Sentences written about this title, gathered by type from the Japanese and English Wikipedia articles (as of 2026-8-30).
The developers, including co-designer Ed Boon and John Newcomer, artist Tony Goskie, and composer Dan Forden, began work on a sequel whilst conceiving of "ideas or improvements" whilst finishing the original game.
Allgame praised the game's "over-the-top" announcer, but faulted the "stiff" player animation, slow pace, overall lacking "enough features to keep you coming back".
Although finding the game was not a "serious gridiron simulation" lacking "realism and rules", Game Players found Super High Impact fun to play and praised its graphics and digitised voices.
Reviewers for Electronic Gaming Monthly disagreed on whether SNES version was an improvement on its arcade release, writing that the game was too simplistic and offered "little challenge".
In contrast, GamePro felt the game was a "significant improvement" to the Genesis version, finding the graphics "smooth, sharp and detailed", and GameInformer felt the control and animation were "spectacular".
Allgame praised the game's "over-the-top" announcer, but faulted the "stiff" player animation, slow pace, overall lacking "enough features to keep you coming back".
Although finding the game was not a "serious gridiron simulation" lacking "realism and rules", Game Players found Super High Impact fun to play and praised its graphics and digitised voices.
The passages quoted on this page are taken verbatim from the Japanese and English Wikipedia articles.Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) — reusable under those terms. They are the work of the people who wrote them.