A Sensible Decision

Jon Hare on Sensible Soccer's Plug n' Play reawakening.

As one of the worlds' greatest ever games, Sensible Soccer fully deserves the love and reverence it continues to get 13 years on from its original Amiga release. Its simple, fast, fluid playability remains virtually unmatched even now, and its re-release by Radica in the form of a plug and play TV gaming device is a stroke of genius that's sure to have gamers' nostalgia glands flowing at the thought of resuming old rivalries on this old classic.

Produced by Sensible Software at the peak of its powers back in 1992, the game still feels every bit as fresh and playable now, and we've reviewed this cute retro package here. Sure, the graphics hardly cut the mustard now, but you really won't care when you're pinging passes around and scoring scorchers from 25 yards. It's one of the few timeless classics that's every bit as good as you remember it.

And with that in mind, we grabbed the legendary lead designer Jon Hare for a chat to find out about how the game came about and his plans for the future. And because we're good to you, we even got hold of Radica's Rob Goodchild to find out why the company decided to revive this enduring classic...

Eurogamer: What was it that people loved about Sensible Soccer that has people talking about it over a decade on?

Jon Hare: Sensible Soccer was a real step forward in playability at the time of its release and it had more depth of real football world detail than any other game before or since, unless there are any action football games out there today with 1,500 international teams and 20,000 players from over 80 different countries. In the UK people remember the playability, but in many countries across the world people also remember it for including their own favourite teams when every other game was ignoring them. I should point out the version in Arcade Legends is the original Mega Drive version with fewer teams and a slightly safer naming policy.

It plays really well as an arcade game based on football as opposed to a simulation, in fact I think it is probably still the best arcade style football game on the market today.

Rob Goodchild: Sensible Soccer had great elements such as playability, great learning curve, many hidden depths and a great sense of humour. Its style has never been surpassed and it certainly doesn't have any peers in modern gaming. Arcade Legends Sensible Soccer Plus contains the Mega Drive versions of Sensible Soccer, Mega-Lo-Mania and Cannon Fodder. All of these are Sensible Software's flagship games titles of the 90's, all re-packaged in the Arcade Legends Sensible Soccer Plus plug and play TV kit.

'A Sensible Decision' Screenshot 1

Games Pro Evolution Soccer can co-exist with Sensible Soccer, even now, Jon reckons.

Eurogamer: How do you think it compares to modern day footy games like PES and FIFA?

Jon Hare: Faster, better shooting, better passing, less moves, less tactical variation, worse graphics. Overall without a graphical overhaul it struggles to compete with PES and FIFA for that instant TV style appeal. But I believe a lot of people would still love to have a modern version of Sensible Soccer as a second football game with a slightly more light hearted, more instant feel, to sit side by side on their shelf along FIFA or PES.

Put it this way there is more chance that someone would prefer to own and play SS and FIFA, or SS and PES, than there is of someone playing and owning both PES and FIFA. Sensible Soccer does not occupy quite the same space as these two games do.

Rob Goodchild: Modern day football games go for realism. The trend now is to go for photorealistic games, and each incarnation becomes more intricate and more of a simulation, with complex controls and tactics. Sensi emulates the fluid beauty of the game and, although it is a simple game for anyone to pick up and play, it is still tricky to truly master, which is why we love it so.

Eurogamer: Do you think top down footy games can ever make a 'comeback' or are we stuck with fully 3D ones forever?

Jon Hare: Top-down can make a come back "it is only a preferred camera angle". 2D however is dead as dead can be on everything but mobile... and even there it is dying fast.

Eurogamer: For the benefit of those who might not know, just what were the hardware limitations back when Sensible was conceived?

Jon Hare: Well, we had the memory restrictions of the standard Amiga/ST to build the game around, 16-bit standard graphics, limited sound, and limited memory. But the amazing thing is because of this Sensible Soccer was an incredibly efficient program that always ran on the frame, that's 60 frames a second. It was this speed of updating both graphics and gameplay that made Sensi feel so smooth and fast.

I am not sure younger people who were not lucky enough to have experienced games in this era realise just how much games slowed down in the mid-1990s during the first 5 years or so of 3D gaming shortly after and even partly during Sensi's golden era and personally I have always felt that this fact has always been largely ignored by the industry in general.

'A Sensible Decision' Screenshot 2

The first-generation Sensible Soccer, or thereabouts.

Eurogamer: Why did you go for a more zoomed out perspective? At the time it was very different to what most people were doing.

Jon Hare: That is simple to answer, the scale and perspective of Sensible Soccer was taken from Mega-Lo-Mania... anyone who buys Arcade Legends can check this out for themselves. Mega-Lo-Mania was the first game of the three to be developed and during this time myself and Chris Chapman (original Sensible Soccer programmer) were playing an awful lot of Kick Off. We were annoyed by some features in Kick Off and vowed to do our own football game when MLM was completed. I distinctly remember doing the first Sensible Soccer graphics by dressing up MLM sprites in football kits, in fact the very first Sensi Soccer footballers were actually seen running around in the Mega-Lo-Mania landscapes.

Once we got going with the game properly, we realised that the zoomed out perspective was great for passing and shooting from range, so we stuck with it.

Eurogamer: Do you ever think about reviving Sensible with next gen technology? What's holding you back?

Jon Hare: I would love to do this providing it is done properly, the only thing holding it back is convincing everyone - including me - that it is the right time and place to do it and that the game can continue to enhance the Sensible Soccer name. I have no interest in producing a sub-standard product like Sensible Soccer 1998 again, even if the second version did play really well.

Most essential is retaining the same fast gameplay on minimal buttons, with instant headers, tackles and volleys and accurate controllable shooting and passing, but also with beautiful animation. That in a nutshell is the Sensi Challenge.

Eurogamer: If you could remake Sensible Soccer, how would you go about it?

Jon Hare: Obviously on any of the bigger machines you need to be talking full 3D even with the zoomed out camera for the majority of play. I think the use of close-up camera angles for some dead ball situations and carefully constructed, gameplay controlled animation is also essential. The question of which teams/players to include is very much a licensing question these days, but Sensible Soccer had a strong 'create your own team' element to it that could always be built on to further enhance whatever licenses were acquired.

'A Sensible Decision' Screenshot 3

Sensi Mobile. The closest we've yet seen to a proper handheld version.

Eurogamer: Why not do a GBA version at least? Surely there's a demand?

Jon Hare: I couldn't agree more, similarly PSP and DS would be pretty popular too, recently Codemasters have commissioned a Mobile version, which I worked on with my mobile development studio Tower Studios and it has been selling well throughout this year also there is the version of the game on Arcade legends, so with a bit of luck they may continue to move in that direction and make Sensible Soccer available on even more formats.

Eurogamer: Which do you think was the best ever version of Sensible, and how do you rate the one included on the Arcade Legends?

Jon Hare: Amiga version of SWOS 96/97 - this was about the sixth version out and each year the game got better and better with more and more subtle refinements of the controls. The version of the game on Arcade Legends sits somewhere in the middle in my estimation.

It is a 68000 version, which is good because it uses the Amiga code base, but to me the joystick always had the edge over the joypad, or maybe I am just old-fashioned [no way! - old-fashioned Ed]

Eurogamer: What hardware is Arcade Legends running on, and what control device is it modelled on?

Rob Goodchild: Arcade Legends runs on an original Mega Drive chip that has been specifically redesigned for Plug and Play. It features the Sensible Software trio of games in their completely original Mega Drive formats (as opposed to emulations). The control device is modelled on the Mega Drive control pads. We have been asked why we didn't emulate a Zip-Stick, Speed King, or any of the vast array of Joysticks that were around in the early nineties. The control methods for all three games vary significantly (with the Mega-Lo-Mania and Cannon Fodder being mouse-driven on most non-console formats) and the Mega Drive pad is all-encompassing in this respect, as well as being a damn fine controller!

'A Sensible Decision' Screenshot 4

And now the boys are talking about joysticks. Caption-writer is lost.

Eurogamer: How would you feel about an Amiga version of this with a Competition Pro joystick? And what would be your controller of choice?

Jon Hare: I would love to see an Amiga version, personally I would go for the red and black striped Speed King, with the under-hand fire button. Others prefer the Zip-Stick and the Bug and the Competition Pro in about equal measure.

Eurogamer: Since you sold Sensible to Codemasters back in 1997, do you have any control over where Sensible appears in terms of retro packs like these? Do you even get paid?

Jon Hare: I have no control directly although I can do my best to ensure the quality of the games if I find myself involved in the development, which sometimes happens. I am also usually consulted by Codemasters regarding the press, promotion and packaging so that it is accurate.

Yes, in theory both myself and Chris Yates as ex-owners of Sensible receive a small royalty on these sales and as a consultant game designer these days, I also get some money for involving myself in the development of any title I actually work on, including ex-Sensible titles.

Eurogamer: Did Radica work with you at all to oversee the quality of the product?

Jon Hare: As all the games were re-packaged into the joypad, all we had to do was approve the box.

Eurogamer: Has Radica had to put generic teams in there to get around any licensing issues as you did with the recent mobile phone version?

Jon Hare: Radica has used the original Mega Drive code which had already gone through the process of bastardising player names and team names, even 12 years ago.

'A Sensible Decision' Screenshot 5

SFII - coming to a Connect TV thingy near you. Unless you live in the suburbs, in which case you'll have to get a bus.

Eurogamer: What games are you working on currently?

Jon Hare: Just finished Cannon Fodder (on mobile) and a rugby game called Lions Rugby 7s for mobile, both games to be released this June. At Tower we are also busy lining up/finishing off our next handful of mobile games with a number of companies. Plus I am doing some interesting work with Codemasters again, looking at some potential new products. It's pretty busy at the moment.

Rob Goodchild: We've got a range of Connect TV games coming out this year and are also releasing a further range of Arcade Legends products including Street Fighter 2 and Sonic 2, as well as a complete range of innovative PSP accessories...

Arcade Legends Sensible Soccer Plus can be bought online at Firebox.com, Argos or other good retail stores.

Comments (20) Latest comment 7 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Navi #1 7 years ago

    Jon Hare is right, Sensi 96/97 is the finest sensi ever, and well worth digging the amiga out for again. Its even available as a free upgrade is you've got the original SWOS, downloadable from the internet and everything.
  • Celeborn #2 7 years ago

    Jon, your a legend. What I like about him in interviews is that he's just plain honest too. Hope he gets some freedom in the future without stupid deadlines (sensi '98) to create a great big budget game again rathar than being limited to mobile remakes
  • Bezzy #3 7 years ago

    Yay! I met Jon at GDCE 2002, and took his advice about finding a small company to design for, and it's going well. Thanks Jon, and I'm glad things are looking up for you, too!
  • krudster #4 7 years ago

    Bill Door, care to give some examples? I smell ST/Amiga rivalry bitterness here...

    From my "selective" memory, by 1992 the ST was all but kaput and many games were Amiga only.

    Next thing you'll be boasting about the ST's MIDI port ;)
  • Bezzy #5 7 years ago

    Ahh, what a sad and shallow time we had, cussing over formats. Ha ha haa. How far we have come, and how understanding we are now that it's not about the platform, it's about the *games*.

    (PS3 SUX THE MOTHER DONKEY!!!!!!!!!)
  • Tyronne #6 7 years ago

    sex drugs and rock&roll should be released!!! bloody do gooders saying it shouldnt.
  • [maven] #7 7 years ago

    There is a USB plug and play Competition Pro. Excellent for UAE!
  • OnlyMe #8 7 years ago

    I've been thinking of getting one of those. It looks magnificent. Will probably do wonders for the Kick Off 2002 playability. It just isn't the same with a PS2 joypad. As for UAE, well, I prefer using the original hardware with WHDload (best amiga-app ever, play all your amiga games from harddrive... on the amiga).
  • pjmaybe #9 7 years ago

    Birruva borked image link up there to Mega - Lo - Mania instead of sensi.

    Peej
  • krudster #10 7 years ago

    Anyone care to provide a linky for a plug and play Comp Pro? Seriously, this is my favourite controller of all time! Excellent news.
  • OnlyMe #11 7 years ago

  • #12 7 years ago

    peej... it's sensi soccer on a mega-Lo-Mania map... he says thats how they started developing it :)
  • Neverness #13 7 years ago

    Mate of mine had both the zip stick and the bug. The Bug was horrid as far as I remember, but the zip stick was up there with my bright green transparent competition Pros. Remember having to change the microswitches on the fire buttos around quite alot though, or playing with your hand in a strange angle to reach the left button...ah good times.

    Shame the sesi on the plug in thing is SWOS, but I suppose that goes against the whole, um, plug and play thing.
  • OnlyMe #14 7 years ago

    Neverness: your memory must be failing you, the zip stick had two buttons, but they had the exact same function. Amiga games always only used one button - except for a select few that added two-button joypad/joystick support. SWOS or any sensi wasn't among those.
  • Neverness #15 7 years ago

    Onlyme - My post was badly written. The micro switches on the CP's use to break alot, especially in the firebuttons. All of my friends are right handed so the left firebutton took the brunt of all the games we used to play and would break. If that happened we used to sit there for hours, left hand wrapped uncomfortably around the CP to reach the working right button. We would eventually get around to moving the working microswitch though.
  • OnlyMe #16 7 years ago

    Bill Door, from what I know, the majority of amiga games was much better on the Amiga than the ST. There's only a select few that was better on the ST, but that was due to a crappy port. The C64 also had a few games that was better on that machine than the Amiga.

    Also, the Amiga was much more powerful than the ST, which is more in the league of the C64. Therefore, the Amiga version was usually the best looking, but when it came to gameplay programmers once in a while screwed up. Just like the C64 games ported to Amiga.
  • OnlyMe #17 7 years ago

    Not sure where you have your amiga classics from, but the amiga classics I know of wasn't called Populous, Starglider and such for me, and the people who remember those remember them as ST/Amiga/C64 titles, not amiga titles. The amiga classics were Shadow of the Beast, Turrican, Ruff'n'Tumble, etc etc. The 16 bit consoles didn't overshadow the amiga at all either, the amiga did the stuff just as good, as long as it was done right. Console ports were also mostly badly done, and great games like Street Fighter 2 really didn't take advantage of what the amiga had to offer.

    Last, if games are remembered as amiga titles, it was because they played it on an amiga, and that it often was the best version. You can't expect people to check up on every nostalgic memory they have, just because a few people played them on another platform and is offended that people give the credit to another machine than theirs. Also, you did the same mistake by assuming that SWOS came out on the ST too, and actually WAS originally an amiga titles.
  • OnlyMe #18 7 years ago

    True, but then again, Amiga had the user-friendliness of a console and the ability of a computer.

    And, Sensible Soccer, the original one, didn't come out on ST either. Could be wrong though, but I don't think it ever did.
  • Distinguished #19 7 years ago

    Ahh, Bill. Your defense of the ST is incredibly amusing! Come on, just admit the truth now.
  • amigaversionplease #20 7 years ago

    Re; the Sensible Soccer Plug'N'Play / Jon Hare Interview

    As a fan of the Amiga version of Sensible Soccer and especially Sensible World Of Soccer, I was wondering if anyone know's anthing about the likelyhood of either of these versions being released on a Plug N Play - with Joystick of course!; or are there different licences from the megadrive version that will prevent this happening.

    The megadrive version was nowhere near as good as that on the amiga; you can't swerve the ball the same, running with the ball, doesn't feel right - like it sort of sticks to your feet, which is rubbish; this did not happen on the mighty Amiga versions, and a joypad just does not compare to a joystick, the ball swerve was never the same... the list goes on.

    I know that this is a long shot (with Joystick swerve!) - but if anyone knows anything about this, I would love to know.