Hubbry Logo
NHL 97NHL 97Main
Open search
NHL 97
Community hub
NHL 97
logo
7 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
NHL 97
NHL 97
from Wikipedia
NHL 97
Cover art featuring John Vanbiesbrouck
DevelopersHigh Score Entertainment (Genesis)
Ceris Software (SNES)
EA Canada (PC)
Visual Concepts (PS, Saturn)
PublishersEA Sports
Black Pearl Software (SNES)
ComposersMark Chosak
David Whittaker (Genesis)
Jeff van Dyck (Windows)
SeriesNHL
EngineVirtual Stadium
PlatformsMS-DOS, Windows, Super NES, PlayStation, Sega Saturn, Genesis/Mega Drive
Release
September 27, 1996
  • MS-DOS, Windows
    • NA: September 27, 1996[1]
    Super NES
    PlayStation
    Saturn
    Genesis/Mega Drive
GenreSports (ice hockey)
ModesSingle-player, multiplayer

NHL 97 is an ice hockey video game by EA Sports. It was released in 1996 and was the successor to NHL 96. It is the sixth installment of the NHL series and the first to be released on both PlayStation and Sega Saturn. A Panasonic M2 version was in development and slated to be one of the launch titles for it, but never happened due to the cancellation of the system.[8][9]

The cover of the game features goaltender John Vanbiesbrouck, who played for the Florida Panthers between 1993–98. NHL 97 was the last game of the NHL series to feature a goaltender on the cover until Martin Brodeur was chosen for the cover of NHL 14.

Gameplay

[edit]

NHL 97 uses a full 3D engine, with motion captured polygonal players (PC/PlayStation/Sega Saturn versions only, the Genesis and SNES versions retained similar graphical values to previous games, but with further enhanced animations). Each goaltender has his own custom-painted mask and the original artwork can be seen inside the game with a special "Goalie Mask Viewer". NHL 97 also introduces play-by-play commentary, provided by well-known announcer Jim Hughson.

For the first time since EA Hockey, national teams were added, but only Canada, the United States, and Russia have their own teams while the other two are selections of the best European players. NHL 97 introduced a skills competition, allowing the user to pick players to compete in drills such as hardest shot, goalie 2 on 0, and accuracy shooting.[10]

This was the first year that an alternate jersey was an option. Teams that have third jerseys for NHL 97 are the Mighty Ducks of Anaheim, Boston Bruins, Los Angeles Kings, Pittsburgh Penguins, St. Louis Blues, Tampa Bay Lightning and Vancouver Canucks.

In addition, each team in the game has one player with a special skill. Examples are Joe Sakic's (Colorado Avalanche) "wrong-footed wrist shot" and Rob Ray's (Buffalo Sabres) ability to check an opposing player while still controlling the puck. A glitch allows players to score 100% of the time when shooting down by taking a shot against the boards at the hash marks of the left circle in the bottom zone.

There is an option to enable or disable fighting, though certain players will not get into fights.[11]

Along with the PC, Genesis and SNES versions, both the Saturn and PlayStation versions made their debut. The shot speed in the PlayStation and Saturn versions is so slow that some skaters can beat a slapshot down the ice.

Reception

[edit]

According to market research firm PC Data, the Windows version of NHL 97 was the 20th best-selling computer game of 1996 in the United States.[21]

The game received favorable reviews. Next Generation gave the Genesis version a rave review, saying it retained the familiar classic feel of the series while improving the AI and adding new special moves, fixes, and features. The reviewer firmly denied that a Genesis version of the game was obsolete: "Even with all the enhancements this game has undergone on 32-bit systems, the feel of a humble Genesis pad controlling all-out NHL action is unsurpassed."[17] Air Hendrix of GamePro was also enthusiastic, saying the game "attains a new pinnacle of hockey action. On the surface, the game seems very familiar, but NHL '97's killer new features build added depth into the game." He praised the inclusion of extra teams, the new special moves, and both the old and new animations, and said the new Skill Challenge and Practice modes "really help you improve your game, but more importantly, they inject the game with another layer of raucous, competitive, Open Ice-style fun."[22]

GamePro's Major Mike was less impressed by the Super NES version, commenting that "instead of supplying sharp new features as the Genesis version did, this NHL '97 is almost identical to last year's fine offering. It has the same gameplay engine and options; the only real change is in the updated rosters."[23]

Reviews for the PlayStation version were also more mixed. Jeff Kitts of GameSpot praised its visuals and realism but aimed some criticism at the handful of glitches.[15] Todd Mowatt of Electronic Gaming Monthly complained of the frame rate and repetition in the full motion video commentary, but both he and co-reviewer Joe Rybicki gave the game their approval, citing the inclusion of fighting, one-timers, drop passes, and a wide selection of camera angles.[14] A reviewer for Next Generation remarked that the player graphics and animations, while impressive in absolute terms, fall short of those in the PC version of the game and competitor NHL Powerplay. He also found the control was not as smooth and intuitive as in the Genesis version, and compared the game unfavorably to NHL FaceOff '97.[19] Air Hendrix of GamePro agreed that NHL 97, while graphically impressive, was not as good as FaceOff due to its lack of strategy-oriented features. He also said the player switching is finicky and the D-pad-controlled aiming makes it difficult to execute precise shots, but spoke highly of the game's overall fun.[24] Scott Alan Marriott stated in Allgame, "All in all, NHL 97 is still a fun game to play based on the quality of the graphics and presentation, but a few key issues keep it from being the definitive PlayStation hockey experience."[12]

Air Hendrix made much the same comments of the Saturn version as he had of the PlayStation version the previous month, save that he stated that the graphics are not as sharp as the PlayStation version's, though still the best of any hockey game on the Saturn. However, this time he concluded that while NHL Faceoff '97 would be more appealing to strategy-oriented gamers, most would prefer NHL '97.[25] Rich Leadbetter of Sega Saturn Magazine, contrarily, stated that "although the EA effort is probably superior in terms of presentation and optionary, I have to say that I prefer the Virgin title (ever-so-slightly) when it comes down to graphics and gameplay. And in the final analysis, that's what's more important." However, he regarded NHL '97 as a strong title in absolute terms, citing the believable 3D graphics, the strong sense of real skating, and the control method.[20]

Stephen Poole of GameSpot criticized the PC version's difficult passing, nearly infallible AI goalies, and illogical button configuration when using a Gravis Gamepad, but nonetheless considered it "one of the most downright exciting sports titles I've ever played" for its lifelike graphics and animations, comprehensive licensing, customizable settings, and audio commentary.[16] A Next Generation critic also regarded the game's graphics and animations as astoundingly realistic. He complimented the control, selection of views, comprehensive modes, and true-to-life AI, and summarized it as "The best-looking, fastest-moving, hardest-hitting hockey game on the PC".[18] The game was honored with a Game of the Year award for Best Sports Game by PC Gamer.[26]

NHL 97 was nominated as Computer Games Strategy Plus's 1996 sports game of the year, although it lost to Links LS,[27] and won the same title at the 1996 Spotlight Awards.[28]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
NHL 97 is an published by , with development by EA and other studios depending on the platform, serving as the sixth installment in the NHL series and the direct successor to . Released on October 31, 1996, the game simulates professional based on the , featuring all 26 teams, over 650 real players with accurate rosters, and official licensing from the National Hockey League and NHL Players' Association. The game marked a significant technological advancement for the series, introducing polygonal 3D player models with motion-captured animations for more realistic movement on 32-bit consoles, while retaining 2D sprites for 16-bit systems. It was the first entry available on the PlayStation and , alongside versions for Windows (DOS), , and , expanding accessibility across multiple platforms. Key innovations included new camera angles such as top-down views, player creation and trading modes, a Goalie Mask Viewer showcasing custom-painted goalie masks, and signature special moves for star players like Mario Lemieux's behind-the-back shot. Multiplayer support extended to up to eight players on PC via network or , and local multiplayer on consoles, with additional modes like the NHL Skills for events such as hardest shot and fastest skater. Reception highlighted the game's graphical leap from prior 16-bit entries, praising its fluid animations, detailed arenas with all 26 home rinks, and immersive audio featuring play-by-play commentary by , though some noted the AI and controls had room for improvement compared to later titles. Despite aging elements in retrospect, NHL 97 was lauded for its exciting simulation of hockey action and set a foundation for the series' evolution into full 3D in subsequent releases.

Development

Design and development

NHL 97 marked a pivotal in the NHL series, succeeding by expanding on its initial forays into 3D graphics and gameplay realism. The development process emphasized technical advancements to deliver a more immersive hockey simulation across multiple platforms. The was developed by specialized teams tailored to each hardware. EA Canada led the PC version, leveraging their expertise in sports simulations. handled the PlayStation and ports, focusing on console-specific optimizations. High Score Productions developed the edition, while Ceris Software managed the adaptation to ensure compatibility with 16-bit limitations. Central to the design was the Virtual Stadium engine, which debuted in refined form to enable enhanced 3D rendering of arenas and dynamic camera angles on capable platforms like PC, PlayStation, and Saturn. This engine supported motion-captured polygonal player models, replacing earlier bitmap sprites with more fluid, realistic animations for movements such as skating and checking. Key design decisions incorporated special player skills, such as enhanced attributes for shooting and deking, alongside an optional fighting mechanic that players could enable or disable to adjust the game's physicality. A planned Panasonic M2 version, intended as a launch title, was canceled following the console's failure to reach the market due to poor commercial prospects.

Platform adaptations

NHL 97 exhibited notable technical adaptations to accommodate the diverse hardware capabilities of its release platforms, particularly in graphics rendering and performance tuning. The PC, PlayStation, and versions implemented a full 3D engine featuring motion-captured polygonal models for players and environments, enabling more dynamic camera angles and realistic on-ice action compared to prior entries in the series. In contrast, the (SNES) and versions stuck with 2D sprite graphics inherited from , prioritizing compatibility with 16-bit architecture over visual complexity. Performance optimizations were essential for the 16-bit consoles, where developers simplified player models and animations to ensure consistent frame rates during high-speed . On the SNES and Genesis, this approach resulted in fluid, fast-paced matches with minimal slowdown, even in intense multi-player scenarios, allowing to zip across the without interruption. The 32-bit platforms, benefiting from greater processing power, supported the more demanding while maintaining similar speeds, though they occasionally required adjustments to counts for smoother operation on lower-end hardware. Input and control schemes also varied to match platform controllers. Console versions across the board relied on digital D-pads for player movement and shot aiming, with button combinations for actions like body checks and dekes, ensuring on standard gamepads. The PC edition, however, introduced configurable keyboard and support, offering finer precision for aiming and navigation that enhanced strategic depth but demanded familiarity with the setup. Additionally, the version uniquely supported up to six-player multiplayer via an optional adapter, expanding local competition beyond the typical two-player limit on other consoles. The SNES port was developed by Ceris Software, which optimized the game for the 16-bit system as EA's focus shifted to newer hardware. Platform-specific glitches emerged as a result of these adaptations; for instance, the Genesis version suffered from scoring errors where tied games could incorrectly register as wins for both teams.

Gameplay

Core mechanics

NHL 97 introduced motion-captured animations for its 3D polygonal players, enabling fluid skating, shooting, and that closely simulated real movements. Player controls were responsive, allowing precise direction changes and acceleration, while the puck adhered to basic physics for sliding across the ice surface, though shots often appeared slower than realistic NHL speeds exceeding 80 mph. Checking mechanics emphasized physical contact, with body checks delivering realistic impacts and occasional animation glitches during collisions. The shooting system utilized a two-button control scheme for wrist shots, slapshots, and one-timers, with power determined by hold duration, though unintended rebounds could occur due to imprecise aiming. Face-offs followed standard NHL procedures, dropping the puck between opposing centers without an on-ice , leading to occasional floating animations before contact. Penalty and rules mirrored official NHL guidelines, including five-minute majors for fighting and play during infractions, with adjustable penalty-calling levels from none to strict enforcement. Line changes were restricted to offensive possession on s, limiting defensive strategies during penalty kills, while goals scored ended minor penalties immediately. The game featured rosters for all 26 NHL teams from the 1996-97 season, encompassing over 650 licensed players with ratings for attributes like speed, shooting accuracy, and checking strength that influenced on-ice performance.

Game modes and features

NHL 97 offers several core game modes centered around simulating matches and tournaments. The exhibition mode allows players to engage in single games between any of the 26 NHL teams or select international squads, providing a straightforward option for quick play sessions with customizable settings such as period length and line changes. Season mode simulates a full NHL schedule, enabling users to manage a team through 82 games, track standings, handle trades, and make roster adjustments, with options to simulate or play individual matches. Playoff mode replicates the NHL postseason structure, featuring a 16-team bracket leading to the Stanley Cup finals, where teams compete in best-of-seven series based on regular-season performance. The game expands beyond domestic play with international options, including national teams representing , the , , , and a broader European all-star roster, allowing for cross-border matchups in or formats. A dedicated mode utilizes these international rosters in a tournament-style competition, pitting nations against each other in a to crown a global champion. Skills competition mode introduces mini-games to test individual player abilities, selectable from NHL rosters, with events including accuracy —where players aim to hit on the within a time limit—and hardest shot, measuring puck velocity. Additional drills cover puck control relay, navigating obstacles while passing, and rapid fire for goalies blocking a series of shots, serving as both practice tools and competitive events. Customization features enable extensive team management, including editing lineups by adjusting player positions and depth charts, as well as modifying strategies through offensive and defensive tactics in season or exhibition play. The general manager tools allow trading players, signing free agents, releasing contracts, and creating up to 19 new players with customizable attributes to build or refine teams.

Audio and presentation

Soundtrack

The soundtrack of NHL 97 varies by platform, reflecting the technical constraints and production approaches of the era. For the , (SNES), PlayStation, and versions, the music was composed by Mark Chosak and David Whittaker, featuring synthesized instrumental tracks optimized for respective hardware. In contrast, the Windows version's audio was led by composer , with guitar contributions from Saki Kaskamanidis, and recorded at studio in for a more polished, live-instrument sound. The overall style consists of upbeat rock and metal tracks, blending electronic elements with guitar-driven riffs to evoke the fast-paced intensity of hockey. These include dedicated themes for menus, pre-game setups, and in-game action, such as the energetic intro and win themes on the PC version. The Genesis and SNES editions feature several short ditties and loops, like the title screen and face-off motifs, which repeat seamlessly to maintain continuous play without interruptions. The PlayStation and Saturn versions offer these compositions with higher fidelity due to audio, while the Windows version features longer, richer tracks. This design choice ensures the soundtrack immerses players in the game's high-stakes energy across all versions.

Commentary

The PC version of NHL 97 introduced play-by-play commentary voiced by Canadian sportscaster , marking the first use of real-time announcer calls in the series. Hughson provided dynamic descriptions for major events, including goals, body checks, and penalties, to simulate an authentic NHL broadcast experience. Color commentary was limited to basic remarks on ongoing plays, such as player positioning or shifts, without extensive due to the available in 1996. The calls often repeated phrases during similar situations—a common limitation of sampled audio in mid-1990s games—which helped evoke the repetitive familiarity of television coverage while conserving memory. Commentary implementation varied by platform: the PC version featured full with digitized audio, whereas cartridge-based releases on SNES and Genesis, as well as versions on PlayStation and Saturn, relied on text-only pop-ups for event notifications to accommodate hardware constraints. Arena ambiance sounds, such as ice scrapes and puck impacts, were woven into the audio layer to enhance immersion, though distinct crowd reactions were not emphasized.

Release

Platforms and release dates

NHL 97 was released across multiple platforms in 1996, with variations in timing by region and hardware. The game launched first on the in on September 24, 1996, followed by the Super NES version in October 1996, distributed by Software in and the . The PC versions for and Windows were released simultaneously in the on October 1, 1996. The PlayStation edition arrived in on November 12, 1996, while the version followed later that year in the on December 4, 1996. In , releases under the Sega Mega Drive branding occurred in October 1996, emphasizing the North American focus with localized distributions.
PlatformRegionRelease DatePublisher/Distributor
/Mega DriveSeptember 24, 1996
/Mega DriveEuropeOctober 4, 1996
Super NES/CanadaOctober 1996Black Pearl Software
MS-DOS/WindowsOctober 1, 1996
PlayStationNovember 12, 1996
December 4, 1996
Packaging varied by platform: PC editions for and Windows came in standard jewel cases, while console versions utilized cartridges for the Super NES and /Mega Drive; the PlayStation and versions were distributed on . The PlayStation version was distributed on CD in slimline cases typical for the format. For the PC versions, the minimum system requirements included an Pentium 75 MHz processor, 8 MB of RAM, and an SVGA-compatible supporting VESA standards, along with a 2x drive and 25 MB of hard disk space. A port for the console was in development as a planned 1997 launch title but was ultimately canceled following the system's commercial failure and discontinuation.

Marketing and cover athlete

The cover athlete for NHL 97 was , goaltender for the . His selection honored his key role in leading the expansion to the 1996 Final, their first appearance in the NHL championship series. Promotional efforts by emphasized the game's breakthrough full 3D polygonal graphics and enhanced realism, building on the company's official NHL licensing agreement that enabled authentic team and player representations. A television commercial highlighted the faster, more aggressive on-ice action, fearless rivalries, and intense competition to capture the sport's excitement. The game tied directly into the 1996-97 NHL season through licensed, updated rosters for all 26 teams and the inclusion of alternate jerseys for select franchises, aligning with the league's expansion of third uniform options that year. Box art designs varied across platforms, with Vanbiesbrouck prominently displayed in action poses on the PC and PlayStation covers to spotlight the goaltending focus and visual upgrades. Pre-release promotion included demos distributed via gaming magazine cover discs and extensive media previews in outlets like , generating buzz ahead of the fall 1996 launch.

Reception

Critical reviews

NHL 97 received generally positive critical reception upon its 1996 release, with reviewers praising its advancements in visuals and mechanics while noting platform-specific shortcomings and lingering issues from its predecessor. Aggregated critic scores averaged 84% across versions, reflecting its status as a strong entry in the sports genre despite competition from titles like NHL FaceOff '97. The PC version was particularly acclaimed for its depth and technical achievements. In a December 1996 review, awarded it 93 out of 100, commending the improved 3D polygonal player models captured via motion technology, which delivered more realistic skating, checking, and animations compared to NHL 96's flatter visuals. Reviewer Jason Bates highlighted the fluid virtual stadium rendering and intelligent AI that incorporated player ratings for authentic performance variations, though he criticized the sluggish fight animations, absence of custom league creation or uniform editing, and biased AI that favored underdog teams at home. The game's high —a minimum 90 processor—were also noted as a barrier for some users, potentially causing performance dips on lower-end hardware. Console ports earned solid but more varied praise, with 16-bit versions emphasizing accessibility over graphical ambition. rated the Genesis edition 4.5 out of 5, lauding its fast-paced, intuitive controls and updated rosters that captured the 1996-97 NHL season, making it highly playable despite the dated 2D sprites and limited visual flair. The SNES counterpart received subscores from the same outlet of 3/5 for graphics, 2.5/5 for sound, 3.5/5 for control, and 3/5 for fun factor, appreciating the lack of in action but pointing to repetitive audio as a minor flaw. Both were seen as refinements of NHL 96's core loop, with better player differentiation but unchanged AI tendencies toward predictable defensive play. Next-generation console versions showed more pronounced strengths and weaknesses tied to early 3D implementation. Electronic Gaming Monthly's December 1996 review of the PlayStation edition gave it 35 out of 40 (87.5%), with the four reviewers' individual scores ranging from 8.5 to 9.5, praising the immersive 3D arenas and responsive passing but docking points for sluggish puck physics on shots and infrequent graphical glitches during crowd animations. The Saturn port fared worse in critiques, often cited for slower frame rates and blockier models that hindered puck tracking, contributing to an overall sense of underoptimization despite shared assets with the PC build. Comparisons to across platforms consistently noted superior player modeling and camera fluidity in NHL 97, though AI shortcomings—like overly passive forwards and exploitable goalie positioning—persisted without major overhauls.

Commercial performance

NHL 97 demonstrated strong commercial performance across multiple platforms, with the Windows version ranking as the 20th best-selling computer game for 1996 due to its innovative 3D graphics and gameplay appeal. The game's release timing in late 1996, coinciding with the holiday season, boosted sales for console versions on PlayStation, , , and . Overall, estimates indicate the game sold over 200,000 units across platforms, contributing to ' expanding sports division. The title received notable industry accolades that underscored its market impact. It won Best Sports Game at the 1996 PC Gamer Awards, recognizing its excellence in the genre. NHL 97 was also nominated for Sports Game of the Year by Computer Games Strategy Plus, though it lost to Links LS 1997. Additionally, it claimed the Best Sports Game prize at the 1996 Computer Game Developers Conference Spotlight Awards. The NHL licensing partnership played a key role in EA Sports' growth during this period, with the company's net revenues rising 35% to $673 million in fiscal 1997, driven in part by successful titles like NHL 97. Long-tail sales were supported by re-releases in 1997, extending the game's and beyond its initial launch.

Legacy

Awards and nominations

NHL 97's PC version received notable recognition for its contributions to sports gaming. It won the Spotlight Award for Best Sports Game at the 1997 , recognizing outstanding computer titles from 1996. The game was also honored with magazine's Editors' Choice award in the December 1996 issue, commending its enhanced graphics, fluid gameplay, and comprehensive simulation of NHL action. In contrast, the console versions for PlayStation and did not secure major awards, reflecting challenges in adapting the title to those platforms.

Influence on the series

NHL 97 marked a pivotal shift in the NHL series by introducing full 3D polygonal models for players, arenas, and environments on 32-bit platforms, replacing the 2D sprites of prior entries and enabling more dynamic camera angles and realistic movement. This technological leap was refined in , where life-like player models and faster animations built directly on NHL 97's foundation, setting the visual standard for the franchise through the late 1990s and into the PlayStation era. The game's inclusion of international teams—including national teams for the , , and , plus all-star teams for and the World—laid the groundwork for international play, which expanded significantly in sequels like with 18 national teams and evolved into modes such as the in and Olympic integrations in later titles. Similarly, 's skills competition mode, with events like hardest shot, accuracy shooting, and goalie drills, influenced recurring all-star and challenge elements in subsequent games, appearing in varied forms through and beyond to emphasize individual player talents. NHL 97 also pioneered early motion capture for player animations in its PlayStation and Saturn versions, capturing real skaters' movements to enhance fluidity and authenticity, a technique that the series iteratively advanced through the 2000s with more sophisticated systems for checking, passing, and skating mechanics. Gameplay elements like rapid one-timer shot exploits, enabled by precise pass-to-shoot timing, highlighted balance issues that developers addressed in sequels, leading to refined AI defensive responses and shot accuracy tweaks in NHL 98 and NHL 99 to promote fairer simulation. Overall, these innovations helped cement EA's dominance in sports simulations during the mid-1990s, as NHL 97's commercial and critical success amid rising competition from titles like NHL FaceOff '97 reinforced the franchise's model of annual iterations, ensuring consistent evolution and market leadership into the .

References

Add your contribution
Related Hubs
User Avatar
No comments yet.