapes! (And the video clips within the game, as displayed through the DVD (not HD) quality Wii? Looks like VHS!)

There used to be an online component as well, but of course, that was shutdown two years after the game’s release.

Not that anyone’s looking to play this – I only stumbled upon it on my quest to review more Wii Balance Board games – but should you have a morbid curiosity of what an NFL game that’s not Madden could look like, look not further than this fitness trainer.

At the very least it will help put you to sleep!

Alleyway


I’m struggling to disparage Alleyway. As one of the first four games ever made for Nintendo’s Game Boy, I can see the concept: a game which can be played in short bursts, as to not kill battery life and be easily accessible to all ages.

The problem is, it’s a straight-up Breakout clone, which that game saw better follow-ups it inspired. (Such as Arkanoid.)

Initially released without Mario, the plumber would be slapped on the box in what can only be called out as a cheap marketing tactic.

Regardless, this game serves its purpose and can be fun. The problem I had is that it gets repetitive, and I can only imagine how much worse this was when played on the original green monochrome handheld with cramped controls.

If you’ve never played Alleyway, you’re not missing much. The only innovations here versus others is some of the scrolling stages and Mario-themed bonus rounds.

If that doesn’t sound too exciting to you, this is a game that can be passed on playing in your quest of all things retro.

NBA Jam (2010)


Here is a game that time forgot: the 2010 pseudo sequel (and update) to NBA Jam.

Someone, somewhere is probably wondering why I gave this a review on the Wii. Well, for starters, I was thinking the same thing! Why did I have this on the Wii and nowhere else?

It appears EA botched another NBA title they were working on, in which this new version of NBA Jam was a pack-in perk for buying – so the PS3 and Xbox 360 versions eventually released at retail, and with better graphics and online play, but were also lacking compared with the Wii version.

Another cool aspect at the time was most of us with a Wii had multiple controllers handy in order to play with a room packed full of friends. We all got older by this point, but the fun was still there from the originals, including the announcer from the first games.

Unlike some of the follow-ups to the series following Tournament Edition, including the branching off of Jam and it’s sibling NBA Showtime, the 2010 Wii title feels like a direct successor of the original two NBA Jam games which took arcades by storm over a decade earlier.

The 2-vs-2 gameplay returns, with the silly dunks and “He’s on fire” we all come to love.

I think the simplicity of the Wii Remote really helped put this game over the top – complete with motion controls – as updated rosters finally saw fans of the series and pro basketball alike rejoice over the updates.

A sticking point for me, however, is LeBron James and his post-Decision roster choice of joining the Miami Heat: a damn near unbeatable team. Use them if you want to act like the “King” himself and cheat your way through the game!!

(Note: I’m a Cleveland Cavaliers fan so this sits worse with me, as my team is handicapped with probably the worst roster in the game, utilizing Antawn Jamison and Mo Williams!)

Like TE and unlike the OG, the 2010 update features the ability to swap your two stars, usually from a selection of 4 players on that team. In this way, the “Big Three” of James, Dwayne Wade, and Chris Bosh can all be alternated through with the Heat. (Ahem, the cHeat.)

The graphics are updated, even though the Wii isn’t HD it’s noticeable these are 3-D models this time around and not the usual sprites.

Gameplay, as noted, is as simple as before – pass/shoot or block/steal with two buttons, as the third gives you the infamous “turbo” necessary to make rim-shaking dunks or send an opponent to the floor.

Other extras, such as spin moves, crossovers, and alley-oops were added to the 2010 edition too – and feel more at home than changes made between TE and 2010’s Jam/Showtime spinoffs.

The animations, right off the bat, give you a sense of “Jam” goosebumps when you see (in this case) Kobe Bryant execute a behind-the-back pass on the very first change of possession. The courts and crowds are far more detailed, with attention paid to paint and markings giving each home venue a more personalized feel – ditto for jerseys – than the originals palette-swapping (which was understandable at the time).

The camera adds to the game, with new panning that takes you up with the dunks and “shakes” the screen when slamming it down. The presentation of the original always felt like watching the old “NBA on NBC” broadcasts – also updated to 2010 standards here but retaining the TV-like feel.

Notably, the game still cheats like a mother.

If you ever played the originals, you know your winning streak is in trouble no matter what. Even one of my screen grabs here shows a cheap blocked shot by Pau Gasol, where the computer opponent doesn’t even touch the ball! (In the arcade original the goal was to beat all 27 teams – which by the time you got on a small win streak, the computer would NEVER allow you to have a lead!)

Seriously, this game cheats worse than Mario Kart… but it adds to the authenticity of being a Jam game too. There’s also a plethora of hidden legends in the game, including Larry Bird and Magic Johnson, essentially the cherry on top of what was a great update to a great game, that most people didn’t even know was remade!

ECW Hardcore Revolution


For the longest time professional wrestling video games were much like games licensed for blockbuster movies: the premise was great, but the actual end product was seldom passable.

The sport, er, sports entertainment, exploded around the same time as video games rebounded with the NES in the 1980s. A few commendable games appeared in the 16-bit era, but it was the jump to a 3-D landscape which set the new generation of wrestling games apart from the old.

Acclaim was at the forefront of the hot WWF license for the longest time, producing the popular WWF Attitude. But as noted to any wrestling fans, the late 90s were a huge war between the big two promotions: the WWF and WCW.

When WCW’s license jumped to EA, their former publisher, THQ, went after the WWF – this left Acclaim with no wrestling property during the genre’s highest period in history.

Enter ECW, or Extreme Championship Wrestling, a third outfit which was smaller than the other two mentioned, but was growing from a regional company into a national brand. Acclaim swooped in and made a deal with the company, in which they would repaint their WWF Attitude series over with ECW trademarks and characters.

Make no bones about it: that’s precisely what Hardcore Revolution is. A rebadged WWF Attitude.

That could be a good or bad thing depending on how you look at it. For the WWF, THQ just rebranded their WCW vs. NWO World Tour game into WrestleMania 2000, with some enhancements, and it was wildly popular.

However, Hardcore Revolution was already built on what I felt was janky controls and sluggish gameplay to begin with.

Yes, it’s the N64 blocky characters, which was amazingly advanced for its time – but so much else about this game just feels more like a punch/kick brawler than a smooth-as-butter wrestling experience witnessed elsewhere.

Moves don’t really chain together well and you’re left with the feeling of those 8-bit and 16-bit button masher wrestling games as opposed to something “revolutionary”.

I will say that having the ECW theme to open the game will give you goosebumps. The amount of game modes and customization (including custom PPVs and create-a-wrestler) is more than aplenty to appease gamers looking for variety.

The roster or wrestlers, including some that can be unlocked, is a laundry list of most ECW mainstays too.

Usually, the fun in each of these games was watching the wrestlers’ entrances – and this is where the steam starts to run out for ECW’s title, as the company used a lot of cover bands to replay popular music hits. Those songs were unable to appear within the game and instead, you get the equivalent of a dubbed out, modified version for nearly every character.

The rest looks appealing – and the camera angles are a different approach than what you may see in other wrestling games of the era.

Yet, there’s something about ECW Hardcore Revolution that just seems off. That’s why I’m giving it a middle thumb – there’s some nostalgia and fans of WWF Attitude won’t mind the experience duplicated with ECW wrestlers.

But I didn’t care for Attitude either, so that’s why I’m somewhere in the middle of not being in love with this game.