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  1. 16 points
    Here we go! Here are the first 7 bounties announced for this years tournament. Make sure you have volume turned on. Part 2 (#6 through #1) will be posted same time tomorrow.
  2. 6 points
    OK gentlemen, play time is over. Part 1 had a lot of pop culture references that resonated with all of us. It's my favorite of the 2 parts, I'll admit. It was cute.. it was fun. But now its time to get serious as Part 2 reveals some bad ass muthaphuckers. It's time to graduate from the kiddie table and earn a seat with the big boys this holiday season.
  3. 5 points
    War Machine

    Thunderdome X: Bounty Details!

    Thunderdome X will add a new element to the tournament. A way for everyone to earn a little cash by eliminating 13 of tecmo's finest. Here are the quick details. 1. There will be at least one bounty in each group giving everyone a chance to knock one off. (As of this post, we have 13 groups. If this goes to 14 groups, then I will cross that bridge when i get there). The bounties will be revealed countdown style via youtube video with link shared in this forum thread. 2. Each person selected as bounty will have a dollar amount on their heads. This will be varying depending on the person selected. 3. You earn the bounty by eliminating the selected bounty from the tournament. If the selected bounty is eliminated in group play with multiple losses then the person who defeated this bounty by widest scoring margin earns the bounty. If you beat the bounty in group play but he advances, then you dont earn the bounty. He must be eliminated. For example, if I had a bounty on my head and i go 1-2 in group play, the player who beat me by biggest margin of my losses will earn the bounty. If it was same margin, then they split the bounty in half. Another example, If i'm a selected bounty and i go 2-1 and advance, then the person who beat me does not earn the bounty since I moved on to bracket play. 4. If a selected bounty wins the tournament, then they also win their bounty. For example, if i'm a selected bounty and I win the tournament, whatever my bounty was is added to my winnings. Have fun!!!
  4. 5 points
    hoffnasty9

    HSTL Housekeeping Items

    First, I want to thank all of those who voted in the two polls I had posted. I'm going to use my commish powers and keep Round 0 implemented. If anyone is passionate enough to have it removed, I'll put it up for a vote again. Secondly, we are going to go with the same draft format in S43 since that vote was a lot closer. However, I'm open to making modifications to accommodate those who feel strongly about hating it. Before I make changes, I'm going to see how this season plays out a bit. Thirdly, I'm relatively annoyed with the incessant use of the league tag. I'm going to give the habitual abusers until a week from today to reign it in. If I see the league tag used in a manner I find incredibly annoying, I'm going to disable it and only make it usable by me. Lastly, thank you all for making HSTL the best league in Online Tecmo.
  5. 5 points
    Thank you to everyone who came out and celebrated our 7th annual NYC Tecmo Super Bowl tournament in Queens. Congrats to Kevin for going undefeated on the day and taking home the first place trophy! I felt like this year had some of the fiercest all-around competition that the tournament has ever had. The top 8 finishers were: 1) Kevin S (tadaos) 2) Matt D (Matty D) 3) Shawn S (stalltalk) 4) Erik M (arncoem) Rounding out the top eight were Jim T (powerade), Chris B (Barletti), Brian R (BadMoonRison), Umberto R (discdolo) This marks the first time that a NYC Tournament ended on an Overtime game, with Kevin's Browns victorious over Matty's Packers, 13-10. All top 8 seeds advanced to the Elite 8, which may also be the first time that has happened in NYC Tourney history! Raffle winners!: Matt B, Anthony M, Mike Mac, and Justin A Tournament bracket and game results are here: https://drive.google.com/open?id=1Ex-dvO5LMKVUGCmcTmYzYlfnS7Ws52hma4h78YYx-kM Photos:
  6. 4 points
    oklahoma

    Philadelphia Eagles HSTL S42 Recaps

    Week 2 vs Rob PHX. B Hump goes out on 1st carry I think... PHI down but not out w 38ms backup doing work, but this game was anything but slow paced. Bills to Givens was absolutely dirty early and often from the gate. A back and B bomb from Rypien to Sanders 100 yards closed out the 1st quarter 14-14!!! PHI thought it was end of half! Crazytown. Back and forth game, I'm pretty sure PIC fumbled it away in PHI red zone then got a turnover, and they also got a stop the forced a FG, otherwise it was a who's gonna have the last possession type game. Gg Rob looking forward to round 2, this PHX team makes me play totally outside my comfort zone.
  7. 4 points
    drake

    S42 Sig Warzzzzz

  8. 4 points
    Rico r33 Yes I can host Central Time Best time to play me is after about 14 beers
  9. 4 points
    Groups: Group 1: Chris B. Pat B. Danny K. Group 2: Leif Powers Ricardo I. Jim T. Group 3: Erik M. Greg L. Dave Group 4: Tadaos Jimbo Dave P. Group 5: Anthony M. Brian R. Tom C. Groups Subject To Change With More Entrants***
  10. 4 points
    You MUST participate in the #TecmoXIV raffle. Why, you ask? THIS IS WHY! I have $700 worth of reasons right here.
  11. 4 points
    NES Rendering NES rendering has two layers to it. One is a grid of 8x8 pixel tiles, which I will refer to as the background. The other layer is the sprite layer, which still works with tiles, but instead of being constrained to a grid each one can be individually placed. The background layer has its own set of limitations, and you can read my previous update about tiled backgrounds for more information, but mostly the background is used for land, sky, or other inanimate parts of the world. The limitations of the grid make it difficult to use the background layer for animation, but at the same time the structure of the grid makes it very efficient for coverage. It's easy for the hardware to store and draw tiles when they're organized in a regular spacing like this. The sprite layer is used for things that move around. Unlike the background layer, sprites can be updated quickly because the NES has a dedicated hardware feature for uploading sprites to the GPU every frame. Also unlike the background layer, they can be placed anywhere on the screen; there is no grid for sprites. This freedom and agility is essential for characters and animation, but they are much less efficient in hardware than the background. Even though the NES can draw nearly 1000 background tiles on the screen in any given frame, it can only show 64 sprite tiles. It takes a lot more circuitry to handle tiles that can go anywhere, and there were a lot of additional restrictions that they imposed to make them work. This kind of two layered approach was not the only way to make graphics hardware for games, but they proved very effective for the NES, and together define how games look on the system. Sprite Tiles The NES can draw up to 64 sprite tiles in a single frame. There are two options for tile size: they can be 8x8 pixels, like the background layer, or they can be double-height for 8x16 tiles. This is not a per-tile option; it applies to all sprites on the screen at once. Game developers had to choose between a detailed, more careful arrangement of 8x8 tiles, or larger but less efficient characters using 8x16 tiles. Usually this choice has to do with how large the characters are. It may sound surprising that 8x8 tiles were used at all, but there are a lot of factors that made them a compelling option. Even games with large characters might favour 8x8 tiles if they're not having a problem with the 64 tile limit. 8x8 sprite tiles in Blaster Master Sophia III from Blaster Master shows what you can do with the fine control of smaller tiles. Here you can see 6 sprite tiles making up the sprite. The wheels move separately from the other tiles, giving it very expressive motion. No pixels appear to be wasted here. 8x16 sprite tiles in Teenage Mutant Ninja Turtles Teenage Mutant Ninja Turtles used double-high sprites, and you can see how this resulted in a lot of empty space around the characters. The main disadvantage of this is that the empty areas still take up space in tile ROM (or RAM), and that space is important. The NES tends to favour characters that were tall vertically, rather than wide, and the double-high sprite mode was not the only reason for this (see Flickering below). Lizard uses 8x8 sprite tiles. I wanted a world that was small and detailed, and it seemed the best choice for me. From what I've seen, 8x16 is not used as often in NES games. When I was looking for examples for this article, I was surprised to find that many games with large and tall sprites like Punch Out! still used the smaller tiles. Three Colours The NES has a collection of ~55 colours available for use. The actual colours produced are dependent on NTSC or PAL signal generation, and vary from TV to TV, but emulators try to approximate this with an RGB palette. RGB approximation of the colours available on the NES This scheme is basically a set of 4 intensities across a circle of 12 hues, plus a grey column. At the end of the palette is a leftover dark grey column; the darkest entry in this column is a forbidden colour that actually produces a signal that is too black, causing an unstable picture on some televisions. So, there is this overall collection of 55 colours, but NES sprite tiles can each only use 3 colours taken from this larger set. Tiles have 2-bit pixels, which means they can have one of 4 values. Because a value of 0 represents a transparent pixel, there are only 3 values left to represent colours. Three-colour sprites in Wizards & Warriors This shot from Wizards & Warriors shows a collection of 3 colour sprites. This is the typical way sprites look on the NES. Game developers often wanted more than this, though. Because there are actually 4 sets of 3 colours available for use (see Four Palettes below), and a character sprite is made up of several tiles, you can use a different colour set for each tile. Mega Man's face uses a different set of colours than his body Mega Man's face uses a separate tile with different colours from the rest of his body. Bill from Contra has different colours on his top and bottom halves Bill from Contra has a different colour set on his top and bottom halves. Four Palettes A set of colours is known as a palette. The NES has 4 palettes available for backgrounds, and 4 more just for sprites. The way a game organizes and uses these palettes deeply affects its design, and I think dealing with this problem is the cornerstone of what makes an NES game look like an NES game. It's easy for a game to change the palettes whenever it is needed, but the difficult part is how to manage having only 4 to work with at a time. An underground scene from Super Mario Bros. Take a look at this underground scene from Super Mario Bros. and its palettes. Palettes from an underground scene in Super Mario Bros. I won't cover the background palettes in detail, but it should be noted that one palette has an animated colour, and is used for stationary coins. Because the coins don't move, it was better to make them part of the background, and just update that small area of the background whenever you collect a coin. This allowed long rows of coins that wouldn't have been practical as sprites. The sprite palettes: 1. This is reserved for Mario (or Luigi when he's playing). It will change colours if you pick up a fire flower. 2. Turtles, hammer bros, bowsers, and 1UP mushrooms all share this slot. Above ground it uses a green, white and yellow set of colours instead. 3. Red turtles, mushrooms, fireballs, and moving coins share this slot. Note how in the scene above, a sprite coin appears when the block is smashed from below. This coin uses different colours from the background coin it replaces, and is also only 8 pixels wide; if you're paying attention it looks curiously different than the stationary coins. 4. Goombas, and smashed bricks use this slot. Note how this means goombas will always be the same colour as brick tiles in any environment (e.g. they are grey in the castle). If you just consider a single frame of an NES game, it's fairly easy to come up with a set of palettes that work for that screen, but when you have to think globally about the whole game it becomes a pretty significant problem. Do you reserve palettes for the player character? Do you have a status bar or HUD that needs a palette? Are characters allowed to change colour, or should they be consistent? Super Mario Bros. approaches this by dividing all of its characters into four categories. Sprites and palettes in a scene from Battletoads In this screen from Battletoads you can see four sprite palettes in use. This game dedicates 3 whole palettes to the player characters. Because it is a two player game, two palettes are used to distinguish them; there is a green palette for player 1, and an orange palette for player 2. Both player sprites share a second yellow palette for the face and chest. The fourth palette is red, used for the Psyko Pig enemies. This fourth palette is allowed to change over the course of a level, but the ones used for players are always fixed. This game features a lot of stopping points where you must defeat all enemies to proceed; this structure makes it easy to control which colours are needed in that fourth palette at any given time. Once you finish one batch of enemies, it can change the palette to prepare for the next set. A lot of enemies or items in the game will use one of the player palettes to avoid having to allocate the free one. In the example above you can see pieces of the walker enemy on the ground, which used the fixed yellow palette. Sprites and palettes in a scene from Lizard In my game, I've dedicated two palettes the player: one for the current lizard, and one for the player's face. This leaves two free palettes to use in different ways. Because my game is grouped into rooms, I can choose combinations of creatures that don't require more than two. This is one of the ways the NES has really affected the design of my game; I am constantly making choices based on which combinations of characters can work with the palette restrictions. Because the current lizard changes, and the player's skin colour is randomly selected, I generally avoid using the two fixed palettes for anything but the player. I wanted creature colours to be consistent, so I did not want their colour to depend on the state of the player. The exception here is the white colour in the skin palette; this is always white (for the lizard's eye), but creatures may use this one as well (e.g. a white bird). Flickering If you've spent any time playing NES games, I'm sure you're familiar with the sprite flickering phenomenon. Slow motion illustration of sprite flickering in Snow Bros. What may surprise you is that the flickering is not a hardware feature of the NES; this is something that developers had to program into the game's software. It is actually a coping mechanism to avoid an even worse problem. The NES renders the screen row by row, synchronized with the television. These rows are known as scanlines. The NES has a hardware limit of only 8 sprite tiles on any given scanline. This is one of the most oppressive limitations the system has; if you ever try to put more than 8 tiles on a single line, it will just drop whichever ones were drawn last. This is the primary reason that it is easier to make tall characters than wide ones on the NES. In a platform game, where action tends to occur on a level plane, it's very hard to ensure you won't have too many characters on a single line. Sprite conflicts in Double Dragon Double Dragon is one of the few games that does not implement a software flickering technique. In the screenshot above, notice how you can only see part of a Linda enemy lying on the ground, and part of a whip. In this particular moment, these sprites are simply missing pieces until I move out of the way. What most games do to cope with this is simply to change the order things are drawn. By switching the order every frame, the last character to get drawn will always be different, so every character will be seen for at least part of the time. They flicker, or appear somewhat transparent, but at least they're appearing often enough that you can still see them. On a CRT television, fast flickering tends to look like transparency, though on a modern TV that is converting the NES' signal as 480i, you might see alternating lines instead. Slow motion comparison of Mr. Gimmick as 480i and 240p NES games are notorious for having flickering sprites disappear when the framerate of the video is reduced (e.g. for YouTube at 30fps). This is because games often intentonally hide a sprite every second frame to make it appear 50% transparent to indicate damage, or in other situations. Because I expect Lizard to be played in modern conditions, I make sure not to flicker on every second frame, but instead use a randomized cycle. The scanline limit is also a big reason why 8x8 sprites seem to be favoured. Transparent sprites still count toward the limit of 8, so wasted transparent space at the top or bottom of an 8x16 sprite tile increases the chance of overlap. Using the smaller sprite tiles allows tighter control of the problem. Background Characters Between the 8-sprite limit, and the overall limit of 64 tiles, it's difficult to make large characters on the NES out of sprites. For this reason, it's common to see large characters like bosses built out of a combination of background tiles and sprites. Sprites and background in the Ursula boss of The Little Mermaid When these are used together, generally there is not very much animation in the part of the character made from background tiles. The animated parts of the character are still done with sprites. Sprites and scrolling background in the final boss of Ninja Gaiden III Often the background will consist of nothing but the boss character, leaving black or a sky colour surrounding it. This allows the large character to be moved around with the hardware's background scrolling feature. Rough Edges Another strange problem the NES has is how sprites behave at the edges of the screen. A sprite tile's location is specified by two 8-bit values, for an X and Y coordinate. This means X or Y can be in the range 0-255. The NES' screen is 256 pixels wide, and 240 pixels tall, which may not sound like a problem at first, but because a sprite is 8 pixels wide we need to think about what happens if part of it goes over the edge of the screen. When characters are entering or leaving the screen, which happens constantly in any game with scrolling, you have to deal half a character being off the edge of the screen. The X,Y coordinate of a sprite tile actually specifies the top left pixel of the tile. On the right side, this is fine: if you put a sprite too close to the edge, part of it will just be offscreen. What if you want to put a partial sprite on the left side, though? What you really need is X values from -7 to -1, but the lowest you've got is 0. At X of 0 the tile is already fully onscreen, so you can't do it! Missing partial sprite tiles on the left edge in Talespin Instead of trying to come up with some way to extend the range of X into the negative, Nintendo created a hardware solution to work around the problem. There is an option to blank the left 8 columns of the screen. This makes it so X from 1 to 7 acts kind of like -7 to -1 would, with a partial tile being shown on the left side. Many games used this option. Partial sprite tiles with a blank left column in Super Mario Bros. 3 As you can see, Super Mario Bros. 3 had no problem showing partial characters scrolling in from either the right or the left. (There are some background colour issues visible on the right, but that's a different topic, worth an article of its own.) The left side of Toad's house is cut off in Super Mario Bros 3. I find it a tough call whether this is a good solution or not. On some older TVs, this blanked edge might have been hidden under a bezel, but if you can see it the whole picture looks off centre. You're also missing out on a bit of screen the game could be showing you. Sprites at the edges in Lizard For Lizard, I thought having that extra space on the screen was too valuable. I wanted to be able to show just a little bit more of every room to the left, so I chose to live with the left-edge problem on my sprites instead. Problems at the edge of the screen are typical of NES games anyway; many games don't deal with sprites at the edge very well at all, and it's not uncommon to see a character bleed over to the wrong side of the screen. At least this won't happen in Lizard! The player's sword ends up on the wrong side of the screen in Faxanadu The NES has the same problem at the top edge as the left edge, but they did not build a hardware blanking solution for it. On NTSC televisions, the top and bottom 8 lines tend to be hidden anyway, though it can be a visible problem on PAL systems. So... That's most of it. There are a hundred other minor details, like placing sprites behind the background, or using them to time raster effects, hardware glitches, strange software techniques, etc. but I thought this article was already too long. I came into NES development with previous professional experience in modern graphics programming. At first NES rendering seemed simple by comparison, but the more I dug into it, the more strange and subtle details I found. I think it took me about a year of working with the system before I felt I understood the "correct" way to do a lot of things on the NES. I hope this at least leaves you with an understanding of what's essential to an NES sprite. If you'd like to take a look at what's going on in NES games, you can use an emulator with a good debugger. FCEUX has a debug menu, and in particular, the "PPU Viewer" option will let you see sprite tiles and palettes. There is also the NESDev Wiki and NESDev Forum, where you can find all sorts of technical information about the NES, and lots of helpful people to talk to. T Original Article: https://www.kickstarter.com/projects/1101008925/lizard/posts/1582636
  12. 4 points
    PockyCandy

    Classic Tailback Highlights

    @buck @davefmurray @Knobbe @Mike Gordan @~Tailback King~ I worked way too long on this, so I'm tagging all of you guys so the maximum amount of people will watch this. Since this is my second Herschel Walker video, here's some more observations after getting another chance to watch him: 0: This contains highlights from his 1985 season only, since 17 of the 18 games from that year were available. Thus, you can see the improvement he made from game to game. 1: He would've been the GOAT runner if he had just slightly above-average lateral agility. While his cutting ability did get better as the season went on, he still was so damn stiff when he ran. There were several times when he could've gotten more yardage if Walker was just a little bit more nimble. 2: He was still able to dominate though, because Walker was supremely gifted in every other physical attribute. He was the fastest HB in football, could accelerate like nobody's business, had LeBron-esque hops, and was as strong as Earl Campbell. Once he got a full head of steam, he was guaranteed to get at least 3 more yards after a tackle because he could drive the defender back for a while. 3: Walker was also really ****ing good at picking up blitzes and pass blocking, and was probably the General's best receiver too. So when I say that Walker's only weakness was his inability to change direction, I'm not joking. The guy had everything else you could possibly want. 4: I have to wonder what kind of stats Walker would've gotten if he had been allowed to join the NFL after his junior season at Georgia, and hadn't spent 3 years and 1000 carries in the USFL. Maybe he's seen as one of the truly great running-backs in football history if he starts in the NFL? The guy was physically ready from the get go. 5: The quality of play didn't seem to be much worse than the NFL, tbh. Do any of you guys want to chime in on the quality of play in the USFL? 6: Doug Flutie was like a more run-happy and frantic Russell Wilson. He was exciting to watch. More USFL games can be found here: https://www.youtube.com/user/TheUSFL2014
  13. 3 points
    joeygats

    S42 TOP 5 & BOTTOM 5 - ON PAPER

    Disclaimer This post is for motivation and building hype purpose only, please do not be offended TOP 5 1. Cin - Weakness = None 2. Pit - Weakness = LB 3. Kc - Weakness = OL, RB 4. Nyg - Weakness = QB, WR 5. Phx - Weakness - DL, OL BOTTOM 5 1. Chi - Weakness = DB, LB, QB 2. Hou - Weakness = QB, RB, OL 3. No - Weakness = QB, DB, OL 4. Was - Weakness = RB, OL 5. Sd - Weakness = QB, DB
  14. 3 points
    I will check my Burning Mort Box O' Shit this weekend. One tub of junk is at my house. However, it is entirely possible that it is still at the Conjurer's Dreamland, because I still have a tote of shit and two tube TVs under a tarp at the sacred grounds. It is also possible that it will never be found again, because it was Burning Mort after all.
  15. 3 points
    Everyone, I like the enthusiasm in November for an April tournament! This is good, just don't burn out before then. And remember, it is my job to figure out all the extra stuff that surrounds the format and how best to meet two hugely important goals: 1. Get this massive tournament done in 1 day 2. Maintain some semblance of fairness and integrity for all the participants This is so the guy who travels on a 5 hour flight and the guy who drives 10 minutes from Middleton both have a great experience and aren't walking out unhappy with the tournament experience (other than the general unhappiness that will occur to the 200+ people who don't win the thing) For whatever psychotic reason, I really do love creating, seeding, and organizing tournaments, so I'll do my thing behind the scenes, Dave will make sure it fits with the vision of a kickass tournament, and we can all go from there.
  16. 3 points
    davefmurray

    Tournament Abundance

    We all know Mort is the father.
  17. 3 points
    As is my now standard (semi-joking) mantra : The eyes of the world and the Tecmo Madison seeding committee are upon you. Play well, have fun, lose to the guys you're supposed to lose to, beat the guys you are supposed to beat, and above all things make my life as easy as possible when organizing groups for In The Ware Tonight.
  18. 3 points
    Official statement from GatsTecmo, Inc
  19. 3 points
    Eh... had a few more entries. 24 should be our number.. could grow to 30.
  20. 3 points
    Bodom

    Random Thoughts

    Here's a Random Thought. If we created a show called TBorg Random Thoughts, which consisted of everyone who has posted in this thread sitting at a roundtable (live) saying exactly the things we have posted here (all at the same time, like one big random out of focus argument) and it aired on ESPN, we would put those MFers like Skip Bayless, Shannon Sharpe, Max Kellerman and Stephen A out of business. First Take, my ass. How about 26 takes all at the same time.
  21. 3 points
    davefmurray

    Random Thoughts

    It's always bullshit on the Borg. That assumption is always made, asshole.
  22. 3 points
    Maynard_G_Krebs

    Random Thoughts

    Try not to take it personally; I think pretty much everyone is full of shit most of the time. <3 And I use "bullshit" here in a context of, like, when you call a friend an 'asshole' as a goof.
  23. 3 points
    PockyCandy

    Random Thoughts

    I get that all of you are being all serious and stuff, but I just want to say that I really enjoy this community and the poster on here. I just wish I had more time to play TSB (or that i had the dedication to play more than 8 games into a season before quitting and changing teams).
  24. 3 points
    kberger

    Random Thoughts

    This looks like a good place to rant. "I still haven't found what I'm looking for" is the worst song ever. "With or without you" sucks also. The Joshua Tree was a great album except for those two songs. I love The Rolling Stones, but "Miss You" is one the worst songs ever. Let It Bleed and Exile on Main St are The Stones best albums. Really need FM radio to stop playing "Miss You" and "Start Me Up" all the time. ZZ Top's best album is Afterburner, and the best songs are of course "Sleeping Bag" and "Stages". Please no more of that Duck Dynasty song, "Legs" and "Tush". Right wing AM radio is much more entertaining than left wing. Scott Walker should send up some WI National Guard troops to the Upper Peninsula and annex it. They'd be welcomed as liberating heroes. Michigan should just be that oven mitt. There would be some lawyers or politicians that would blah blah you can't do that, but then people would acknowledge the map looks a lot better and say that was a good move. Pepsi is better than Coke, WalMart is better than Amazon, and the National League is better than the American League.
  25. 3 points
    Oops. Spoke too soon. There's yet another issue with the injury scene. Getting close though.
  26. 2 points
  27. 2 points
    WHAT: Tomczak Bowl X (MADISON MAJOR) WHEN: Saturday, February 24, 2018 WHERE: The Venue, 285 Main St, Dubuque, IA 52001 Buy-In: $30 Registration: TBA Rules: THERE ARE NO RULES! Kidding. There are but I need to update them a bit. Check back later. Format: Double elimination Prizes: Cash prizes to top 3 finishers. Trophy and coveted Tomczak Champion Blazer to winner. Live Stream: ‪Possible Facebook Live Stream Website: http://tecmotourney.blogspot.com
  28. 2 points
    Bolt

    WEEK 11 Pickem

    Let's get to it. patriots are boring. (That's all you need to know.) Enjoy the calm, while we drop anchor. @Knobbe... hustle on back to Redemption Island Thursday, 11/16 8:25pmE.T. Tennessee @ Pittsburgh -------------------------------------------- Sunday, 11/19 1:00pmE.T. Jacksonville @ Cleveland Tampa Bay @ Miami Baltimore @ Green Bay Detroit @ Chicago LARams @ Minnesota Arizona @ Houston Kansas City @ NYGiants Washington @ New Orleans 4:05pmE.T. Buffalo @ LAChargers 4:25pmE.T. Cincinnati @ Denver New England @ Oakland {Mexico city, Mexico} 8:30pmE.T. Philadelphia @ Dallas -------------------------------------------- Monday, 11/20 8:30pmE.T. Atlanta @ Seattle Re-cap of WEEK 10 Borgger picks: http://tecmobowl.org/forums/topic/69964-week-10-pickem/?do=findComment&comment=486421
  29. 2 points
    War Machine

    Thunderdome X: Bounty Details!

    Most satisfying moment when i was creating these was I really wanted "Dont Hassle the Hoff" quote to open at Hoff's intro. i spent ALOT of time scouring through David Hasselhoff videos to find one. Theres tons of videos out there, all cheesy as fuck. After numerous tries i get to the last 5 seconds of the one video when he utters those magical words and i screamed in excitement on my commute home almost nailing the car in front of me on the freeway. I risked my life for you guys.. never forget.
  30. 2 points
    REVEAL #5 - THE TECMO CHALLENGE: This year, we are introducing a new, separate gameday event: The Tecmo Challenge. Anyone is able to participate in this separate event. For a $5 entry, if the player gains a 1st down within 4 offensive plays (with IND/NE/SEA versus any COM team), without turning the ball over, they win a PREMIER EDITION 1992 NFL Collectible Playing Card - only 54 cards are available to WIN! Your NFL Collectible Playing Card may be connected to selection of BONUS PRIZES and NFL Memorabilia, like an AUTOGRAPHED JERRY RICE CUSTOM 49ers JERSEY, and much more!
  31. 2 points
    @War Machinethat was fantastic
  32. 2 points
    Here are the complete results: http://challonge.com/theequalizer Better late than never.
  33. 2 points
    I'll post briefly for now...it was worth driving 10 hours over the last 2 days for (all of tonight's in the rain). I really thought the setup of having more stations than groups was helpful for avoiding the awkward drifting and shiftlessness. Obviously you can't do that at an event with the scale of Madison, but this was far more to my liking. I got to play a much higher percentage of the players - and this also allowed for "revenge"/headhunting behaviors, if that was what you were after (which I like, by the way). Thanks MattyD and all who came out!!
  34. 2 points
    Assuming here, and correct me if I'm wrong, it would work out like this: Player A: 1-1 +3 PT diff: 21-14 over C, 20-24 against B Player B: 1-1 +3 PT diff: 24-20 over A, 20-21 against C Player C: 1-1 -6 PT diff: 14-21 against A, 21-20 over B Players A and B would technically be in a two-way tie and have a one game playoff.
  35. 2 points
  36. 2 points
    Bolt

    Random Thoughts

  37. 2 points
    I'm with you on liking the seeding, structuring, etc. You guys do a great job; thanks for all of the efforts you and the Madison crew put in.
  38. 2 points
    Big congrats to JoeyGats for winning Iowa Tecmo 4. Kyle Nelson (thegamer1185) was the runner-up. Tony James @Dotdon placed 3rd and @justinpeters51 was 4th. We may only had 24 participants, but this was a highly competitive and highly contested field of players. Looking forward to Tomczak, Tundra, Lincoln, and any other regional tournaments.
  39. 2 points
    moulds33

    Tournament Abundance

    This is true, my kids need a father anyways. But seriously you and Lou are welcome to stay here anytime.
  40. 2 points
    buck

    Random Thoughts

    I have been saying this to my dad (born in 55) for at least a decade. I have seen all kinds of crazy judgemental shit that baby boomers have pulled on kids when the boomers did even worse things when they were kids. I call the boomers the "hypocrite" generation. Also, the greed generation, basically most of the bad shit we've had to deal with was set up by them. i am a dick to my dad, but he can take it. but we have to be careful, too. The kind of world we leave the next generation. So far, I think we're leaving them confusion, hate, hypocrisy, identity politics > real politics, and victim mentality (a short list, as far as negative things go). among other things, I teach my kids to respect all others, that nothing is owed to them by society or any one else (likewise they do not owe anyone anything- beyond taxes), that life is tough and does not always appear equal for everyone, dreams come true from actual physical and mental effort, that they are the most important person in the world - but they are also not better than anyone else, that god loves them as he loves others, do not lie/deceive, and to keep their eyes and ears and heart open. On top of the 10 commandments.
  41. 2 points
    In related news... @Dotdon was just elected Mayor of the City of Granger, Iowa. Contratulations! First order of business... rename town to "Tecmo City"
  42. 2 points
    OL' Dirty Tecmo

    Random Thoughts

    I finally have something to say here: I'm Brian Fellows!
  43. 2 points
    Bodom

    Random Thoughts

    The trolling on TB.org is also better thought out. OOops....
  44. 2 points
    Bodom

    Random Thoughts

    I think there's less bullshit here than ESPN. Shannon Sharpe makes us all seem very reasonable and articulate.
  45. 2 points
    davefmurray

    Random Thoughts

    I think everyone forgets that Kap was benched cause his team was 1-10, he was throwing for less than 200yds game and the team was sliding fast. All this other nonsense aside, the bro wasn't the greatest QB. Soooooo, distraction + not great stats = no contract for you. Where is the social outrage for Tebow? I want a shirt that says, "Sorry, bros. Kap sucks at football".
  46. 2 points
    OL' Dirty Tecmo

    Random Thoughts

    It's a public forum and most of us are probably within 10 years agree of each other. I love it because I learn a lot sometimes about where people are coming from. I wish more would participate and not just lurk but I know most of us were raised to "not discuss religion and politics." Unfortunately, this current political climate doesn't really allow time for complacency. Too much is at stake with the constantly growing of extreme and opposite ideologies. Both have their merit, both have their flaws. But I understand why many stay silent. Especially conservatives, people lose their jobs for being conservative. This brings an interesting thought to mind about the ideas behind discrimination based on race, profession, and idealogies. I think fundamentally, the left claims to believe you can only be discriminated against based on who you're born, and not the decisions you make. Not to mention, they also believe this predetermines your life shape. The right however, claims to believe more on personal individual responsibility and accountability. Which is why I think Knobbe and Buck are at an impass on what is considered discriminatory vs trampling on individual rights. That's why (to me) these smaller conversations (ie gay marriage) are so fascinating. Again, the left will say your born that way, cool. And the right will say, well it's still a life decision, also cool. So it boils down to the interpretation of each individual. Since that baseline cannot be agreed upon no resolve can ever be achieved. Does that ramble make sense?
  47. 2 points
    Bodom

    NFL 2017-2018 Season Discussion

    Hightower might actually be worse. Using the completely made up, fictitious ratings below, the drop off from Hightower to whoever has to replace him is probably larger than most. Brady 101 OVR, Garoppolo 82 OVR = 19 pt variance Hightower 97 OVR, LB replacement 54 OVR = 43 pt variance
  48. 2 points
    Maynard_G_Krebs

    NFL 2017-2018 Season Discussion

    Outside of Tom Brady going down, Dont'a Hightower reportedly out for the year with a torn pectoral is the worst news for Patriots. Big time loss. Like, potentially game-changing for the post-season.
  49. 2 points
    buck

    Coca~Cola Monsters of the Gridiron

    While I appreciate the cultural and minor tecmo significance of these "cards", I think they are freaky wack.
  50. 2 points
    Thank you Brian for yet another great job with this tournament!
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