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14 of 17 people found the following review helpful:
5.0 out of 5 stars NOT A GAME
BE WARNED, THIS IS NOT A FOOTBALL GAME!!!

Head Coach is a simulation of the life of an NFL Coach. Many of the people writing reviews have purchaced this game under the impression that it was a football game and have walked away completely disapointed.

You start as an offensive or defensive coordinator who has just won the Superbowl and wants to...
Published on August 18, 2006 by Nicholas M. Wautier

versus
67 of 73 people found the following review helpful:
2.0 out of 5 stars Extremely Tedious
I love EA's Madden Football games. I've been playing Madden since the original Madden hit the shelves for the Sega Genesis. But I was real excited when this game was announced because it sounded like it would perhaps be like Madden except that you control the sidelines instead of being on the field.

Well, after getting this on the first day it was...
Published on June 25, 2006 by GameMaker


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67 of 73 people found the following review helpful:
2.0 out of 5 stars Extremely Tedious, June 25, 2006
By 
GameMaker (Portland, OR USA) - See all my reviews
(VINE VOICE)   
= Fun:1.0 out of 5 stars 
This review is from: NFL Head Coach (CD-ROM)
I love EA's Madden Football games. I've been playing Madden since the original Madden hit the shelves for the Sega Genesis. But I was real excited when this game was announced because it sounded like it would perhaps be like Madden except that you control the sidelines instead of being on the field.

Well, after getting this on the first day it was released, and spending a lot of hours playing it, I can say that I am already bored to tears with it and highly annoyed by it.

The main problem with this game is that they went WAY overboard on the "what it's like to be a coach" thing. It is literally an hour-by-hour head coach simulation during the entire offseason. There are just SO many tedious things to do. Everything from sitting down with the owner over and over and over, and hearing all his nonesense. Then you have to attend meeting after meeting with your position coaches, which is just plain not fun. Then running practices. Blech! There really isn't anything fun about running the same play over and over and over in hopes of seeing incremental ratings changes of your players.

The college draft could have been a lot of fun, but even that they ruined by insisting on running it nearly real-time. You make a pick and literally have to sit there and wait for half an hour until you get to pick again, with seemingly no way to fast-forward that. And again the "presentation" of the draft was very disappointing. For example they make it really awkward to try to do something as simple as looking up statistics on the players you have already drafted, or the ones you have scouted (much less the ones you haven't).

It took me over 10 hours of gameplay just to reach the first game! And then what a letdown! The gameday presentation is just a shadow of what it is in Madden, and the games themselves are rediculous shams. The computer AI is poor, the play by play is almost nonexistant. The statistics are presented in an almost unreadible way. And it's buggy as heck. For example it tells you that you lost yardage on most plays where you score a touchdown. Also it's usually showing the results of a couple plays back on the scoreboard, rather than keeping up with that game as it's happening.

Argh! This game had so much promise, but it was completely ruined by adding in too many tedious elements and obviously not game play testing this near enough.
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24 of 24 people found the following review helpful:
2.0 out of 5 stars Falls Short, July 7, 2006
By 
= Fun:3.0 out of 5 stars 
This review is from: NFL Head Coach (CD-ROM)
As a fan of past football simulations from the Commodore 64 days with HEAD COACH to the weak but fun FOOTBALL MOGUL series, I was excited to learn that EA sports was going to make a NFL simulator. Now, EA really upset me a year ago when they took the NFL license and killed the best football series ever, ESPN 2K. But I was willing to give them another chance with HEAD COACH. The verdict: I am still mad at EA.

I installed NFL HEAD COACH and already had a problem. It was telling me my DirectX wasn't up to date, so I had to go to the EA site and hunt for a fix for it. Once installed, I was ready and excited to play out my life as a head coach.

I was pretty happy for a while. Even though it seemed tedious, the day to day was fun but I couldn't wait to get to actual coaching. I signed and drafted players, kept my staff and started spring training. While I was sad to see little options on talking to players, the practices were fun and I could see improvement in the players.

Then came the pre-season game. Oh my...this is where the game fails. First of all, you can't save mid-game at all. That is a big no-no to me. I sometimes can't sit and play for too long. Then, the AI in the game was horrible as my QB who is a pocket passer, would run a lot and I could make easy plays often. And subbing players was a nightmare because you had little time to do it.

I haven't made it to my second pre-season game because honestly, the in-game coaching was terrible and boring. This has all the workings of being a good game but playing Madden 06 as a coach is better than this. I hope they do release one next year. And even though this has my favorite coach (Cowher) on the cover, it will just go with the rest of my Steelers collectables for now.
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21 of 21 people found the following review helpful:
2.0 out of 5 stars A bad port of a bad console game, July 6, 2006
By 
Nicholas J. Delillo (White Plains, NY United States) - See all my reviews
(REAL NAME)   
= Fun:1.0 out of 5 stars 
This review is from: NFL Head Coach (CD-ROM)
I really wanted to like this game, I really did. I was very forgiving for a lot of things, but as time went on, I simply realized the game is just not fun. I love strategy games, sports manager games, and Madden's franchise mode. But there are just too many things that NFL Head Coach does wrong that it really clouds the few ideas that the game does right.

I like the game's use of assistant coaches, talking to agents, scheduling practice, and I love the dynamic draft. One of my few critiques of Madden's franchise mode is how the draft zips by, and you can't slow the game down to see which players went where. NFL Head Coach goes team by team, and even has suggestions from your scout. Awesome, and adds to the drama of draft day, as you wonder if a top player you've been scouting and need will make it to your pick in the round. I also enjoyed making my own custom head coach, and having an office.

With that said, there are just too many things that this game does wrong. Some you may have heard these before, but I'll repeat, just to emphasize what many have said already:
1. The interface is one of the worst I've ever experienced in a game. This is classic laziness of a developer to copy and paste a console interface for the PC. The button colors are "surprisingly" the same for a PS2/Xbox gamepad, but the keyboard buttons are extremely unintuitive. Also, every fact on your players, and the league in general, is contained in subwindows and deeper sub-subwindows. Ok, this is tolerable, barely, but to get back to the main screens, you need to go in reverse through ALL these screens instead of using a shortcut. It becomes very tedious. Finally, the game inexplicably forces you to go fishing for information about each player, instead of just using the simple, elegant design used in Madden. I don't mind the game using Madden's designs if they work well.
2. The scheduling of tasks is way overboard. I understand what EA was going for here. They want people to really consider this a hardcore coaching simulation. Let the casual players play Madden's franchise mode. Ok, fine. But the use of tasks that force players to roleplay a coach's schedule hour by hour is pointless. Players want the interesting parts of coaching, not the tedium of "office hours" that limit you to a certain number of actions per day. A more effective break down of time is required. I hate to refer back to Madden again, because I understand they wanted to create a different product, but "different" does not have to imply tedious. There are plenty of sports management games out there (The Front Office series, anything "Mogul", the Championship Manager franchise for soccer) that have successfully produced entertaining sports management experiences despite the abundance of player data, game data, and the time constraints of a season.
3. I have never, never, NEVER played a game with so many load screens in my life! It is unnecessary and pointless. Just lazy, lazy design.
4. Random crashes. Particularly for me during practice session. Which leads me to...
5. The practice sessions are dull and repetitive. Again, I understand, this is what coaches really do. But I bet they go to the bathroom and pick their nose too. I don't need those things simulated, nor do I need to run through every practice. I would have been happy with just scheduling practice, but not having to watch every. single. play. Althoughg you do have the option to skip coaching practice, you lose the ability to create "money plays," which are plays that you have rehearsed so often, they have a high chance of success on gameday. Also, the game punishes your simulation of practices with higher frequencies of injury, or players which are often not ready for game day. Which leads me to...
6. Player development. Players are granted range of ability scores (ex. Strength 65-85) that change throughout the season. If a player is well prepared and practiced, he will peak near game day. However, these scores all plummet the very next day. Players must then be retrained through practice again and again every single week. Again, it may be somewhat real, but it is tediously dull. I guess the designers were trying to emphasize the need for between game and preseason practices. Real? Yes. Boring. Yes. It would have been enough to require practice to maintain player ability scores, instead of the need for practices to continually replenish ability levels before game day. Which brings me to...
7. Gameday. Some people do not like the graphics used here. I don't mind. I've dealt with plenty of text-only or dots-on-a-field sports management sims that it's refreshing to watch a game. But this is not a normal NFL game. First of all, only 5 minute quarters are allowed. I understand this is to prevent the padding of scores with excess plays from button mashers, but Madden (again!) allows me to modify the quarter times. The 5 minute quarters are too short to produce NFL-level numbers for offense and defense. Also, on the field adjustments are nearly impossible in PC mode. It requires the fast paced button pressing of a gamepad. If you want to adjust your linebackers and tell your corners to enter bump and run, forget it. The plays almost always starts before you have a chance. As for the game itself, you are practically guaranteed to have at least 2 interceptions for both quarterbacks every single time. 3-4 is the norm. While passing for 150 yards. Every game. Maybe if I'm Joey Harrington, sure, but not for Peyton Manning.
8. Motivation mode is worthless. Example. My QB just threw an 80 yard touchdown. I tell him he's doing a great job out there. He responds negatively and his stats drop. Gee, I'm sorry I complimented you! Also, you are limited to 2 choices for motivation strategy (aggressive and passive/complimentary), but have no idea how players will react. What's worse, if you use the same strategy twice on a player, he may react positively and then negatively on the very next attempt. Or vice versa. It's better to just not use or even include this feature at all. To be fair, I did enjoy the ability to tell individual players to emphasize particular aspects of their gameplay, like "concentrate on stopping the run", or "throw the ball out of bounds if you are under pressure". Well done there.

Despite all of these "issues", I really enjoyed the idea of coaching my NFL team. But in the end, I didn;t enjoy the actual experience. In one particularly revelatory moment, while wading through screens and screens of info, I felt that not only wasn't I enjoying the game, I wasn't even playing the game. It was as if the game was playing itself, with the simulation screens, watching the games without being able to adjust the rules/time/plays, being shackled to an unnecessary daily schedule, etc, the I was just fighting to create my own enjoyable coaching experience which the game would not allow. So I gave up. Guess which game I WILL be buying to get that experience? Yes, Madden. It's a shame. I always wanted a deeper version of Madden's franchise mode, but not at the expense of enjoyment, much less playability.

In conclusion, Ernest Hemmingway once said "The first draft of anything is S#@t. If nothing, writing is rewriting." That philosophy really sums up NFL Head Coach. I think of this game as the awful first draft of a potentially great series. Although there are multiple problems, they are all solvable. In fact, they've already been solved in Madden's franchise mode. It's funny, you can see them trying to make a different game to avoid complaints from players that "It's too much like Madden", but instead committed a worse sin: they created an unplayable game. What I'm encouraged about is that all the good aspects of NFL Head Coach are all new ideas: Interviewing for your first head coaching job, hiring assistant coaches, designing my own coaching avatar, the dynamic draft, changing player strategy, and dealing with agents. But I just get the feeling the developers decided to dump this on the public, and design next year's version based on the criticisms of this game.
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7 of 7 people found the following review helpful:
1.0 out of 5 stars Totally Misses the Mark, July 3, 2006
= Fun:1.0 out of 5 stars 
This review is from: NFL Head Coach (CD-ROM)
I've been a fan of football simulations for a long time. I used to love to play Front Page Sports football on PC because of the strategy involved in drafting a team, managing your roster, making trades, signing players etc.

When Madden cornered the market and put all other football sims out of business, I was disappointed, but they at least beefed up the franchise mode over time and allowed the coaching mode thing, which was good for me. I don't like to control the players, I just want to make the executive decisions. When I saw NFL Head Coach coming out, I was really excited because I thought this would be another move in that direction without all the arcade game overhead (why should I pay for an arcade game when what I really want is a more sophisticated management system).

After one evening of playing this thing, I am totally disappointed and frustrated. The EA interface is rediculous in all ways. Just to turn that stupid music off you have to click a button 100 times when they should just have a slider. The backspace key doesn't erase letters, instead you have to use [ or something. You can control how high your coaches eyebrows are on his face, but you can't get a good look at your roster and find out how many positions you need to fill and all this mindless task based crap is annoying. All the detail is in all the wrong places. I don't want to sit around clicking on pre-constructed sentences that I feed to fake coaches/owners. I want to watch college games and pick out players that I need, interact more with agents and other coaches and have a better draft sim and a more sophisticated playbook This is not a strategy game-- they've taken all the strategy out of it and replaced it with some horrible 1980s computer role playing game.

Total step in the WRONG direction.
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7 of 7 people found the following review helpful:
2.0 out of 5 stars Task based and boring, June 28, 2006
= Fun:2.0 out of 5 stars 
This review is from: NFL Head Coach (CD-ROM)
I am a huge fan of Madden NFL series. This game is not very much like anything I've seen. I agree with other reviewers that this is just not as fun as Madden NFL. Running practice is boring, the whole task based interface is dumb, esp. since you can't switch office hours tasks or some other tasks. It seems if you sim the tasks, your players often get hurt even on non contact drills, and game day is not very interesting.
The interface for viewing your players and their stats sucks. Even changing the deepth chart is work.
I like putting together playbooks and calling plays, but my D coach quit after the first regular season game.. I had to hire him back for some reason. I started letting him call all D plays and he seems happier. Well that takes half the game calling away from me.
Your relationship with the coaches are based on a trust level thing, and through most meetings, all options bring trust down. (only once in a while will a conversation option raise the trust level).
I am going to start simming all days up to the game day, and maybe sim some games just see how the game performs.
I don't have any software problems or slow graphics or jerky video or sound.
I recommend you not buy this version and keep using Madden NFL for your coaching fix.
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7 of 7 people found the following review helpful:
1.0 out of 5 stars An gaming atrocity, January 18, 2007
= Fun:1.0 out of 5 stars 
This review is from: NFL Head Coach (CD-ROM)
I have played many football GM simulators in the past, and was really looking foward to this game. I have to say that this is the first computer program that has ever outraged me due to it being an overall terribly put together piece of software.

I gave this program a big chance, but after reaching game three of the regular season, I just got so fed up, I uninstalled it and threw away the CDs.

Let's have some examples of how bad this game is, shall we?

1) BUG: When I tried to "motivate" my players in practice, the menus wouldn't come back, and I'd have to close the program and restart from whenver the autosave last saved. EA said it was the video card on my machine, so I tried it on another machine. Same problem. Seems to me a menu not reappearing has nothing to do with my graphics card. I had the patch already installed.

2) BUG: In the middle of an interview I just got suddenly exited out of the practice. The fellow I interviewed was acting like I hired him, but I couldn't hire him. Very odd.

3) BUG: Players on routes would always run out of bounds in the endzone, even for supposed goal line plays.'

4) GM GAMEPLAY: Practices improve certain aspects of your players. But what to do to make them better? Who knows. For "attribute" practices I just randomly ran plays and eventually everybody got better.

5) GM GAMEPLAY: If I simmed past the practices, then it was like the practices didn't occur, and all the coaches were all pissy about the players being unprepared. So what was going on during all that simming?

6) GM GAMEPLAY: The whole calender thing is unbareably tedious, and unrealistic. I can't explain it, but its real bad. Heck, just by reading the comments by other people, lots couldn't figure out how to change your schedule to do something not preplanned. I could keep going on about this but the coaching stuff deserves most of the attention.

7) PLAY DESIGN: Boy I wish I could've tested my plays I designed, but what really bugged me was if you pressed left or right on the designer, you wouldn't get the player to your left or right, it would be somebody else! Made no sense, and discouraged me from creating plays.

8) COACHING GAMEPLAY: All seven games I played I won by LARGE margins. Only got scored on in two. The AI sucks. Nobody should be that good at a game once they begin. Plus I was on a crappy team, and I just stopped practicing after a while.

9) COACHING GAMEPLAY: Dude, prepare for some interceptions. I pretty much threw 30% of the time, mostly short stuff. But the computer kept throwing, and my DBs had tons of interceptions each game. Not realistic.

10) COACHING GAMEPLAY: Speaking about off stats, I pretty much blitzed every play. I would routinely get 7 sacks a game, and a lot more tackles for a loss. Meanwhile I am still getting a ton of interceptions.

11) COACHING GAMPEPLAY: You call this a Sim! If I change my view to blimp view all the sudden both quaterbacks would throw nothing but incompletes. So basically on defense I could switch to blimp view, and on offense the classic view. In the entire time on blimp view there was only one complete pass and one an interception. At least the number of interceptions was cut down.

12) COACHING GAMEPLAY: Who's that player: You want somebody to motion or something, but none of the camera angles can show you which receiver is lined up on the sides. Just have to guess.

I really could go on forever. There are a lot more bugs, bad interfaces, and poor simulations.

DO NOT BUY THIS GAME
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9 of 10 people found the following review helpful:
1.0 out of 5 stars Needs a lot of work: a double-let down all around, July 5, 2006
By 
= Fun:1.0 out of 5 stars 
This review is from: NFL Head Coach (CD-ROM)
Being a stat-head obsessed with baseball stats I thought this game might bring some of the obsessiveness of some baseball games into the game of football. I expected the game to move slow, but its pace would make a snail impatient. I expected the game to be rich in statistics and analysis and here the game falls flat and that's the biggest disappointment of all.

The interface is your desk, mostly this involves going through clicks to your computer and your calendar or playbook for most of the first few hours you develop a team before you get to actually coach a game. Best to fly through it once then see what the point is and start over, which is what I did. The drills are critical in getting your team ready for the game. The coaches often have some suggestions on lineup changes but you can see that for yourself, so the meetings are of marginal interest at best and get tired fast. Most activity occurs at your computer, unfortunately that's one thing that needs a lot of work. Scouting, signing, drafting and trades work similar to many other games and I won't waste review space on them. For what they are they're pretty much fine for what they are. Let's get into "coaching" ...

Your main computer activities are lineup changes, playbook changes and a calendar. You can use the calendar to skip ahead to other events and reschedule some things (though never the boring redundant ones) for example, change your pass skeleton drill to a full off v def contact drill. You also must arrange your play designs, regular season trades and free agent signings by swapping out a drill or other swappable activity. While you can add and remove plays from the playbook, making a new play requires using up a swappable task, and it becomes obvious those tasks are best served by conditioning your players.

You may be tempted to load up your playbook then you'll realize that it's best to start small and work up (a nod to realism) as your team has to learn each play to make it effective.

The drills work up your skills on any play and also give your players some overall boost. The one-on-ones really boost your players and can make red ones turn green in the depth chart coloring scheme, but the longevity of that is week-to-week. You must keep working them. Each drill they run adds 6% for noncontact and 20% for full contact drill to the "money play" and when you get 100% you have a really fine money play. I found my defensive money plays routinely lead to massive loss of yards and interceptions. Still, to be realistic, poorly fit plays to your design won't stay money plays for long and probably won't work that great in the end. You should start with a good play in the first place, of course.

So after the doldrums of getting your team and playbook together it's time to play a game. If you've been paying close attention don't be surprised here when the order of the plays is different than it appeared in the full contact drill. Another reason not to fill your playbook to the max. So we run some plays ... at some point you'll want to review what happened on the last play. You can see a video clip while the play clock ticks away, but nowhere does it tell you anything useful like how many yards were lost or gained, who made a tackle, etc. In a game that seems designed for this sort of detail, there's none. At the end of the game you get to review the most basic of stats but that report goes away when you close it and vanishes never to be seen again.

What would really be nice is organized reports and the ability to see the results of plays you call. In a game with this price tag being what it is I simply *demand* to see such things as in depth analysis of the games (and drills, too) and there isn't any of that. Want to see the results of a HB Draw play on 3rd and short? Yeah, so do I. Forget it. It's not happening.

It would be nice if you could even export the most basic of data. Sadly this can't be done nor is the single file save adaptable to any program readily (if you're determined you can parse some info from it from the looks, but I'm not going that far). I made spreadsheets to manage my playbook and players. Sadly, this is what I did because the game doesn't do it for me in any way. It's a game to play with a clipboard but it doesn't support the clipboard. I don't know about this voice activated thing, maybe I'm missing the whole point? Annoyingly the game traps your Win key and Alt-Tab attempts so you can't even Alt-Tab to your spreadsheet when looking at your playbook. Grab a pencil! Now technology has come full circle, thanks EA Sports!

I'm trudging through a rather successful season coaching the Detroit Lions. I'm coaching the Lions because atleast they managed to get the coaching offer part about right ... my favorite team I interviewed for doesn't really need a coach but Detroit's offer was hard to pass up and gave a lot of cap room to work within. We're quite happy running a ruthless 46 defense and scoring about half the points on defense money plays while heads-tails determines our choice of Jeff Garcia or Joey Harrington. I'm not sure how much longer they'll have me as a coach though.

Note you also don't get much in graphics. It has the Madden engine and the gameplay is ok, but limited in angle without much to do but call plays and watch. There's no player photos.

The final gripe is the interface for the PC. Things like using the [ character for backspace. This leads to a bug in the play design save when you by habit DO use the backspace key which leads to a bunch of useless empty play formation saves to add clutter.

I don't get it. I'm sorry, but it seems like a team of college weekend coders could put this together in VB within a semester. Move it to the bargain bin already. Let me know when it begins to live up to its hype.
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6 of 6 people found the following review helpful:
1.0 out of 5 stars Should be titled "NFL Bad Hoax", July 10, 2006
= Fun:1.0 out of 5 stars 
This review is from: NFL Head Coach (CD-ROM)
Everything written here about this game is amusingly true. I cannot figure out what EA was thinking by creating this game. For those familiar with Madden 2006 the interface is alot like Superstar mode only more restrictive. The "Superstar" and "Head Coach" concepts are intriguing, but EA should stick with what has worked for years. Their franchise mode is WAY more user friendly than it is in NFL Head Coach. I love Madden's Franchise mode and if EA had set up NFL Head Coach under that format I think the game would be much more successful. Better yet, just include "Coaching Mode" as part of the Madden 2008 game. Now that would be cool!
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14 of 17 people found the following review helpful:
5.0 out of 5 stars NOT A GAME, August 18, 2006
By 
= Fun:5.0 out of 5 stars 
This review is from: NFL Head Coach (CD-ROM)
BE WARNED, THIS IS NOT A FOOTBALL GAME!!!

Head Coach is a simulation of the life of an NFL Coach. Many of the people writing reviews have purchaced this game under the impression that it was a football game and have walked away completely disapointed.

You start as an offensive or defensive coordinator who has just won the Superbowl and wants to move into a head coach's position. You interview with various teams, then are offered several NFL contracts. After picking a contract and team to play for, you begin managing your rosters and playbooks.

The biggest change that makes most reviewers upset is the actual gamelpay durring a football game. YOU ARE THE COACH. End of story! Contrary to popular belief, the coach does not run the team alone. Some people argue that you have no time to "motivate" or "stratigize" with your players, but are these players aware that the coordinators will fill in where you're slacking?

I love this game because it's the most accruate NFL simulator possable, I am one person on the field, and I need to spend my time wisely. It's not about controlling everything at once, it's about focusing yourself to the most important that at that moment, and expecting everyone else to do the job you trained them to.

Another large complaint is the "videogame style" player stats. No, you won't get to see combine stats... But you do get DAILY updates. The statistics associated to the players do not effect performance on the field, but rather are a reflection of previous play. This is also why players need constant scouting. Sure, a free agent may have been great two seasons ago, but since he took one off, he needs re-scouting.

Overall, this is a great simulation when treated appropriatly, just remember that it's not Madden, and isn't intended to be.
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5 of 5 people found the following review helpful:
1.0 out of 5 stars Interface worst of all-time, July 4, 2006
= Fun:1.0 out of 5 stars 
This review is from: NFL Head Coach (CD-ROM)
I've been a soccer management game player for years. I was looking forward to this game with great anticipation.
Let me sum this up quickly: This game has the worst interface of all-time. It's awful, really hard to move around and completely unuseable. It's as if EA wanted to take The Sims and marry all the characters and conversations into a management game.
When you are in a management game, which is not for all game players, you want menus so you can quickly get things done.
I got the feeling that EA was too lazy to differentiate the PC engine from PS2 engine.
Deeply, deeply, disappointed that EA put out a piece of junk like this.
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