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Game info
snes

Fever Pitch Soccer

Fever Pitch Soccer
GenreSoccer/Football
DeveloperSilicon Dreams
PublisherU.S. Gold
Released1995
Rating
Graphics:8.0
Sound:7.0
Gameplay:8.0
Overall:8.0
Reviewed byP.Dial
Fever Pitch Soccer (aka Head-On Soccer) is a soccer game developed and published by U.S Gold for the Megadrive, SNES and Atari Jaguar in 1995.
 
Review
Fever Pitch SoccerSTORY / GAMEPLAY
Like in any other old-school soccer game, there is no actual story here. You just choose your favorite team and start your streak playing matches in soccer stadiums from around the world, to win the World Championship title. The odd (and funny) thing with this game (and the detail that makes it different from other soccer games) is that you can easily hold the ball in your possession and you can actually commit lots of fouls without being whistled (or even warned) by the referee. This means that there are only three "rules" here: shoot, score, win!

GRAPHICS / SOUND
The game's graphics are presented in isometric (pseudo-3D) perspective. The stadiums are greatly done and well colored and the sprites (the soccer players) are moving nicely and fast around the pitch.

NOTE
The sound in this game is a typical "soccer game sound" with crowd wows plus some in-match sound FX (ref whistling etc).
Of note: We expected a better SNES version (at least compared to the Sega Megadrive) due to its hardware superiority but, Fever Pitch Soccer is almost identical (with some minor differences in the sound FX).
 
Screenshots
  • Fever Pitch Soccer
  • Fever Pitch Soccer
  • Fever Pitch Soccer
  • Fever Pitch Soccer
  • Fever Pitch Soccer
  • Fever Pitch Soccer
 
Sounds
Intro/Menu music:  In-game music sample:
 
Gameplay sample
 
Comparable platforms
SEGA Megadrive
Nintendo Super NES
 
Hardware information

Super Nintendo (SNES)

Super Nintendo (SNES)CPU: Ricoh 5A22, based on a 16-bit CMD/GTE 65c816 core, Input: 21.28137 MHz Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz
MEMORY: Main RAM: 128Kb / Video RAM: 64Kb / Sound RAM: 64Kb
GRAPHICS: Progressive: 256x224, 512x224, 256x239, 512x239 and Interlaced: 512x448, 512x478 / Pixel Depth 2,4,7,8 bpp (8 to 11 bpp dorect) / Colors: 32768 (Depth 15bit) / Sprites: 128 (64x64 pixels) / Backgrounds: Up to 4 planes each up to 1024x1024 pixels / Special: Mode 7 matrix operations. (1 layer 128x128 tiles out of 256 with 256 colors)
SOUND: Sony SPC700, Sony DSP: 16-bit ADPCM, 8 channels. Output: 32 kHz 16-bit stereo
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The Super Nintendo (SNES) (default) color palette
15bit RGB 32,768-color palette (256 on screen)
 
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