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    Home»News»The Legacy of the Late, Great John Madden
    From Raiders Official YouTube Channel
    News

    The Legacy of the Late, Great John Madden

    Heath AndrewsBy Heath AndrewsDecember 29, 202111 Mins Read
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    On December 28th 2021, we lost an icon in the world of sports and entertainment. John Madden was, by all accounts, never expected to be a household name. His career path took several unexpected turns that would transform him from a player, to a coach, to a broadcaster, to one of the biggest names in video games. Some people are lucky to be remembered for something outside their personal lives; Madden will be remembered for at least three. As a tribute to his passing, we’d like to go back and take a look at those accomplishments.

    John Madden: Super Bowl Winning Coach

    In 1958, John Madden was signed to the Philadelphia Eagles and suffered a knee injury during training. It was a career-ender; John had already had an injury to his other knee, and the combination of these ailments prevented him from being able to play. It didn’t stop him from learning the game though and spent the next several years working in the coaching staff of various college football teams.

    From Raiders Official YouTube Channel

    Oakland Raiders owner Al Davis would bring Madden to the team’s coaching line-up in 1967. After a subsequent shake-up of leadership, Madden became the head coach of the team in 1969. At the time, he was 32-years old, much younger than an average coach of the day, or even today. From his debut year to 1975, Madden routinely got his team into the divisional title playoff game, only to lose it five times. It was the next year, 1976, where he took the Raiders to a 13-1 record and defeat the Minnesota Vikings 32-14 in Super Bowl XI. In 1977, he would once again get them to the divisional championship to suffer yet another loss and miss the playoffs entirely in his final years as a coach in 1978.

    Madden’s overall stats as a coach include 103 wins against 32 losses, giving him a shorter tenure than many other longtime coaches, but an incredibly high win percentage of .763. Perhaps it’s because of his comparatively brief career as a head coach that he’s not spoken of in the same breath as Vince Lombardi, Don Shula, Bill Belichick, and others. There’s also the very real possibility that it’s because Madden is one of the very few to make a name for himself off the gridiron as a sportscaster.

    John Madden: Color Commentator

    CBS Sports picked up John as a sportscaster in 1979, right after he ended his coaching career. In 1981, his future would change forever when he was paired with former NFL placekicker, Pat Summerall. This pairing would last on CBS until 1993, and resume again on Fox from 1994 until Super Bowl XXXVI in 2002. It would also change the course of sports broadcasting and in a way, entertainment; even though no one knew it at the time.

    CBS Football coverage, YouTube

    The two-man booth of Summerall and Madden was a pairing of opposites that somehow remained completely in-sync with each other. Pat had a very dry and direct kind of voice, the kind of delivery that is plainspoken but gets the point across without any ambiguity or unnecessary fluff, so to say. John meanwhile had an almost folksy kind of approach to commentating. He could speak at length about something, filling in backstory, minutia, history, and context, in a way that could go beyond the realm of necessary. John could add nuance to Pat’s play-by-play, while Pat could rein in John’s loquacious tendencies.

    It’s hard to put into words how effective this pairing is and how there was nothing else quite like it on television. Sure you had other big name sportscasters across sports- Al Michaels, Ken Squier, Howard Cosell, Marv Albert, Jack Buck, Bob Uecker, etc.- but they weren’t the team of Summerall and Madden. They could work in tandem with others, but their personalities were so large that the booth felt like it belonged to them and them alone when they were in it. Much to John Madden’s credit, despite his big, powerful personality, he knew how to give deference to Pat. This video of John speaking at Pat’s memorial service gives an indication as to why that was; he deeply respected Pat and needed him there by his side.

    The pairing was so strong that when it ended at CBS, Fox hired the two of them on to help catapult their NFL contract to ratings success. The pairing of them gave a sense of legitimacy to a the broadcast, which is something Fox needed in the early ’90s when they were still struggling against the bigger networks.

    After his contract at Fox ended and Summerall elected to retire from broadcasting, John moved on to ABC where he was paired with Al Michaels for ABC’s “Monday Night Football” program. After that program shifted from ABC to ESPN, Madden and Michaels would move to NBC to broadcast Sunday Night Football until John’s retirement in 2009. This final move would make him the only major sportscaster in history to work for all four major broadcast networks. It’s also because of his ubiquitous presence, that he became the biggest name in football video games.

    Madden: The Biggest Name in Sports Video Games

    At the time of John’s passing, the culture of video games has changed tremendously since the late 80s and early 1990s. Back then, celebrity endorsements of video games were a huge deal since the gaming industry was still trying to prove it was viable and legitimate. There was everything from “Lee Trevino’s Fighting Golf,” to “Bill Elliott’s NASCAR Challenge,” to “Barkley Shut Up and Jam.” That’s not nearly as prevalent today, in part due to big companies like Electronic Arts buying up exclusive rights to sports games. But even before this, the concept of the athlete endorsed video game was dying off. There was one exception though: John Madden.

    John Madden Football original game

    The first Madden game began development back in 1984 but wouldn’t see release until 1988 for MS-DOS and Apple computer systems of the time. In 1990, “John Madden Football” was released for home consoles on the Super Nintendo and Sega Genesis, which was really the start of what was to come. With its attention to detail and realism, it separated itself from the other popular NFL title at the time, “Tecmo Bowl” and “Tecmo Super Bowl.” While the Tecmo series was praised for its fast, arcade style action, most of the strategy of the game was a luck-based guess what your opponent will do and try to pick the opposite play.

    Madden Football was more in-depth, allowing people to pick from a variety of plays, based on input from Madden himself. The only drawback for the series was that in its initial outings, it lacked the license of both the NFL and the NFL Player’s Association, so the game couldn’t feature the names or likenesses of teams or players. Those omissions would be rectified as the 1993 Madden release proudly branded itself as “Madden NFL ’94,” indicating that NFL license was officially obtained. Next season’s “Madden NFL ’95” added the license from the NFLPA and featured real, current for the time rosters.

    Since then, the series has never really looked back, especially after Electronic Arts secured the exclusive rights to make NFL games starting with “Madden NFL 06.” While other sports series are just branded by their league name, “NBA Live,” “NHL (current year),” “MLB: The Show,” etc, Madden was never dropped from the title of the yearly releases. Even after John stopped doing commentary for them around 2008-2009, his name was still right there on the box. It’s a rare status to be afforded to someone; maybe Tom Clancy being the only other big name to continue having a video game “brand” despite not having much to do with the gaming industry in general.

    But Madden did have a fondness for the games, even if he didn’t play them; he liked the games for the very same reason he liked coaching, because they taught people. Going back to the original Madden game release, the reason for its delay is said to be because John wanted the product to accurately represent football. He continued to attest that it’s because of the game series that people know more about plays, formations, strategy, positions, and tactics. There is enough real content in the games to carry over that sense of understanding to watching and enjoying the NFL on television or at the stadium.

    What John Madden Meant To Me

    It’s hard to type the word “meant” regarding John since even though he’s gone, I feel like he will continue to mean something to me in the things that I enjoy. There’s a certain culture around Madden games that I will truly never be a part of; it’s not my scene. That being said, I remember my first football video game being “Madden NFL ’95” on the Super Nintendo and it did indeed teach me a lot about the sport of football.

    John Madden’s NFL

    Learning about the game was a big part of my childhood and early teens because of how it gave me something to share with my father. Dad and I didn’t have a lot of shared interests, but football became one of them. John was the stepping stone that led me into that world of sports, partly because of the game but also because of his announcing.

    I was and still am, not an athletic person in the slightest; but I do know quite a bit about various sports thanks to watching them and maybe more importantly, listening to them. Broadcasting always fascinated me and still does to this day. Commentators can add so much to the viewing experience; they can affect how you enjoy it and what you can learn from it. John Madden helped me learn from listening to his analysis just as much as I learned from playing the video games. From there, I could talk more with my father, bond with him a bit more, and feel like for at least a few hours in the week, we were talking the same language.

    Saying Goodbye

    There will never be another John Madden. He had just the right combination of personality, aptitude, charm, and knowledge of football to separate him from the rest of his peers. Even today there’s no one with his combination of traits in the game or in the broadcasting booth. There was a lot of comfort I took from his voice, his and Pat Summerall’s. That perfect combination was something that made me feel like I was spending time with friends; and it’s a very rare feeling to find that in sports.

    I wonder how many people reading this will know of John’s accomplishments outside of the video game world. It seems like no matter what he did, he incidentally eclipsed his previous ventures. His career as a coach eclipsed his career as a player, his days as a broadcaster outshone his days as a coach, and his involvement with the Madden video game franchise could easily eclipse everything else that he’s done.

    ABC

    I would not be surprised if going forward, his name remains attached to those EA Games-produced titles. Maybe one day the licensing agreements will get too complicated or his estate will want his name to pass away with him; but that name carries a lot of weight with it. In a way, that’s kind of ironic. Near the start of the clip of the eulogy I posted above, John says about Pat that you could basically tell his story and people would know who you were talking about without having to say his name; the same can now be said about John Madden.

    He led the Oakland Raiders to a Super Bowl championship. He would then go on to be part of the biggest commentating team in the history of the NFL, while simultaneously lending his name to a series of NFL video games that continues to this day. He had a big personality, he had a tremendous love for the sport of football, and he helped millions of people to learn about and understand the game that has become the biggest sport in the United States.

    And just from that paragraph, you know who he was without me having to say his name.

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    Heath Andrews

    Heath Andrews has been a student of pop culture ever since he found himself to be the only student in 3rd grade who regularly watched "Get Smart" on Nick-At-Nite. Ever since then he's been engrossed in way too much media with a growing collection of music, books, comics, TV on DVD box sets, and a video game collection that could rival a brick and mortar store. Prior to writing for Nerdbot he's written for Review You, MyAnimeList, and various advertising companies.

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    Most studios searching for a match-3 level design company are looking for five different things. Some need levels built from scratch, others require a live game rebalanced before churn compounds, and some demand a content pipeline that won't fall behind. These are different problems, and they map to multiple types of companies. The mistake most studios make is treating "match-3 level design" as a single service category and evaluating every company against the same criteria. A specialist who excels at diagnosing retention problems in live games is the wrong hire for a studio that needs 300 levels built in 2 months. A full-cycle agency that builds from concept to launch isn't the right call for a publisher who already has engineering and art in place and just needs the level design layer covered. This guide maps 7 companies for match-3 level design services to the specific problem each one is built to solve. Find your problem first. The right company follows from there. What Match-3 Level Design Services Cover The term "level design" gets used loosely in this market, and this causes bad hires. A studio that excels at building levels from scratch operates dissimilarly from one that diagnoses why a live game's difficulty curve is losing players (even if both describe their service the same way on a website). Match-3 level design breaks into four distinct services, each requiring different expertise, different tooling, and a different type of partner. Level production — designing and building playable levels configured to a game's mechanics, obstacle set, and difficulty targets. This is what most studios mean when they say they need a level design partner, and it's the service with the widest range of quality in the market. Difficulty balancing and rebalancing — using win rates, attempt counts, and churn data to calibrate difficulty across hundreds of levels. Plus, this includes adjusting live content when the data shows a problem. Studios that only do level production typically don't offer this. Studios that do it well treat it as a standalone service. Live-ops level design covers the ongoing content pipeline a live match-3 game requires after launch (seasonal events, new level batches, limited-time challenges) sustained at volume and consistent in quality. This is a throughput and process problem as much as a design problem. Full-cycle development bundles level design inside a complete production engagement: mechanics, art, engineering, monetization, QA, and launch. Level design is one function among many. Depth varies by studio. Knowing which service you need before you evaluate a single company cuts the list in half and prevents the most common mistake in this market: hiring a full-cycle agency to solve a level design problem, or hiring a specialist to build a product from scratch. The List of Companies for Match-3 Level Design Services The companies below were selected based on verified credentials, named shipped titles where available, and the specific service each one is built to deliver. They are ranked by how well their capabilities match the service types outlined above. A specialist who does one thing exceptionally well sits above a generalist who does many things adequately. SolarSpark | Pure-play match-3 level design specialist SolarSpark is a remote-first studio built exclusively around casual puzzle game production. With 7+ years in the genre and 2,000+ levels shipped across live titles including Monopoly Match, Matchland, and KitchenMasters, it is the only company on this list that does nothing but match-3 level design. Level design services: Level production, difficulty curve planning, fail-rate balancing, obstacle and booster logic design, live-ops pipeline, competitor benchmarking, product audit and retention diagnostic. Verdict: The strongest pure specialist on this list. When level design is the specific constraint, SolarSpark is the right choice. What they do well: Every level is built around difficulty curves, fail/win balance, obstacle sequencing, and booster logic, measured against targets before delivery. Competitor benchmarking is available as a standalone service, mapping your game's difficulty curve and monetization structure against current top performers with specific, actionable output. Where they fit: Studios with a live or in-development game that need a dedicated level design pipeline, a retention diagnostic, or a one-off audit before soft launch. Honest caveat: SolarSpark does not handle art, engineering, or full-cycle development. Logic Simplified | Unity-first development with analytics and monetization built in Logic Simplified specializes in Unity-powered casual and puzzle games, with match-3 explicitly in their service portfolio. Operating for over a decade with clients across multiple countries, the studio positions itself around data-informed development: analytics, A/B testing, and monetization are integrated into the production process. Level design services: Level production, difficulty progression design, obstacle and blocker placement, booster and power-up integration, A/B tested level balancing, customer journey mapping applied to level flow. Verdict: A credible full-cycle option for studios that want analytics and monetization treated as design inputs from day one, not as post-launch additions. What they do well: Logic Simplified builds analytics and player behavior tracking into the design process. Their Unity expertise is deep, and their stated MVP timeline of approximately three months is competitive at their price point. India-based rates make full-cycle development accessible without requiring a Western agency budget. Where they fit: Studios building a first match-3 title that needs the full production chain handled by a single vendor, with analytics built in from the start. Honest caveat: No publicly named match-3 titles with verifiable App Store links appear in their portfolio. Ask for specific live game references and retention data during the first conversation before committing. Cubix | US-based full-cycle match-3 development with fixed-cost engagement Cubix is a California-based game development company with a dedicated match-3 service line covering level design, tile behavior, booster systems, obstacles, UI/UX, and full production on Unity and Unreal Engine. 30+ in-house animators can cover the full scope of puzzle game production. Level design services: Level production, combo and difficulty balancing, blocker and locked tile placement, move-limit challenge design, booster and power-up integration, scoring system design. Verdict: A viable full-cycle option for studios that need a Western-based partner with transparent fixed-cost pricing and documented match-3 capability. What they do well: Cubix covers the full production chain in one engagement, with strong visual production backed by an in-house animation team. Their fixed-cost model is a practical differentiator for studios that have been burned by scope creep on previous outsourcing contracts. Staff augmentation is also available for studios that need talent to plug into an existing pipeline. Where they fit: Studios that want a US-based full-cycle partner with predictable budgets, cross-platform delivery across iOS, Android, browsers, and PC, and a single vendor to own the concept through launch. Honest caveat: Named shipped match-3 titles are not prominently listed in their public portfolio. This is a verification gap worth closing during vetting, not a disqualifier on its own. Galaxy4Games | Data-driven match-3 development with published retention case studies Galaxy4Games is a game development studio with 15+ years of operating history, building mobile and cross-platform games across casual, RPG, and arcade genres. Match-3 is a named service line. What distinguishes them from most studios on this list is a level of public transparency about retention data. Their case studies document real D1 and D7 numbers from shipped titles. Level design services: Level production, difficulty curve development, booster and obstacle design, progression system design, LiveOps level content, A/B testing integration, analytics-based balancing. Verdict: The most transparent full-cycle option in terms of real retention data. For studios that want to see numbers before they hire, Galaxy4Games offers evidence most studios keep private. What they do well: Their Puzzle Fight case study documents D1 retention growing to 30% through iteration. Their modular system reduces development time and costs through reusable components, and their LiveOps infrastructure covers analytics, event management, and content updates as a planned post-launch function. Where they fit: Studios that need a data-informed full-cycle match-3 partner and want to evaluate a studio's methodology through published results. Honest caveat: Galaxy4Games covers a broad genre range (casual, RPG, arcade, educational, and Web3), which means match-3 is one of several service lines rather than a primary focus. Zatun | Award-winning level design and production studio with 18 years of operating history Zatun is an indie game studio and work-for-hire partner operating since 2007, with game level design listed as a dedicated named service alongside full-cycle development, art production, and co-development. With 250+ game titles and 300+ clients across AAA studios and indie teams, this agency has one of the longest track records. Level design services: Level production, difficulty progression design, level pacing and goal mapping, game design documentation, Unity level design, Unreal level design, level concept art. Verdict: A reliable, experienced production partner with a long track record and genuine level design depth. What they do well: Zatun's level design service covers difficulty progression, pacing maps, goal documentation, and execution in Unity and Unreal. Their 18 years of operation across 250+ titles gives them a reference library of what works across genres. Their work-for-hire model means they can step in at specific production stages without requiring ownership of the full project. Where they fit: Studios that need a specific level design or art production function covered without a full project handoff. This can be useful for teams mid-production that need additional capacity on a defined scope. Honest caveat: No publicly named match-3 titles appear in Zatun's portfolio, their verified work spans AAA and strategy genres; match-3 specific experience should be confirmed directly before engaging. Gamecrio | Full-cycle mobile match-3 development with AI-driven difficulty adaptation Gamecrio is a mobile game development studio with offices in India and the UK, covering match-3 development as an explicit service line alongside VR, arcade, casino, and web-based game development. Their stated differentiator within match-3 is AI-driven difficulty adaptation. Thus, levels adjust based on player skill. Level design services: Level production, AI-driven difficulty adaptation, booster and power-up design, progression system design, obstacle balancing, social and competitive feature integration, monetization-integrated level design. Verdict: An accessible full-cycle option with a technically interesting differentiator in AI-driven balancing. What they do well: Gamecrio builds monetization architecture into the level design process: IAP placement, rewarded ad integration, battle passes, and subscription models are considered alongside difficulty curves and obstacle sequencing. The AI-driven difficulty adaptation is a genuine technical capability that more established studios in this market have been slower to implement. Where they fit: Early-stage studios that need a full-cycle match-3 build with monetization designed in from the first level. Honest caveat: No publicly named shipped match-3 titles are listed on their site — request live App Store links and verifiable retention data before committing to any engagement. Juego Studios | Full-cycle and co-development partner with puzzle genre credentials and flexible engagement entry points Founded in 2013, Juego Studios is a global full-cycle game development and co-development partner with offices in India, USA, UK, and KSA. With 250+ delivered projects and clients including Disney, Sony, and Tencent, the studio covers game development, game art, and LiveOps across genres. Battle Gems is their verifiable genre credential. Level design services: Level production, difficulty balancing, progression system design, booster and mechanic integration, LiveOps level content, milestone-based level delivery, co-development level design support. Verdict: A well-resourced, credible full-cycle partner with a flexible engagement model that reduces the risk of committing to the wrong studio. What they do well: Juego's engagement model is flexible: studios can start with a risk-free 2-week test sprint, then scale to 20+ team members across modules without recruitment overhead. Three engagement models (outstaffing, dedicated teams, and managed outsourcing) let publishers choose how much control they retain versus how much they hand off. LiveOps is a named service line covering analytics-driven content updates and retention optimization after launch. Where they fit: Studios that need a full-cycle or co-development partner for a match-3 build and want to test the relationship before committing to full project scope. Honest caveat: Puzzle and match-3 are part of a broad genre portfolio that also spans VR, Web3, and enterprise simulations. How to Use This List The seven companies above cover the full range of what the match-3 level design market offers in 2026. The quality range is real, and the right choice depends on which service type matches the problem you're trying to solve. If your game is live and retention is the problem, you need a specialist who can diagnose and fix a difficulty curve. If you're building from zero and need art, engineering, and level design bundled, a full-cycle partner is the right call and the specialist is the wrong one. The honest caveat pattern across several entries in this list reflects a real market condition: verified, named match-3 credentials are rarer than studios' self-descriptions suggest. The companies that couldn't point to a live title with an App Store link were flagged honestly. Asking for live game references, retention data, and a first conversation before any commitment are things you can do before signing with any studio on this list.

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