![]() ![]() It’s an arcade-style version of football. The SNES version was published by Acclaim and developed by Beam Software, while the Genesis version was published by Acclaim’s Arena subsidiary and developed internally by Iguana. High Impact Football was essentially replaced by Super High Impact, and then home console conversions of Super High Impact came out in 1993. Like Arch Rivals, it got traffic and tokens, but never really was a standout arcade sports games at the time. With such Firepower (pun intended– Jarvis is credited for the sound and software in the Firepower pinball machine from Williams in 1980), it was a little shocking at High Impact and Super High Impact didn’t have a lot of impact in arcades. So did Ed Boon, who would eventually go on to co-create Mortal Kombat. Eugene Jarvis, the game design mastermind behind Defender, Robotron 2084, and other games, had a hand in this game. It’s like it was created by people who never saw a football game in their lives, or even experienced the physical act of running.ĭon’t believe me? This game wound up at #7 on a list of the worst Sega Genesis games ever over at the very cool site Revoking the Sega Seal of Quality.High Impact Football was produced by Williams Entertainment in 1990, and a kind-of-sequel, Super High Impact, debuted in 1991 from Midway Games– which is what Williams Entertainment became. When you get tackled, that’s where the edginess kicks in, baby! By that, I mean that you see your player’s pads fly into the air to end the play, and sometimes that will be followed by a gif depicting some guy in a suit and sunglasses who has a good laugh at how violent or not-violent-enough the play just was. ![]() A magic turbo button will shoot you forward like you got pulled by an invisible speedboat, which will free you from tackles for a second before the defense catches up to you. If you’re lucky enough to complete a pass, the illusion that you’re playing a football game disappears a moment afterward - players move so unnaturally and there’s no dynamic to running with the ball. Once you throw it, a crapshoot determines if your receiver catches it, doesn’t catch it, or runs out of bounds before it gets to him. There’s a simple 1-button throwing system - you can direct your pass either up or down, despite the fact that you have 3 to 5 receivers running patterns. ![]() The CPU defense breaks through the line of scrimmage instantly on most plays, so your only sensible strategy becomes snapping the ball and throwing aimlessly as fast as possible. Blitz didn’t come out until 1997 and thankfully bares no resemblance to this piece of junk. Some say High Impact is technically the precursor to NFL Blitz because the arcades were made by Midway, but I ignore that nonsense. There was a High Impact Football arcade game in 1989, then Super High Impact in 1991, and this is the Genesis port of the sequel. This poorly thought-out game was probably meant to steal a piece of Tecmo Bowl’s popularity by appealing to folks who like side-scroll football but found Tecmo Bowl too easy to control and lacking the excitement of hearing taunts like “Momma’s boy!” and “You’re toast!” before every play and occasionally fist-fighting opponents after them.īy fist-fighting, I mean that you watch goofy gifs of actors in football uniforms pretending to fight while you tap buttons rapidly to make a meter go up, which is the same mechanic that you use on kickoffs and field goals. ![]()
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