ABC's Monday Night Football |
SNES |
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Review by Matt Paprocki |
Data East |
Sports |
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Graphics: 3 |
Sound: 4 |
Gameplay: 2 |
Overall: 2 |
![]() Though the intro, complete with always classic theme music and clashing helmets, signifies something great, it's all a farce. The list of fake teams, even with a surprisingly robust create-a-team feature, is an obvious concern. Al Michaels makes an appearance in animated digital form on menus (and between quarters), yet fails to say a single word during the game. ![]() The agonizing pace renders this impossible to play, and it's made harder due to incorrectly sized sprites. A player in the opposite endzone could be same size as the running back closest to the screen. This jumpy animation makes it tough to figure out depth, and it's even harder to throw a pass when your receivers are dwarfed by a mountain of a defender. Those same defensive players get away with everything. They can slaughter your wide out seconds before the ball is caught without a penalty. That's the only way to make up the AI, which can allow five yards when you carry the ball up the middle, or snag a pass because the defender turned the wrong way, just like the last time you ran that play. Further rendering the game a disaster are "power plays," of which one run and one pass are awarded each half. Using these nearly guarantees a touchdown is you're within about 20 yards, and if you can press a button fast enough, you can go endzone to endzone without being touched. You'll know these have been picked when the game switched into a closed in, side viewpoint. It's a desperate attempt to separate the game, and it ruins what could otherwise be a close game between two teams. ![]() |