PGA Tour Golf – Review

In real life, I enjoy playing golf. I’m not very good, and I’ve never scored a birdie, but it is hard not to love being surrounded by greenery and, in some cases, wildlife. I have played in scorching heat in Canada (Alberta and Ontario), fighting off mosquitoes but receiving regular visits from the cart girls selling refreshments, and I have played in rainy, gusty conditions in England where there are no cart girls but it’s easy to sneak your own drinks onto the course.

Title screen (screenshot taken by the author)

PGA Tour Golf is a sports simulation game developed by Sterling Silver Software and published by Electronic Arts. The first of a franchise, it was released in 1990 for MS-DOS. It was later released for the Mega Drive and Amiga in 1991, and SNES in 1992. Later releases for the Master System and Game Gear were published by Tengen in 1994. For this review, I played the Mega Drive version.

Plot

As with most sport sims, there is no plot per se. The object of the game is to compete in and win four tournaments whilst competing against other professional golfers.

Gameplay

With up to four players, you have the option to play a Practice Round or a Tournament, or you can simply practice on the Driving Range and/or Putting Greens. The practice modes are self-explanatory, but they are handy for people unacquainted with the game.

In Tournament Mode, each tournament consists of four rounds of 18 holes competing against 60 other golfers, of which all are real-life professionals.

The game contains three real courses from the US and one fictional course:

TPC at Sawgrass (Florida)

TPC at Avenel (Maryland)

PGA West Stadium (California)

Sterling Shores (Fictional)

At the beginning of each hole, you are greeted with a  rotating 3D view of the green and advice from one of the professional golfers on how to approach the hole.  Before each stroke, a bird’s eye view of the hole with a cross hair over the pin will appear. You can move the curser and it tells you  the distance from your golfer to the cursor. You can go back to the overview at any time by pressing ‘A’ button.

As you address the ball, a small window will appear showing you how the ball lies, allowing you to select the most appropriate club. The HUD contains all the information you need. You have the wind speed and direction in a box on the bottom left, the power gauge in the middle, and the hole number, hole par, stroke number, current score, distance to pin and club you are using in a box on the bottom right. On the horizon is the cross hair which shows you were you are aiming your shot. You can move this cursor left or right. Your caddy will automatically select the club they think you should use but you can change clubs yourself by pushing up or down on the D-pad. As you do this, you will notice the number to the left of the power gauge will increase or decrease. This is the maximum number of yards the club will hit the ball if the ball was unaffected by wind or how the ball lies.

When you are ready to hit the ball, press ‘B’ and the power gauge begins to fill from right to left. When you have reached your desired power, press ‘B’ again and the power bar begins to descend having left a mark when you stopped the power gauge rising. You then need to press ‘B’ a third time as the power bar reaches the Stroke Bar. If you are accurate, you will hit the ball without a slice or draw. The earlier or later your stop the power gauge either side of the stroke bar will determine the degree of which you slice or draw the ball. After striking the ball, and when the ball begins to descend, the camera angle changes, and you will see where the ball lands.

When you reach the green, a 3D square grid will appear showing you the lie of the green. This allows you to judge the slopes of the green when attempting to putt. Again, by pressing up and down on the D-pad when you are on the green increases and decreases the maximum power of the putt.

An overview of on of the four courses you can play (screenshot taken by the author)

How Does It Handle?

PGA Tour Golf is not for the feint hearted. It is clearly designed for golf fans and is very challenging, much more challenging and unforgiving than Arnold Palmer Tournament Golf (1989). I wonder if the game is a bit too difficult. You have to be incredibly precise (maybe too precise) when you try to stop the descending gauge at the Stoke Bar else you can very easily draw or slice the shot. That being said, I really like the power gauge for this game. The ease of which you can change clubs and use the percentages of the power bar to estimate shots is a much simpler and user-friendly way of playing than Arnold Palmer Tournament Golf (1989).

When putting, I like the fact that you can change the maximum strength of the putter as this allows you to more accurately gauge the strength of your putt. That is not to say that putting is easy, of course. I found the putting to be very unforgiving with little margin for error.

Unlike Arnold Palmer Tournament Golf (1989) where you have to keep pressing ‘A’ to scroll through wind, distance, club selection etc., I love how all that information is one the main HUD. This speeds up the game and means you don’t keep having to go back a screen because you’ve forgotten the distance to the pin.

All the information you need on one screen (screenshot taken by the author)

Graphics

I love the design of the main menu. The picture of the Pro Shop is very colourful and nicely illustrated, and it really adds to the feeling of getting ready for a round of golf. The drop down menus show that the game was designed for MS-DOS/PC.

The in-game graphics aren’t as realistic as Arnold Palmer Tournament Golf (1989) and the courses themselves are far less detailed when it comes to the trees, sky, and differentiation between the fairway and the rough. The bitty graphics become even more apparent the larger your TV screen. The sprite also pales in comparison. Oddly, there is no difference in the look of the clubs or the stance of the golfer whilst using them with the exception of the putter which is disappointing. However, I do prefer the graphics of PGA Tour Golf to Jack Nicklaus’ Unlimited Golf & Course Design (1990).

The innovative 3D overview of the greens is awesome. It is a simple design, but is a great way to display the lie of the green. It allows the player to read the greens more accurately that previous methods. Bravo!

I also like the way the camera angle changes a few seconds after you have hit your shot so that you view the ball coming into land is a nice touch. This really helps with the feel of professional golf you see on television. 

Music and SFX

The only music you hear in the game is the cheap 8-bit ear-offending tune that plays over the introduction to each hole where a professional golfer offers advice on how to play the hole. I appreciate this game is ported from MS-DOS but one would expect the music to be of better quality for the Mega Drive. 

The sound is very minimalist. You hear a few birds tweets, the sound of the ball as you strike it and as it lands, and a ripple of applause when you putt the ball. It is how golf should be. Peaceful and relaxing…at least for the spectators anyway.

Replay Value

The main replay value of this game is the multiplayer mode. Each of the tournaments are individual titles and so once you have won them, you have won them. The money accrued means very little other than to be kept as a bragging statistic which is a shame. It would have been nice to be able to buy some different clubs like you can in Arnold Palmer Tournament Golf (1989). That is not to say that the game will be cast aside quickly. The tournaments are incredibly hard to win and mastering the game will take some time.

Did I Complete The Game?

At present, I have not won a tournament…in fact, after several attempts, I have only ever qualified for the third round once whilst competing in the Sterling Shores tournament and the second round of the TPC at Sawgrass.

The 3D view allows for more challenging green designs (screenshot taken by the author)

What The Critics Said:

Mean Machines: “A superb sports simulation which will appeal massively to golf fans, and will even be enjoyed by those who normally wouldn’t play this type of game. Overall 91%.[1]

Raze: “PGA Tour Golf is a very accomplished piece of programming on the Amiga, and even more so on the Mega Drive, putting Arnold Palmer in the rough. The slick presentation on both versions gives the game a very professional look and a lot of appeal. To casual players or more serious golf devotees it will provide an ideal opportunity for long term entertainment. Overall 87%.[2]

Video Games and Computer Entertainment: “The computer plays a good game, but this is one of those that really shines when you play with one, two or three other people. If the graphics, which would seem to be no more than 32 colours, were on a level with Arnold Palmer Tournament Golf (or even the celebrated Links 256-colour golf game from Access), it’d be a truly remarkable achievement. As it is, PGA Tour Golf is still a thoroughly entertaining, challenging and complex golf simulation. Overall 26/40“.[3]

Sega Power: Possibly the best golf game to appear on the MD! Good 3D views, loads of options, a multiplayer mode, a Save Game option, and classic golfing play. A must for all golfers. Overall 5/5.[4]

My Verdict:

“Although the graphics are a bit sub-par (pun intended), PGA Tour Golf is fun and easy to learn but challenging to master. It has plenty of replay value, especially in multiplayer mode, and the creators have captured the atmosphere of the sport nicely.”

Rating:

What are your memories of PGA Tour Golf? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] ‘Mega Drive Review: PGA Tour Golf’. Mean Machines. (April 1991). Issue 7:40-42.

[2] ‘Reviews – PGA Tour Golf’. (May 1991). Raze. Issue 7:38.

[3] Mandel, J., ‘PGA Tour Golf’. Video Games and Computer Entertainment. (May 1991). :47-8.

[4] The Hard Line – PGA Tour Golf’. Sega Power. (October 1991). 23:54.

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Wii Sports – Review

Wii Sports holds the accolade of Nintendo’s biggest selling video game with 82.9 million units sold as of 2022. However, these figures seem less impressive when you keep in mind that it was part of the bundle when you bought the Wii.[1] That being said, one cannot fault Nintendo’s pushing of gaming boundaries here. The results may not have been perfect, but it sparked an array of easily accessible games for people of all ages and abilities to enjoy.

Title screen (screenshot taken by the author)

Wii Sports is a sports simulation game developed and published by Nintendo. It was released for the Wii in 2006. For this review, I dusted off my old Wii and had a trip down memory lane.

Plot (or in this case, what is the game all about?)

As with all sport sims, there is no “plot”. Instead, there are five different sports for you to compete in and can be played with upto four players with the exception of boxing and baseball which are single- or two-player games. To play the games, you use the Wii remote to simulate the actions you would make if you were to play these games in real life.

Tennis

Gameplay

With up to four players, you can choose to play a single game, best of three games or best of five games. The direction you hit the ball is very much based on the timing of your swing and the position of your Mii (your character). However, when serving, you simply raise your remote as if throwing a ball into the air before swiping at it to send it towards your opponents. The rules and point system are the same as a real life tennis game.

How Does It Handle?

The fact that the direction the ball is hit is based on the timing of your swing and the position of your Mii can be frustrating because you don’t have control over the position of the Mii. Their movements are controlled by the computer and so one can be forgiven for shouting, in the immortal words of Eliza Doolittle in the movie of My Fair Lady (1964), “Move your bloomin’ arse!“. One little hint when serving is that if you can time it so that you strike the ball when it has reached its peak height, you will hit the ball incredibly hard and fast, making it difficult for your opponent to return the serve.

Graphics

For all the sports in this game, the Mii designs are never going to win prizes for asthetics. However, they don’t need to be breathtakingly detailed because that is not what Wii Sports is about, so I won’t hold their design against the game. The environments of Tennis are nicely coloured, and conjure up feelings of summer days watching Wimbledon and eating strawberries and cream. The varying arrays of greens is rather impressive.

Music and SFX

You only really hear music when you are selecting how many players will play or during the replays when you win the match. The SFX are very realistic. From the sound the ball makes as your strike it, to the cheer of the crowd when a point is scored, the SFX are awesome. The umpire calling out the scores after a point is scored reminds me a lot of old arcade games.

“New balls please!” (screenshot taken by the author)

Baseball

Gameplay

Up to two players can play at any one time. One player bats and the other player pitches. Once you get three opposing players out, your innings ends, and it is your opponents turn to bat. Each team has three innings but if one team leads by 5 runs, a mercy ruling is imposed and the game ends with the winner being the team with the most runs.

To hit the ball when batting, you simply need to time your swing as the ball approaches. However, the pitcher will use all their cunning and guile to throw different types of pitches to ensure you miss the ball. For example, by simply motioning the remote as if throwing a ball, your pitcher will perform a fastball (the fastest ball I can pitch reaches 151KM/H). The faster you throw, the faster the ball will travel. Holding the ‘A’ button while throwing will perform a swerve ball. Holding the ‘B’ button will perform a curve ball and holding both ‘A’ and ‘B’ will perform a splitter. This is where the ball swerves downwards at the last second making the batter swing and miss. If you swing and miss three times, your batter is out. If you hold your nerve and don’t swing at the splitters, four times, then your player will get a free walk to first base. Hitting the ball into the stands within the foul lines will earn you a home run, and all players at the bases can freely run home to score you points.

How Does It Handle?

As the pitcher, trying to disguise your pitch is all part of the fun. The fielding is automatic and so once you throw a pitch, the rest of the game is out of your hands. As the batter, timing your swing is everything. Once you hit the ball, that is pretty much all there is to it. You can’t steal bases, you simply hit the ball and let the computer do the rest. It is a simple game, but suprisingly fun in two-player mode.

Graphics

Again, the graphics are adequate for what the sport is offering. Clear and colourful graphics…what more do you want from such a game?

Music and SFX

You hear the Wii Sports fanfare (which is very memorable) as the players line up at the beginning of the match, and another piece of music once the match has been won (which is not very memorable). Some noticeable SFX consist of when you strike the ball and when the ball is caught by a fielder. However, the main SFX comes from the constant crowd noise giving you a real sense of stadium atmosphere.

“Let’s go Blue Jays!!!” (screenshot taken by the author)

Ten-pin Bowling

Gameplay

This can be played with up to four players. Each player has ten frames. In each frame, you are allowed to bowl twice, with the object being to knock down all the pins. If you knock down all the pins with your first ball, your frame is over and it is the next person’s frame and so on (Note: For frame 10, if you get a strike or a spare, you will end up bowling an extra ball. The maximum score you can achieve is 300 (My highest is only 192). Before bowling the ball, you can adjust your aim, then you simply hold down ‘B’, and perform a bowling motion, letting go of ‘B’ as your follow through.

How Does It Handle?

The game handles very realistically I think. As a right hander, there will always be a natural draw to the left when bowling (to the right if you’re a southpaw), but the method to adjust your position and trajectory is easy to use (this doesn’t mean getting a perfect game is easy though). By twisting the remote as you bowl, you can add spin to the ball as it sails down the lane which is fun to try and master. One nice little quirk of the game is that if you let go of the ball too early, it will fly backwards and land with a thud making the spectators jump.

Graphics

Nothing spectacular is needed for this type of sport, but there are some nice touches. For example, seeing the reflection of the pins and the ball as it is being bowled adds to the illusion of a slick and well maintained bowling alley. Also, when the camera pans around so that you can see what’s behind the bowler, you can see all the Miis wandering back and forth to their lanes.

Music and SFX

The main SFX are the satisfying noise of the pins as they tumble together and fall. Interestingly, for this game they have chosen a lo-fi soundtrack l, that I didn’t notice at first, that plays throughout. However, the post-game music is a nice guitar-riffed country-esque affair, and arguably the nicest piece of music in the entire game.

“We’re gonna score tonight. We’re gonna score tonight!” (screenshot taken by the author)

Golf

Gameplay

Up to four players can play at any one time. The aim is to get around the nine-hole course in the least number of strokes. To the left of your Mii, you will see a gauge. As you swing the remote, a blue bar will appear to fill the gauge. The harder you swing, the more the gauge will fill. However, if you swing too hard, the gauge will turn red, causing your shot to either draw or slice uncontrollably. You can take as many practice swings as you like but when you wish to hit the ball you will need to press and hold the ‘A’ button to move the Mii forward to prepare for your shot. To help gauge how hard you should swing, dots on the gauge correspond with the dots on the map to your right. This will indicate where your ball should land (taking into account wind and elevation etc.).

How Does It Handle?

I think the game handles well. You are able to swing the remote incredibly lightly too when putting, allowing for the deftess of touches.

Graphics

Again, a lovely array of greens set against a cloudy but blue sky, with the odd sand bunker or water feature present. The colourscheme is strangely relaxing and comforting.

Music and SFX

The main SFX are the when you strike the ball, and when it lands in the water, on land, or when you get it in the hole. If you hit the ball well you are greeted with a “Nice Shot” vocalisation and a cheer from the crowd which (realistically) dies down as the player addresses the ball for their next shot. There is also the pleasant ambience of nature around you complete with bird tweets.

Driving for show, putting for dough (screenshot taken by the author)

Boxing

Gameplay

Up to two-players can play at any one time. The object is to knock your opponent out. Using the Wii remote and the nunchuck, you block, jab and hook as you would if you were really boxing. You can also tilt the controllers left or right to bob and weave and evade the opponent’s strikes.

How Does It Handle?

Although this game shows the potential future of sporting sim games, I didn’t spend much time on the boxing. There is little finesse to the game and I feel that you just end up slugging it out. I’m sure there are people out there who practically make their Mii dance, but I did not have the inclination to become as proficient.

Graphics

Your Mii is transparent but your gloves are fully opaque. I would have liked the option of first person perspective for this game.

Music and SFX

The only music you hear is an urban beat sounding piece after the fight when your stats are shown. The most distinctive sound you’ll hear is the crowd noise as they cheer during the fight. There’ll be plenty of familiar sounding thuds as punches are landed too.

“You’re gonna eat thunder and crap lightning” (screenshot taken by the author)

Extras

As an extra bonus, the game also contains two other features. The first is a training mode which gives you three different training sessions per sport to help improve your skill. The second is a fitness mode which uses tennis, baseball, and bowling to test your speed, strength, and stamina. It then calculates your Wii age…my last attempt put my age at 33. At the time of writing this in 2022, I am 39 so I’ll take that.

Replay Value

Personally, I found this game to have tons of replay value, especially in two- or multi-player modes. The gaining of experience points was a good option too as the competitve amongst us will ensure their Mii has the highest number of points. However, I do also concede that Wii Sports may also be a Marmite game. You’ll either love it or you’ll hate it!

Personal Memories

Many years ago, when I used to live with a buddy, Friday nights were for listening to Reel Big Fish and playing Wii Sports. We’d crack open the beers and would compete mostly on golf and baseball. We occasionally play bowling and tennis, but our hearts lay with golf and baseball. We actually became pretty darn good at the golf game and could birdie most holes.

Did I Complete The Game?

As with most modern sport sims, this is not the sort of game you complete.

What The Critics Said:

Allgame: “As a key launch title, Wii Sports accomplishes everything it sets out to do. It introduces the system’s control scheme in an appealing way, it incorporates the cutesy Mii characters for a personal touch, and it shows off some of the console’s communication capabilities by sending players notes whenever they achieve a certain milestone. More importantly, it is exactly the type of game that will bring users of all ages and skill levels together for laughs, cheers, and some excitement about what may be in store from Nintendo in the years ahead. Overall 12/25.[1]

Electronic Gaming Monthly: Good – Grandma can play, comes with the system. Bad – Zero depth. Coolest Feature – Seeing your customized Miis wandering the sidelines. Overall 19/30.[2]

Eurogamer: “…what it’s actually got here brilliantly embodies the Wii’s dramatic premise: that this kind of control can appeal to people who don’t play games and people who used to play games as well as people who’ve been playing them for as long as we have. That’s not to say that it’s all things to all people, or that it’s without flaws – but when you get lost in tennis late at night, you can be playing because your opponent’s smart, and needs to be forced out of position with varied ground shots, top spin and precisely angled shots; or you can be playing because, golly Michael, come see what Tom’s brought home, it’s a sort of magical tennis racket. It’s more than the parlour game that we all expected, then, but perhaps the beautiful thing is that it still can be that if you want it to. Overall 8/10.”[3]

Gamepro: “Even though Wii Sports is included in the system, we don’t want to give it too much leeway because it’s free. But, realistically, we can’t help but enjoy the fact that we’re getting a solid sports experience for nothing. It’s definitely more fun in groups and won’t have a great deal of longevity, but anyone who doesn’t find at least some fun in Wii Sports has a heart of coal. There, I said it. Overall 4.25/5.”[4]

Gamerspot: “The first time the games included in Wii Sports were shown to the public, it was simply as tech demos to prove that Nintendo wasn’t totally crazy for building a whole console around motion-sensitive controls. Though there’s still kind of a tech-demo feel to Wii Sports, it’s a fun, unique package you’ll enjoy so long as you don’t expect too much detail from it. Overall 7.8/10.[5]

Gamespy: “Wii Sports is at its best in a group setting, where the familiarity that everyone has with these games makes them incredibly easy to pick up and play. It’s a game you can play with your friends and family, and it perfectly highlights the direction that Nintendo is taking with the platform. It’s not the best-looking game on the system, and it’s definitely not the deepest, but it may well be the most fun. You’re not forking over any money for Wii Sports, so consider it the best money you won’t spend this year. Overall 4/5”.[6]

GameTrailers: “Wii Sports is incredibly fun to play for the first couple days you have it, and you’ll undoubtedly sell some Wiis for Nintendo if you bust it out at a party. But eventually, the relative lack of depth to any of the games exposes it for what it is–a free game that comes packed-in with the system. Overall 8/10.[7]

GameZone: Mario. Tetris. Mario World. Wii Sports. These are the four games Nintendo has chosen to include with four of their game consoles. In terms of sales and longevity, Wii Sports won’t do for Nintendo Wii what Mario did for the NES. Wii Sports won’t be played by as many people as Tetris. It is, however, a killer, innovative showpiece that will draw in anyone who witnesses all that it can do. Sure, it lacks goals and can be beaten very quickly. But the ultra-responsive technology and high multiplayer replay value are far greater than any other party or sports game collection. Excite Truck is good, but this is the one that should’ve been packed in Wii kiosks all over the country. Overall 8.5/10”.[8]

IGN: Wii Sports is a successful showpiece for Nintendo’s new hardware and a fantastic means to get non-gamers talking about Wii. Not all of the games are spectacular. Given the choice, I’d prefer not to play either boxing or golf, which is disappointing because both sports seem like a fine fit for the remote. But the games that do work really work. Baseball is good in short bursts. Tennis is a lot of fun, especially with two or more. And bowling is fantastic – I can’t wait for Nintendo to use these mechanics and release the inevitable (and much deeper) Mario Bowling.

What you’re going to find in Wii Sports is a title that demonstrates the potential of the Wii remote, but comes up short in depth and visuals. Play it for an hour with friends and you’ll love it. Your non-gamer friends will be dazzled by the immediately intuitive controls and the imported Miis. But the title sacrifices incredible depth and visuals for an immediately accessible experience. Overall 7.5/10.”[9]

Nintendo Gamer: “…even though the tennis, golf, and baseball aren’t that great, there’s still no denying that Wiis Sports is a lot of fun. Bowling and boxing alone make it a great party game, and the rest of the sports, though flawed, at least provide a glimpse of what the Wii is capable of…Overall 78/100.”[10]

Nintendo Life: It’s simply a fun game that is somewhat plagued by the simplicity and a few other errors, but offers a refreshing and satisfying experience. Overall 8/10.”[11]

Nintendo Power: “The whole fitness aspect is cool, but in the single-player game you’ll experience everything Wii Sports has to offer in a matter of hours. Then again, the game does come free with the console, so ГИ stop whining. Overall 8.25/10.”[12]

Official Nintendo Magazine: “Maybe a month or two down the line you’ll have put Wii Sports back on the shelf because the basic nature of the games means that once you get used to them there isn’t much of a replay factor (although the training mode does provide a number of missions for you to complete). But if someone comes over to your house and asks to see how the Wii works, Wii Sports is the game you’ll use to demonstrate. It’s simple yet has a surprising amount of depth, and when played with
a group of friends is one of the best multiplayer experiences on the Wii. And it didn’t cost you a penny. Overall 90%
.[13]

PALGN: A very solid first effort for the Wii, and provides just a taste of what is, and what will be, great about the Wii console. Pick it up, play it and have fun. Very nice. Overall 7.5/10.[14]

Videogamer: “Undoubtedly, Wii Sports did start out as “just a tech demo” but the game that’ll arrive with your Wii has come a long way since then. It’s come far enough, in fact, that were Nintendo to sell this separately for say £20, it would be something akin to a must buy. It may not win any awards for the best looking or sounding game but it’s great pure fun, and is instantly accessible to pretty much anyone. We all know roughly how to swing a tennis racket, or bowl a bowling ball – even if we haven’t done either before – and the Wii Remote does a great job of recreating the sensations of the real thing by being neither too accurate nor too forgiving, but just right. Overall 8/10.[15]

My Verdict:

“I have a real soft spot for this game. The multitude of fond memories I have playing it with friends may account for my generous score. Wii Sports will never win awards for graphics, but the colours and sports designs are pleasing to the eye. Most of the music and SFX are easily forgettable, but I think there is so much fun to be had playing this with friends that it can be forgiven its shortcomings.”

Rating:

What are your memories of Wii Sports? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] Sirani, J., (November 8th 2022). The 10 Best-Selling Video Games of All Time. IGN.com. (https://www.ign.com/articles/best-selling-video-games-of-all-time-grand-theft-auto-minecraft-tetris accessed on 20/11/2022).

[2] Marriott, A.S., ‘Wii Sports – Review.’ Allgame. (https://web.archive.org/web/20141114211231/http://www.allgame.com/game.php?id=49826&tab=review accessed 21/11/2022).

[3] ‘Wii Reviews – Wii Sports’. Electronic Gaming Monthly. (January 2007). Issue 211:63.

[4] Bramwell, T., (December 1st 2006). ‘Wii Sports Revolutionary?’. Eurogamer. (https://www.eurogamer.net/r-wiisports-wii accessed on 20/11/2022).

[5] Mr. Marbles., (November 16 2006).  Gamepro. (http://www.gamepro.com/article/reviews/86628/wii-sports/ accessed 20/11/2022).

[6] Davis, R., (November 19th 2006) ‘Wii Sports Review’. Gamespot. (https://www.gamespot.com/reviews/wii-sports-review/1900-6162054/ accessed on 20/11/2022).

[7] Villoria, G., (November 14th 2006). ‘Reviews – Wii Sports’. Gamespy. (http://wii.gamespy.com/wii/wii-sports/746088p1.html accessed on 20/11/2022).

[8] (November 19th 2006). ‘Wii Sports’. GameTrailers. (http://gametrailers.com/gamereview.php?id=2661 accessed 20/11/2022).

[9] (December 7th 2006). ‘Wii Sports’. GameZone.com. (http://wii.gamezone.com/gzreviews/r29662.htm accessed on 20/11/2022).

[10] Casamassina, M., (November 13 2006). ‘Wii Sports Review’. IGN.com. (http://wii.ign.com/articles/745/745708p1.html accessed on 20/11/2022).

[11] Staines, D., ‘Wii Sports’. Nintendo Gamer. (January 2007). Issue 1:54-55.

[12] Joo, J., (November 24th 2006). ‘Wii Sports Review’. Nintendo Life. (https://www.nintendolife.com/reviews/2006/11/wii_sports_wii accessed on 20/11/2022).

[13] ‘Wii Sports’. Nintendo Power. (January 2007). Issue 211:96.

[14] East, E., (January 9th 2008). ‘Nintendo: Wii Reviews’. Official Nintendo Magazine. (http://www.officialnintendomagazine.co.uk/article.php?id=2423 accessed 21/11/2022).

[15] Larsen, P., (December 7th 2006). ‘Wii Sports Review’. PALGN. (https://web.archive.org/web/20071228032840/http://palgn.com.au/article.php?id=6137&sid=d23b3592c374f829cb0f456ef6d94064 accessed 21/11/2022).

[16] Vandervell, A., (November 28th 2006). ‘Wii Sports Review’. Videogamer.com. (https://web.archive.org/web/20061208205821/http://www.pro-g.co.uk/wii/wii_sports/review.html accessed on 21/11/2022).


Super Kick Off – Review

You stand in the tunnel and hear the chants from the stands echo all around you. Your supporters expect glory. Can you immortalise yourself and your team by winning silverware and reigning supreme? Tie up the laces of your football boots and adjust your shin pads. It’s not just Kick Off, it’s Super Kick Off!

Title screen (screenshot taken by the author)

Super Kick Off is the sequel to Kick Off 2. It was developed by Anco Software, Tiertex Design Studios and Enigma Variations, and published by US Gold, Imagineer, and Misawa Entertainment in 1991. It was released on the Mega Drive, Master System, Game Gear, and SNES. I chose to review the Mega Drive version.

How Does It Handle?

The in-game menu icons are not labelled but are fairly self-explanatory. One league and three cup competitions, plus a two-player mode, adds to the replay value. It is also possible to increase the overall speed of the game and adjust the difficulty setting of the opponent, to add more of a challenge.

The teams are a random array of Europe’s better teams from the early 90s. The names of the players are not real but are close enough to distinguish who they really are (Griggs = Giggs etc.). Oddly, some players begin out of position. For example, when playing with Man Utd, Spruce (Steve Bruce), starts upfront instead of in defence, so a little tinkering is needed to amend such insanity.

Controlling the ball takes a bit of getting used to. You have to either manoeuvre the player around the moving ball or press the ‘trap’ button before changing direction. The ‘trap’ button also acts as the pass button and so many times the ball gets kicked wildly out of play. Tackling is pretty much non-existant other than running into the opposition to steal the ball, and the offside rule tends to happen at odd times during the match. Once you can beat the computer regularly on the hardest setting (14-0 if you must know), you know it’s time to stop playing the game.

Although an improvement on most previous football games, I am still at a loss as to how computer designers were consistantly unable to produce a realistic football game in the 80s and early 90s. You only need three buttons: For attacking – 1) short pass, 2) long pass, and 3) shoot. For defense – 1) standing tackle, 2) sliding tackle, and 3) control nearest player to the ball. It’s that simple!

In-game action (screenshot taken by the author)

Graphics

The game is played with a top down view, similar to that of World Cup Italia ’90, but the overall graphics are more detailed, especially where the sprites are concerned. The game has added footballers with different skin tones, making the game more realistic. The pitches are also prettier and the crowd is brightly coloured.

In-game menu (screenshot taken by the author)

Music & SFX

The music is forgettable and not as catchy as World Cup Italia ’90 which had a very Latino feel to it. There are a few SFX but the gasps from the crowd everytime the ball is either saved by the goalkeeper or goes out of play is rather annoying.

Half-time (screenshot taken by the author)

Replay Value

Most sport games have plenty of replay value as there is always another team to play as and there is always a two-player mode.

Did I Complete The Game?

Yes, I won all leagues and trophies in this game.

What The Critics Said:

Mean Machines Sega: “The best football game going, and one which every Mega Drive owner, regardless of their interest in sport, should leap out and purchase. Overall 95%”.[1]

Sega Power: “You wanted a decent football game and you’ve got one! You’ll need patience to get used to controlling the players, but it’s more than worth the effort. Overall 5/5.[2]

My Verdict:

“An improvement on most previous football games, and certainly worth playing. However, they are still a long way to go where football games are concerned.”

Rating:

What are your memories of Super Kick Off? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] ‘Review: Mega Drive – Super Kick Off’. Mean Machines Sega. (February 1993). 5:18-21.

[2] ‘The Hard Line: Mega Drive – Super Kick Off’. Sega Power. (September 1993). 46:98.