formula with FIFA 96 on SEGA Mega drive and Genesis that had tweaks to the gameplay based on what worked and didn't work in the extremely successful original game.
As FIFA 96 geared up for release, EA Sports also pushed the boundaries across SEGA’s hardware line-up to include the 3D ambitions of the SEGA Saturn and SEGA 32X and each version was now bringing something unique.
The Saturn version of FIFA 96 wasn’t just a port—it was a reimagining. Developed by Probe alongside the PlayStation and PC CD-ROM versions, it aimed to redefine football gaming on 32-bit systems.
Virtual Stadium Technology: A dynamic 3D environment with suspended cameras mimicking televised broadcasts.
Stunning Presentation: A rendered cinematic flythrough of the stadium sets the tone.
Advanced Camera System: Over 8 angles, including NetCam and tactical overhead views, plus full replay controls.
Motion-Captured Animation: Real player movements translated into wireframe models, then rendered with lighting and team-specific palettes.
New Passing Mechanics: Directional passing independent of player movement for smoother gameplay.
Audio Ambitions: Plans for John Motson commentary with 7,000+ voice samples (pending Saturn hardware limitations).
While the Saturn version broke new ground, the Mega Drive edition focused on polishing its legacy. FIFA 96 on this platform was all about refinement and responsiveness.
Updated Teams & Presentation: Reflects current football form with national maps and flags in the UI.
Free Match Mode: Pit national teams against league clubs with no restrictions.
Strategic Depth: Full control over formations, pitch coverage, and tactics—before and during matches.
Improved Passing System: Allows for fluid back and side passes while running.
Smarter AI: Better player response and more intelligent player switching.
Often overlooked, the 32X version of FIFA 96 was built from scratch to take full advantage of the add-on’s capabilities. It wasn’t just a Mega Drive upgrade—it was a distinct experience.
Polygon-Based Players: Larger, more detailed models than Mega Drive sprites.
Rotational 3D Perspectives: Full camera control and dynamic angles.
Virtual Stadium Integration: Bringing 32-bit presentation to the 32X.
High-Res UI: Clean, modern front end that outshines FIFA 95’s isometric menus.
EA Sports’ FIFA 96 on the Sega Mega Drive promised evolution, but what we got was more of a side-step than a leap forward. While it introduced a handful of new features, the overall experience felt like a remix of FIFA 95 rather than a true sequel.
Custom Team Creation: A standout addition. You could finally build your own squads, pitting your mates’ fantasy line-ups against the likes of Brazil or Manchester United. It added a layer of creativity and replayability, especially in casual friendlies.
Flexible Player Control: Want to command the backline like a tactical general? Or just hang up front and poach goals like a greedy striker? FIFA 96 let you choose your role — a fun twist for multiplayer sessions.
Exhibition Freedom: The ability to play any two teams against each other was a neat touch. If Ipswich kept handing you defeats, you could always take revenge as Brazil versus Kilmarnock. Sadly, this flexibility didn’t extend to tournaments or playoffs.
Goal Celebrations: EA went all-in on post-goal flair. Somersaults, Klinsmann dives, and a cacophony of horns and fireworks added some arcade-style charm. Button-mashing after a goal triggered nostalgic shouts of “GOAL!” — tacky, yes, but undeniably fun.
Crowd & Audio: The crowd noises and speech were solid, but the chants felt dialled down compared to earlier entries. Still, the soundscape held up well for the era.
Visuals: A noticeable downgrade. Pitch graphics were fuzzier, and scrolling felt jerkier than FIFA 95. Presentation screens saw minor improvements, but player models appeared smaller and less detailed.
Animation: Still excellent in execution, but lacked the smoothness of its predecessor. It’s like watching a great dancer on a slightly sticky floor — the moves are there, but the flow isn’t.
Tackling Woes: One of the game’s biggest frustrations. Attempting a clean tackle often resulted in a foul, making defensive play feel more like a gamble than a skill.
Difficulty Curve: Slightly tougher than FIFA 95, but still accessible enough for steady progress. It didn’t punish players, but it didn’t reward mastery either.
FIFA 96 on the Mega Drive is a curious case. It added features that should’ve elevated the experience — custom teams, role-based control, flashy celebrations — but the core gameplay and polish didn’t keep pace. For FIFA completists, it’s worth a spin. For everyone else, FIFA 95 remains the more refined choice.
PREVIEW PAGES FROM MEAN MACHINES SEGA ISSUE 36 October 1995

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