It's Ali, Foreman, Frazier, Holmes and Norton -- five of the world's greatest heavyweight boxing champs! Be them or battle them. Each has his actual physical traits and boxing style. Move and jab, or go toe-to-toe and unleash a flurry of punishing hooks, uppercuts and body shots. Protect yourself by blocking punches or clinching. Taunt opponents with showboat moves if you've got the guts. Fight exhibition matches or an entire 15-year career. Between round close-ups show each boxer's facial damage. Beat these five legends and become a Champion Forever!
Viewed top-down, the controls involve trapping the ball under your foot, giving you time to prepare passes. Running with the ball is tricky at first, as it doesn't stick to your foot the way it did in contemporary football games. Complex moves such as overhead kicks, back-heels and long-range through-ball passes can be completed with practice.
The stadium organ is pumping as you faceoff against international competition. Play any position, even goalie, with total control. Experience all the stick handling, slap shots, body checks and fisticuffs of world class hockey. Make strategic goalie and line changes. If their goon slams you into the boards, drop your gloves and duke it out. Now you're flying down the ice on a power play. You wind up and crank a high, blazing slap shot, but their goalie's reaching up and...Welcome to World War III, hockey style!
The player is able to customize their own sumo wrestler by giving him a unique appearance. Characters have a chibi appearance to them.
Items that can be added include are the eyes, ears, mouth, and nose. Once the customized wrestler is created, he must fight against other sumo wrestlers for the title of Yokozuna. There are two bars for each player that allow the player to fend off and deliver attacks. A tutorial mode is added that allows players to practice their moves against an AI opponent that is lower in intellect that the actual game's AI.
Get a headlock on fun with Hal Wrestling! Eight rompin', stompin' brutes squares off in a head-to-head matches any sports fan can enjoy! All the pro wrestling moves you can use and a few you haven't seen before! Go one-on-one against the computer or a friend, or round up your own four-man wrecking crew for thunderous action! Hal Wrestling - we're coming to get YOU!
Bulls vs Lakers and the NBA Playoffs is a basketball video game developed by Electronic Arts and released in 1992 exclusively for the Sega Mega Drive. The game is the sequel to Lakers versus Celtics. The game's name refers to the previous season's NBA championship series, the 1991 NBA Finals matchup between the Chicago Bulls and Los Angeles Lakers. It is the second game in the NBA Playoffs series of games.
Although there is no SNES version for Bulls vs Lakers, the SNES (and first) version of Bulls vs. Blazers was heavily based on Bulls vs Lakers, with the later Mega Drive version introducing a few changes from this.
Bulls vs Lakers introduced a television broadcast-style presentation with a fictional television network, "EASN", the Electronic Arts Sports Network. It was the first team basketball game to feature an in-game instant replay feature. Bing Gordon, the Chief Creative Officer of Electronic Arts, was featured as the game announcer. This was also the first game to depict NBA team logos on the courts.
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Soccer Challenge is a series of mini-games designed to 'hone your skills' in some of the key disciplines of the sport (tackling, passing and penalties) before taking on a stamina building assault course.
Sega Soccer is a port of World Cup Italia '90, released inside compilations in Europe. This version of the game removed the license from FIFA and mentions any mentions of Virgin Mastertronic (the previous publisher).
NFL Football is a football game based on the American NFL. The player can only participate in exhibition matches and has the choice between 28 teams which differ slightly in speed. Before a play, the player has the option between several tactical approaches (six in offense, seven in defense) and then the player directly controls the active athlete who is marked with an arrow. After a ball throw the control switches to the receiving athlete and the player has to catch it. Punts and kickoffs are automated.