Format the following passage properly, for storytelling purposes. Keep it as written, don't change a single word, but improve grammar where necessary.

"Big, tough, bone-crushing!" Just the way God intended it, if you will forgive me for this blasphemy. Then again, it doesn't seem so blasphemous once you really dig into the meat and potatoes of what the original John Madden Football is all about. Having settled on Madden '93 I found myself going back to Madden '92. I noticed a difference right away: while this earlier version doesn't have historic teams or the "Madden Greats," it does boast all 28 NFL teams of the time (unlicensed and going only by city names), plus an "All-Madden" squad consisting of the best players of the 1990-91 NFL season, combined to form a 'dream team.' On the surface it doesn't seem much different from '93, but I noticed there's a lot more smoothness to the gameplay. It is especially noticeable on punt returns, when the screen transitions from one perspective to another. There is a brief pause in Madden '93, but in '92 it is absolutely seamless. You would have to play it for yourself to see just how smooth everything truly is. If you're old enough, you probably have. It seemed like '92 would take the throne away from '93. Who needs the extra bells and whistles when you already have a great roster, plus a smooth gameplay engine that gets all the basics right? And then I went back to the first one. I had already cast it aside, due to its having only 16 teams. While it seems there are individual stats for each player contained in the code--I am sure they exist, as certain teams (like Chicago) do better with rushing, while others (like Miami) are better in passing--the numbers of the players never appear onscreen, so you have nothing to use to match up a player on a given team with their actual NFL counterpart of the time. And yet, when I gave it another look, I was absolutely blown away. While there is no denying it is quite bare-bones not only compared to other Genesis Maddens but particularly by today's standards, it is precisely because it is bare-bones that the game has a charm to it. It is one of the most influential games ever made, the father of a franchise that is still ongoing to this day. Just a couple of days ago, while we were at a local Duffy's having dinner in honor of a housemate's birthday (the Slam Dunk Nachos come highly recommended!), there was a segment on one of the TVs (which I think had been tuned to ESPN) pertaining to player ratings in Madden 25. It is amazing to take a look back at the original "John Madden Football" and see where everything started. It is as simple as it gets. It gets the basics right, but lacks on the more complex aspects. There is no 3-4 defense, a stunning omission given that most NFL teams used the 3-4 during the 1990 season. 12 of the 28 NFL teams active in 1990 are not available, but if you want to get very technical it's actually 11, since there is an "All-Madden" team (yes! Believe it or not, the first Genesis Madden actually has an All-Madden team!) which has the same colors as the then-Los Angeles Raiders. (I like to pretend they're the '76 Raiders with whom Madden won his only Lombardi; the '76 Raiders would make their first actual appearance in Madden '93, both the original release and the "Championship Edition.") If you count "All-Madden" as the Raiders, there are actually 17 teams, so you're only missing 11. (For comparison's sake, the Championship Edition of Madden '93 technically has only 19 teams, but multiple versions based on different championship seasons.) A lot of the bells and whistles from later Maddens are not there. You don't get the chain measurements when a first down is 'too close to call.' You don't get any onscreen indication of how many yards a player gained, or lost, on a play; you have to do the math on your own. There is no season play, though there is a playoff mode that lets you take your favorite team to the "EASN Championship." (With sixteen teams, you have exactly enough for a tournament where you must win four games to win it all.) You don't get I-Formation, single-back sets, or the 3-4, as I mentioned earlier. No substitutions can be made, but you can choose between four sets of offensive players (Normal, Fast, Hands, and Big). There is no hurry-up offense, no kneel-down play. Players can never get fatigued, and defenders can never knock a player out of the game. Statistics are shown at halftime and the conclusion of a game, and kept to the minimum essentials (enough to fit on a single screen); if you're into deep stat-tracking, this isn't the game for you. And yet, somehow, for all it lacks, it excels in everything it contains. It is football in the purest sense, stripped down to the barest bones you can achieve while still having a sense of complexity. It is a remarkable achievement for the time, and wouldn't have been out of place in an arcade cabinet. It probably would have done big numbers as a coin-op, but it nonetheless did major numbers for Sega and Electronic Arts, birthing EA's reputation as the masters of sports video games. As the original Madden is more than enough for my needs, I've decided to keep it as my base football game. Less is more, and even less is even more. "Lakers vs. Celtics," "RBI Baseball 3," and "NHL Hockey" all keep their spots as my top picks for the sports of basketball, baseball (naturally), and hockey (naturally) respectively, but for boxing I've gone back to "Evander Holyfield's 'Real Deal' Boxing." It runs on the same core engine improved upon for "Greatest Heavyweights," but somehow feels even smoother. Not as polished, but more than enough to get the job done. Interestingly, all these games are small enough to fit on a 512KB cartridge, and all came out prior to my birth. (Two were released in 1990, another two in 1991, and "Holyfield" hit shelves in August 1992, just over a month before I was born.) I also think of them as "Glass" games, for though there's absolutely no relation to PBS, these games were all released while PBS was still using the "3D Glass" logo that debuted in September 1989 and saw its run conclude on July 31, 1993. (Technically, its true end came on January 4, 1993 when PBS unveiled a new ID, but it was still used for several more months.) Though it is a bit interesting to be without some of the other NFL teams, it's nice to have what's in a sense a prototype for what eventually became the Championship Edition. As the original Madden had only 16 teams (technically 17, as the "All-Madden" team is technically a secret Raiders team), it was structured more as a tournament between the best of the best. In the absence of the weaker squads, you are left with more of an all-star challenge, as the best battle to determine the ultimate champion. The 1989-90 rosters are all there, their stats hidden in the game's code, and even without the numbers being shown onscreen, you have a roster that is still world-class. If ever the urge should come to unleash Dallas (who missed the cut due to having a horrible season in 1989) or Detroit (another team that wasn't playoff-caliber), or have a good laugh as the Whambulance gets an injured player off the field (inadvertently injuring even more players in the process, due to a funny glitch), there's always Madden '92. And of course, Madden '93 is the most complex out of all the games built upon the original engine. But for football, pure and simple, the OG Madden does the job just fine. A father to generations of games, with a legacy going on almost 35 years. RIP, John.