
Platform: Amiga | Genre: Sports
Publisher: Sensible Software | Developer: Sensible Software | Released: 1994
Sensible World of Soccer (SWOS) was the first soccer game to combine excellent on-the-pitch gameplay with what, in 1994, seemed like some pretty in-depth management simulation. For the most part, your career mode management decisions were limited to match tactics and wheeling and dealing on a transfer market that included no fewer than 26,000 players from around the world--as you attempted to mold whichever of the 1,500 or so club teams you'd chosen to manage into the best in the world. The real goal of the game, though, was to prove yourself so convincingly as a club manager that you were offered a job with a national squad.
One of the great things about the players in SWOS, which all featured attributes based on their real-life counterparts, was that when you signed a star player and took him onto the turf for the first time, you knew that your money had been well spent. Although not entirely realistic, the fact that star players were invariably a lot faster than anyone else and enjoyed superior ball control meant that you could do some really great things with them, and adding just one such player to an otherwise mediocre squad could turn around your team's results instantly. Players' values would change in line with their performances too, and it generally wasn't difficult to maintain a healthy bank balance if you were willing to sell players that other clubs were eager to sign.
On the pitch, SWOS refined the already incredible and intuitive gameplay that had made the Sensible Soccer series a firm favorite with gamers who would otherwise have been spending their time with the likes of Kick-Off or Goal! The series' trademark tiny players were surprisingly well animated, and, because of their diminutive size, you were able to see a significant portion of the pitch at all times. Using only a single-button joystick, SWOS allowed you to perform sliding tackles, flying headers, accurate passes, long balls, banana shots, and even goalkeeper-lobbing efforts from the halfway line. There were no complex controls for on-the-ball tricks, no big red arrows when taking free-kicks or corners, and definitely no flashy shots of photo-realistic players arguing with each other after fouls. SWOS players were only a handful of pixels high, but to this day only Konami's Winning Eleven series has offered a more pleasing version of the beautiful game.
When the first Sensible World of Soccer game was released in 1994 I was working three jobs--my mornings were spent answering phones and doing data entry at a haulage company, my afternoons were spent at a supermarket checkout, and by night I was working as a barman at a local holiday camp. There was always time for "SWOS" though, and the sole perk of my morning job was that I could use the computer there to print out spreadsheets detailing the performances and changing cash values of every single player that had ever been a part of my team.
By the time I got my first job at a UK PlayStation magazine in 1996, I'd devoted more hours than I care to remember to the Euro '96 and 96/97 editions of SWOS, which followed the original game. And, despite the fact that my new job gave me access to advance copies of games like Tekken 2 and Tomb Raider, my colleagues and I always made time for monthly SWOS tournaments on the beaten-up Amiga that sat in the corner of the office. Maybe one day I'll get my Amiga shipped over from the UK and set it up in the GameSpot arcade. |
Back to The Greatest Games of All Time





When the first Sensible World of Soccer game was released in 1994 I was working three jobs--my mornings were spent answering phones and doing data entry at a haulage company, my afternoons were spent at a supermarket checkout, and by night I was working as a barman at a local holiday camp. There was always time for "SWOS" though, and the sole perk of my morning job was that I could use the computer there to print out spreadsheets detailing the performances and changing cash values of every single player that had ever been a part of my team.
