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Capcom's MVP Football [Model SNS-NL-USA]
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Actual Entry (non editable)
Capcom's MVP Football (c) 1993 Capcom USA, Inc. Capcom's MVP Football is a professional football simulation. It was one of the few attempts by Capcom to break into the crowded sports market during the 16-bit era, offering a distinct alternative to the established Madden NFL series by focusing on a more streamlined, arcade-informed play-calling system. Description from the back cover: BRUISING NFL FOOTBALL ACTION! It's 4th and goal with 5 seconds left on the clock and you're down by 4 points. But you are faced with the toughest defense in the NFL. You take the hike, roll to the right, and find a wide open receiver. You rifle the ball towards him... You call the shots in CAPCOM's MVP FOOTBALL! It's real NFL action that you won't find anywhere else. Choose any team from the AFC or the NFC. You can also play in different types of weather and field conditions. It's the closest thing to real football without getting dirty. There are four different game modes - Custom mode allows exhibition-type games to be played and for all the components of the game to be customized. Players can either control the action on the field or just be a coach and call all the plays. - A tournament mode permits players to take his team through the playoff bracket and into the Super Bowl. - MVP mode requires players to change history as he changes the outcome of historical NFL games. - Demo mode allows the players to watch the AI play against itself. Other features of the game include: - An instant replay after the end of every important play and the end of each half provides a television-like angle to the gameplay on field. - Game statistics show deficient stats in red numerals. - TECHNICAL - GAME ID: SNS-NL-USA - TRIVIA - Released in October 1993 exclusively in the USA. Developmental Pedigree: Developed by FarSight Studios, a team later famous for their extensive Pinball Arcade series, this title showcased their early ability to manage complex physics engines—in this case, simulating the ball trajectory and player collisions on the gridiron. The "Capcom" Difference: Unlike the more complex simulation-heavy titles of the time, MVP Football was marketed for its accessibility. It simplified the playbook management, allowing players to jump into games without memorizing dense statistical overlays, which was intended to attract a broader audience. Missing License: A key historical detail for your archive is that this title, unlike the EA offerings, did not possess a full NFL or NFLPA license. As a result, it utilized generic team names and city-based identifiers, a common limitation for third-party publishers attempting to enter the sports genre without significant investment in official licensing. - STAFF - Written By: Brett G. Durrett, Matt Schneider Art By: Wilfredo J. Aguilar, Jody Sather, James Weibmer Designed By: Wilfredo J. Aguilar, Christian Dana Perry, Brett G. Durrett, Sean B. Barger, Greg Marr Project Management: Christian Dana Perry, Jack Thorton Project Coordination: Carla Green Quality Assurance: Chris Caracci Music and Sound: Ed Bogas, Gary Clayton Special Thanks To: Sarah Moraga, Vicki Monville, Shawn McFerrin, Jay Reilly, Dana Johnson, Erika Johnson, Brenden Maloof, Lindsay Wendt, Hideaki Kurisu, Aogu Ikeda, Len Fisher, Daniel Moraga, Eric Levitanus, Mark Headley, David Theurer, Frank Colin, Chuck Sommerville, Dan Ross, Dan Bradford, Leila Joslin, Ari Bronstein, Ian Bronstein, Daria Van Der Something, AMT, Marilyn Durrett, Steve Hales, Jim L. Nitchals, Stefan Butler, Liz Rood, Anton Berteaux, Stan Eisenstat, Mike Ross, Maureen Garrett, Nick Aguilar, John Preston, Emory Durrett, Tony Birrittier, Mike Delgado, Jeff Lamb, Lynette Lamb, Ted Diez, Thanhia Paul, Glenn Kuhlman, Newcomb Barger, Gene Barger, CPS, Marc Cuniberti, Andy Moraga, Eileen Hoyt, Tina Reynolds, Tim Mensch, Daniel Filner - SOURCES - ROM dump (MAME).
Your Changes (editable)
Capcom's MVP Football (c) 1993 Capcom USA, Inc. Capcom's MVP Football is a professional football simulation. It was one of the few attempts by Capcom to break into the crowded sports market during the 16-bit era, offering a distinct alternative to the established Madden NFL series by focusing on a more streamlined, arcade-informed play-calling system. Description from the back cover: BRUISING NFL FOOTBALL ACTION! It's 4th and goal with 5 seconds left on the clock and you're down by 4 points. But you are faced with the toughest defense in the NFL. You take the hike, roll to the right, and find a wide open receiver. You rifle the ball towards him... You call the shots in CAPCOM's MVP FOOTBALL! It's real NFL action that you won't find anywhere else. Choose any team from the AFC or the NFC. You can also play in different types of weather and field conditions. It's the closest thing to real football without getting dirty. There are four different game modes - Custom mode allows exhibition-type games to be played and for all the components of the game to be customized. Players can either control the action on the field or just be a coach and call all the plays. - A tournament mode permits players to take his team through the playoff bracket and into the Super Bowl. - MVP mode requires players to change history as he changes the outcome of historical NFL games. - Demo mode allows the players to watch the AI play against itself. Other features of the game include: - An instant replay after the end of every important play and the end of each half provides a television-like angle to the gameplay on field. - Game statistics show deficient stats in red numerals. - TECHNICAL - GAME ID: SNS-NL-USA - TRIVIA - Released in October 1993 exclusively in the USA. Developmental Pedigree: Developed by FarSight Studios, a team later famous for their extensive Pinball Arcade series, this title showcased their early ability to manage complex physics engines—in this case, simulating the ball trajectory and player collisions on the gridiron. The "Capcom" Difference: Unlike the more complex simulation-heavy titles of the time, MVP Football was marketed for its accessibility. It simplified the playbook management, allowing players to jump into games without memorizing dense statistical overlays, which was intended to attract a broader audience. Missing License: A key historical detail for your archive is that this title, unlike the EA offerings, did not possess a full NFL or NFLPA license. As a result, it utilized generic team names and city-based identifiers, a common limitation for third-party publishers attempting to enter the sports genre without significant investment in official licensing. - STAFF - Written By: Brett G. Durrett, Matt Schneider Art By: Wilfredo J. Aguilar, Jody Sather, James Weibmer Designed By: Wilfredo J. Aguilar, Christian Dana Perry, Brett G. Durrett, Sean B. Barger, Greg Marr Project Management: Christian Dana Perry, Jack Thorton Project Coordination: Carla Green Quality Assurance: Chris Caracci Music and Sound: Ed Bogas, Gary Clayton Special Thanks To: Sarah Moraga, Vicki Monville, Shawn McFerrin, Jay Reilly, Dana Johnson, Erika Johnson, Brenden Maloof, Lindsay Wendt, Hideaki Kurisu, Aogu Ikeda, Len Fisher, Daniel Moraga, Eric Levitanus, Mark Headley, David Theurer, Frank Colin, Chuck Sommerville, Dan Ross, Dan Bradford, Leila Joslin, Ari Bronstein, Ian Bronstein, Daria Van Der Something, AMT, Marilyn Durrett, Steve Hales, Jim L. Nitchals, Stefan Butler, Liz Rood, Anton Berteaux, Stan Eisenstat, Mike Ross, Maureen Garrett, Nick Aguilar, John Preston, Emory Durrett, Tony Birrittier, Mike Delgado, Jeff Lamb, Lynette Lamb, Ted Diez, Thanhia Paul, Glenn Kuhlman, Newcomb Barger, Gene Barger, CPS, Marc Cuniberti, Andy Moraga, Eileen Hoyt, Tina Reynolds, Tim Mensch, Daniel Filner - SOURCES - ROM dump (MAME).
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