NEStalgia

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NES box art for NES Play Action Football, the cover of NEStalgia episode 369

369 · NES Play Action Football

▶ Game info
VerdictSkip it
GenreSports
SeasonSeason 6
DeveloperTOSE
PublisherNintendo
March 21, 2025 · 35 min · transcript available

Nintendo takes its game to the gridiron with NES Play Action Football. While Nintendo did not get the NFL license for this one, it did secure the license of the NFL Player's Association, so the 8 teams to choose from (all named after the appropriate NFL cities) are all stocked up with real pro players from the 1989 season.

Our verdict: Skip it

A game with NES in the title, made by Nintendo, and the fourth football game we've played after 10-Yard Fight, Tecmo Bowl and the disappointing NFL one. Only Mike and Sean were on this episode. There's no NFL license, only the players' association, so Marino is on the Dolphins and Montana is in the game, with eight big-market teams. Squint hard enough and you get an NFL game. Whether it's a good one is another story.

What it gets right

  • It has everything. Screen passes, injuries, substitutions, fumbles, interceptions, a ref who calls first downs, and players who say hut until the ball is snapped (it auto-snaps after eight). We doubt Tecmo Bowl even has a screen pass.
  • Four-player play. You can run two-on-two, with one player as quarterback and the other as running back, then switching to the receiver the pass goes to. Each play is a direction plus a button, and in multiplayer the game doesn't flash the play name. Playbook cutouts let teammates point at a card instead of saying it out loud.
  • A tidy playbook. Every screen shows one pass and one run.
  • Touchdown animations. A run, a catch and a dive over the goal line each get their own replay. Taking a knee for a touchback by accident made us laugh.

What gets in the way

  • The 45-degree view. It sounded better in the pitch meeting. It isn't isometric and gives no depth, but it tilts your controls (up moves you up and to the right), cuts off the field, and makes the ball hard to judge. Every catch we missed was a ball that dropped sooner than expected. An arrow marks the landing spot only on the zoomed-out view.
  • Buried controls. Switching playbook pages takes A and B together, and no play action pass appears until you do. Sean couldn't find a field goal on fourth and seven and punted instead. The manual explains everything else.
  • Sluggish, with little AI. Players feel like trucks with too much momentum, blockers do little, and our runs died after ten or fifteen yards. Tap A, don't hold it, for a burst of speed. Fewer players on screen, like 10-Yard Fight, might have run snappier.
  • Punt returns and defense. You can't find your returner, and switching players means pressing both buttons, which can trigger a dive tackle. On level one, a zone blitz and a switch to the tackle gets a sack almost every time.
  • Thin around the edges. Difficulty is just level one through four, and "playoffs" are a sequence of teams, not a bracket. Play to play it's a sim, above that it's bare.

The bottom line

Skip it. We both voted no on the Essential Games List. Mike said Tecmo Bowl was faster, simpler and more "video game." Sean said it's too jank to be essential, whatever nice things he had to say about the details, though he did beat the Dolphins badly enough that Marino got pulled. In our haunted-game check, Mike found no ghosts and Sean called it blessed.

Written from our conversation in this episode.

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