There are 4x roms in the zip - actually, only two games (ROM 1 and ROM 2), but see below for reasoning for the extra two roms
the zip also contains a basic readme, and a png image of a playbook key
View attachment: Street Tecmo 2013 v1 also with no p2.zip
View attachment: tsb street var shots 1.png
There are two ROMs, each with 16 NFL teams.
The only difference between the ROMs are the teams/rosters/names, etc. and the color of the endzones.
Based on Jstout's "CIFL 7-on-7" NES Tecmo Super Bowl ROM
Upgraded plays (enhanced for the street)
50 yard "field"
COM v MAN (you can play as player 2 if you set up your emulator)
Competitive COM for challenging Season fun
No "Out of Bounds" - you can run into the walls
New Halftime and New Halftime Song
Game plays very fast (almost every variable is sped up greatly)
Turnovers and scoring are common
No punts (just "kicker")
Countless Graphic changes
In-game playbook changing
Cool new Uniforms (some throwbacks in there, too)
12-game season with 8-team playoffs
"Heroes" - it's like a mini-game
I have set up the heroes from the original Tecmo Super Bowl game
AFC and NFC - using their original ratings (although some are decreased because it's played as pro-bowl game)
but, it has a totally different feel and challenge than the other modern "street" teams
Pass Accuracy is completion/int variable
KR return at their own Max Speed
Player 2 condition indicator fixed
No pass-defender auto-dive
Quicker dives for defenders
Passing Game Hacks
Bruddog's OL/DL Differential (more random popcorn in the trenches)
HP Hack (MAN v MAN "popcorn" and/or "mash")
Also, HP is quantized to a scale of "0 to 3 extra presses" that are added to grapple counter)
6-25 HP = 0 extra press
31-50 HP = 1 extra press
56-75 HP = 2 extra press
81-100 HP = 3 extra press
EXTRA ("no p2" versions): the (main) 1st version of TSB Street posted on 9-5-12 has a very cool hack (thanks xplozv) that lets you play as the 2nd player (2nd side) vs COM (also in season mode).
A requirement is that you need to have your emulator set up such that you have control of the 2nd player controller (or if using an actual NES, a controller in port 2!) . In the emulator I use, I have them both programmed to the same controller/buttons.
If you use an emulator that will not allow you to program or play as a 2nd player controller, I have provided a set of roms with the additional "no p2" characters in the rom filename. this "no p2" will play just like the original TSB - MAN will always be player one side when playing COM.
Therefore I have updated the zip to include these "no p2" versions. I also updated the readme in the zip. No other changes have been made.
We must thank the following, because this rom would not be possible without their past or present help:
jstout, bruddog, cxrom, bad_al, average tsb player, elway, knobbe, bodom, and xplozv
(jstout did not have any direct hand in the making of this ROM, but we thought we should credit him because we used his CIFL 7-on-7 ROM as our base)
Welcome back to TecmoBowl.org as we and cover athlete Rob Gronkowski celebrate the 21st birthday of Tecmo Super Bowl with our annual release! If you haven't been around in a while I hope you like our new site and if it's your first time we hope you stay and look around.
If you find any misspellings or wrong numbers, please feel free to hit our forums and let us know. This is our release candidate and we will surely update this as we progress. You can suggest that we make your favorite players awesomer....but we probably won't. That sort of stuff is based on assumptions and we're sticking with ours!
Once again -
Taking NES TSB to the NEXT LEVEL
and made with PURE TECMO LOVE -
by buck and rewhawl
"Street Tecmo" is coming very soon - in the form of two ROMS, each with 16-teams from the '12-'13 NFL season. superstars and super-duds.
But you will find yourself in another "tecmo world" with this ROM - I promise. There is no equivalent to this ROM.
Prepare yourself for the most action-packed, heart-pounding, breath-holding TSB experience of your life.
There's no-where to hide. No Refs (for various reasons). No out of bounds, only out of play.
Things can get out of hand very quickly on the streets. Always bring your A-game and always keep on the alert.
Only the Strong (and Lucky) survive on the streets.
*Though "Street Tecmo" is based on tecmo-legend jstout's incredible 7-on-7 CIFL ROM, the only thing that remains the same are his short field, 7 on 7 action, and the essence of his plays - but even the plays and defenses have been internally tweaked for the streets.
List of some of the new features:
let's start with hyperspeed "street physics"
a unique HP hack (with MAN v MAN popcorn/mash, too)
pass accuracy as completion variable
bruddog's "OL/DL" hack
in-game playbook changing
12-game season with 8-team playoffs
jstout's "posession style" overtime
no "out of bounds", just "walls"
cutscreens heavily altered and/or removed (this game moves at inner-city pace)
countless, heavily-modified graphics and palettes
new uniforms by rewhawl
awesome new uniform colors and combinations (continuing the buck tradition)
"new" half-time with a "new" song (breakdance).
this rom would not be possible without the past help of:
jstout, bruddog, cxrom, bad_al, average tsb player, elway, and xplozv
View attachment: street screen 2.PNG
View attachment: street screen 3.PNG
View attachment: street screen 4.PNG
View attachment: street screen 1.PNG
(this post will be updated when more details become available)
Field Placement, Pre-snap Movement, & Post-snap Instructions
by Xplozv (based on Jstout's great guide "NES Play Design Info")
Jstout's guide can be found here: http://tecmobowl.org...ay-design-info/
No Pre-snap movement --- Placement, Y coordinate, X coordinate, Stance
With Pre-snap movement --- Placement, Y coordinate, X coordinate, Shift, Time, Move, Y coordinate, X coordinate, Stance
(only one exception that we will get to later)
D0 Command (Absolute)
This command can place you anywhere on the field. You only use it once per player and only to start the instructions. There is only one CON with this command. If you are not careful your player will line up out of bounds depending upon which hashmark the ball is placed on. This is where the D1 command comes in.
D1 Command (Relative)
This command is only used in the original for WRs & CBs. That is because they line up close to the sideline all the time. The D1 command keeps them in bounds regardless of where the ball is placed. It is relative to the middle of the field instead of the ball like D0 is. If you use D1 for more than CBs, most of your defense will not line up with the offense if the offense is on the opposite hash, making your new creation useless.
*** Next, we will talk about coordinates. Remember 1yd is x08(hex), 1/2yd is x04(hex), 1/4yd is x02(hex) and so forth. ***
Imagine a vertical line from sideline to sideline. The ball is considered the center, or midpoint, of that line. The ball's "Y" is always "F0", which is where the Center & QB is always going to line up. If you're planning to match up your DL to the OL, Here are the Y coordinates of the OL on the original TSB1(nes, snes, & genesis) :
LT= "D8" LG="E4" C="F0" RG="FC" RT="08"
They line up exactly 1 1/2yds away from each other. Here's how we know that:
Add in hex: D8 + 08 = E0 + 04 = E4;
Add in hex: E4 + 08 = EC + 04 = F0;
Add in hex: F0 + 08 = F8 + 04 = FC;
Add in hex: FC + 08 = 04 + 04 = 08;
*** D0 & D1 differ in Y coordinates!!!!!! ****
D0 command is as follows:
Top of the screen sideline is about "B8", Bottom of the screen sideline is about "38", with the ball always being the middle at "F0". Remember what I mention about the D0 command earlier. When the ball is on top hash, B8 will line your player up out of bounds, and when the ball is on the bottom hash, 38 will line up your player out of bounds. I usually go no further up than about "C0 to C8" which will put your player covering the slot area just inside the CB at the top. To give you an even better idea of how high that is on the field, the FS has a default Y coordinate of C8.
D1 command is as follows:
Top of screen sideline is about "40", Bottom of screen sideline is about "C8". The only Y coordinate for the D1 command that you really need to use are "36" which is for the CB at the top of the screen(RCB) and "C0" which is for the CB at the bottom of the screen(LCB) these are their default values.
*** You have to really pay attention to these when we get to movements & shiftts(pre-snap & post-snap). ***
Imagine a horizontal line from endzone to endzone. The ball is the center of this line, however, the ball is now "00" instead of "F0". "00" is the neutral zone for all players not to cross. By default all players are lined up 1yd off of the ball (08), with the center being the only exception, he's 3/4yd off of the ball (06). By default, the farthest players are the safeties at 10yds (50). X coordinates use what I like to call "Scale 1" and "Scale 2" measurements. Here are the scales in 1yd increments away from the ball (15yds in length).
The stance is always the ending of field placement. Either you're down, which is "EA" or you're standing, which is "EC". Simple as that.
How to Apply? Practice!!!
Let's have fun with a couple of default instructions and see what we can come up with.
Reading Field Placement Instructions
Default for FS is "D0 C8 50 EC". This means place(D0) 5yds above ball(C8) 10yds off the ball(50) standing(EC)
Default for LC is "D1 C0 28 EC". This means place(D1) at bottom sideline(C0) 5yds off the ball(28) standing(EC)
Default for NT is "D0 F0 08 EA". This means place(D0) even with ball(F0) 1yd off the ball(08) down(EA)
Easy, huh? That is basic field placement without pre-snap movement. My advice and what has been a huge help to me is to find defensive playbook you like and/or draw your defensive formation on paper and then mark off the yards of where you want the players to line up.
Pre-snap Movement (EB, ED, 80-8A are the shift commands)
The Shift commands must come after the X coordinate and before the stance. The Shift commands are always followed by Time in secs(in hex), x14 is 1 second. This tells the player when exactly to begin shifting. The timing of the shift is very important because it is the difference in the defense looking professional or like a fire broke out. The is snapped by COM & COA in about 6-8 secs just to give you an idea.
80 - 8A Command (only exception to the pre-snap format above)
On offense, this is the Motion command. On defense is the is Follow command. The defender will follow the offensive player that you choose, everywhere that he goes. If that offensive player does not move, the defender will go line up even with him (just Y coordinate; X coordinate is not affected--- if 5yds back, will stay 5yds back). Time then Stance immediately follows this command. "8" is followed by the player chosen. Here are the players:
For example, our FS, "D0 C8 50 83 28 EC" means place(D0) 5yds above ball(C8) 10yds off of the ball(50) follow WR1(83) in 2 secs(28) standing(EC).
*** With this shift command, the player will start in the down position and finish in the down position regardless of what stance you choose. ***
EB & ED Commands
These shift commands are also followed by time and stance but differently. Unlike the 80-8A command, YOU must tell the player exactly where to go. We do that with the move commands D7, D8, & D9. You must do this after time and before the stance. Here is a couple of examples of the EB & ED commands with the FS again:
"D0 C8 50 EB 3C" & "D0 C8 50 ED 3C" both mean the same thing: place(D0) 5yds above ball(C8) 10yds off the ball(50) shift(EB, ED) in secs(3C)
So, what's the difference? With "EB", player starts in down position and finishes in whichever stance you choose. With "ED", player starts in standing position and finishes in whichever stance you choose. Use "ED" for LBs and DBs and use "EB" for the DL to give the best look.
D8 Command (Absolute ---Exact spot on field)
D8 move command along with the D7 command is what you're probably going to use most often. D8 command uses D0's Y coordinates and Scale 2 X coordinates. Let's use our same FS as an example:
"D0 C8 50 ED 3C D8 C8 D8 EC" now means place(D0) 5yds above ball(C8) 10yds off of the ball(50) shift from standing(ED) in 3 secs(3C) move to exactly(D8) 5yds above ball(C8) 5yds off the ball(D8) standing(EC)
Our first pre-snap movement!!! We moved our FS 5yds closer to the Line of Scrimmage, while keeping him 5yds above the ball. Now let's move him again:
"D0 C8 50 ED 3C D8 F0 D8 EC" now means place(D0) 5yds above ball(C8) 10yds off of the ball(50) shift from standing(ED) in 3 secs(3C) move to exactly(D8) even with the ball(C8) 5yds off the ball(D8) standing(EC)
Now we moved our FS even with the ball and 5yds closer to the Line of Scrimmage from his default position.
D9 Command (Relative to middle of field)
D9 uses D1's Y coordinates and Scale 2 X coordinates. Use of the D9 command will be a rarity as the D7 & D8 command can pretty much make it obsolete. I personally don't use it at all. Mainly use it for CBs. Here is our LCB as an example:
"D1 C0 28 ED 3C D9 C0 F8 EC" means place(D1) at bottom sideline(C0) 5yds off of the ball(28) shift from standing(ED) in 3 secs(3C) move relative(D9) to bottom sideline(C0) 1yd off of the ball "press coverage"(F8) standing(EC)
D7 Command (Relative to player's position)
D7 move command offers the most options. D7 is relative to your player's position. Where your player is already located is "00" for both Y & X coordinates. D7 also uses Scales 1 & 2 as both Y & X coordinates.
*** When you want to move your player down or forward, use Scale 1. When you want to move your player up or back off the ball, use Scale 2. ***
*** If you are only going to adjust the Y coordinate, the X coordinate will be "00". If you are only going to adjust the X coordinate, the Y coordinate will be "00". ***
Here is a few of the many possibilities:
Remember our FS that we lined up even with the ball and 5yds back? "D0 C8 50 ED 3C D8 F0 D8 EC" Now we can do that same thing with the D7 command.
Here goes: "D0 C8 50 ED 3C D7 28 28 EC" place(D0) 5yds above ball(C8) 10yds off the ball(50) shift from standing(ED) in 3 secs(3C) move from current position(D7) move down 5yds(28) move forward 5yds(28) standing(EC)
Now let's keep him 5yds above the ball and move him back 5yds so that he will be 15yds off of the ball.
Here goes: "D0 C8 50 ED 3C D7 00 D8 EC" place(D0) 5yds above ball(C8) 10yds off the ball(50) shift from standing(ED) in 3 secs(3C) move from current position(D7) don't adjust Y coordinate(00) move back 5yds(D8) standing(EC)
Finally let's move him down even with the ball and keep him 10yds back.
Here goes: "D0 C8 50 ED 3C D7 28 00 EC" place(D0) 5yds above ball(C8) 10yds off the ball(50) shift from standing(ED) in 3 secs(3C) move from current position(D7) move down 5yds(28) don't adjust X coordinate(00) standing(EC)
Folks, that is Field Placement & Pre-snap Movement in a nutshell. On to the Post-snap Instructions.
Now that you have gotten the hang of the move commands D7, D8, & D9, it's time to use them. Immediately after choosing your stance you must put postsnap instructions because defense doesn't have formation pointers like the offense. So set your player to move where you want them to with the move commands then you can give them roles or assignments. Let's use zone defense as an example. To stop in a zone coverage, the instruction is "FF EC BD".
Here goes, using the RILB, who from his default position(without pre-snap movement) will drop into a 5yd zone in the middle of the field:
"D0 E0 18 EC D8 F0 D8 FF EC BD" place(D0) 2yds above ball(E0) 3yds off the ball(18) standing(EC) move to exactly(D8) even with snap of ball(F0) 5yds off the ball(D8) stop and face QB or ball "zone"(FF EC BD)
"D0 E0 18 EC D7 10 F0 FF EC BD" place(D0) 2yds above ball(E0) 3yds off the ball(18) standing(EC) move from current position(D7) move down 2yds(10) move back 2yds(F0) stop and face QB or ball "zone"(FF EC BD)
will both give you that same result.
Now I will give you a list of instructions(nes, snes, & genesis) you can use once you get your players where you want them.
MAN TO MAN NES SNES GENESIS
HB FF 04 BE FF 93 FC FF 00 03 96 9C
FB FF 08 BE FF 97 FC FF 00 03 96 A4
WR1 FF 0C BE FF 9B FC FF 00 03 96 AC
WR2 FF 10 BE FF 9F FC FF 00 03 96 B4
TE FF 14 BE FF A3 FC FF 00 03 96 BC
OTHER ROLES NES SNES GENESIS
RUSH STRAIGHT FF AD AA FF 3C E9 FF 00 03 6F EC
RUSH FOLLOW FF BC AA FF 4B E9 FF 00 03 70 06
MIRROR BALL CARRIER FF C2 AA FF 51 E9 FF 00 03 70 10
ZONE COVERAGE FF EC BD FF 7B FC FF 00 03 96 6C
DEEP COVERAGE FF 18 BE FF A7 FC FF 00 03 96 C4
*** When it comes to Man to Man codes, please move you defender back 3 to 7 yards back before putting in the Man to Man instructions. Because the player sits still for about 3 tecmo seconds before they move from their presnap position. So if you use right away after the stance, that player will be wide open for a good gain before the defender even makes a move. This is the reason that by default the CBs lined up 5yds off of the ball to compensate for this. ***
Now it is time to place all these instructions somewhere to see your new defensive plays.
The defense instructions start at xA010(NES), x165E8F w/o header(SNES) x16608F w/header(SNES), x35AA2(GENESIS). They all start with special teams. So it is safe to start overwriting the original instructions starting at xA606(NES), x16602A w/o header(SNES) x1661AC w/header(SNES), x36172(GENESIS). I personally suggest you start with the nes version first, then go to the other two. Save the GENESIS for last because putting in its instruction is nothing like the NES or the SNES. I will have section on the GENESIS all its own. I also FF out a section of the original instructions so that I can see my own clearly not to make any mistakes.
When open a hex editor and go to these address given for a particular system, make note of the address you start at for each of those players' instructions. We will need to convert those addresses to pointers so the game knows where to look for instructions. A word to the wise, type in your instructions in this order, RE, NT, LE, ROLB, RILB, LILB, LOLB, RCB, LCB, FS, SS. This is to make things less confusing because when you go to type in your pointers, they will need to be in that order, otherwise a DL maybe lining up against a WR instead of the CB.
Example, Nes: your first instruction goes in at xA606. Subtract x10(in hex) to get "A5F6", now swap the bytes around to get "F6A5". F6A5 is your pointer for that player's instructions. Make note of your pointers for each of the 11 players on defense for that play.
Example, Snes: your first instruction goes in at x16602A w/o header(nearly all roms on the site will not have headers) Subtract x200(in hex) to get "165E2A", now drop first two digits(1 byte) to get "5E2A", now add x8000(in hex) to get "DE2A", now swap them to get "2ADE". 2ADE is your pointer for that player's instructions. Make note of your pointers for each of the 11 players on defense for that play.
Example, Genesis: your first instruction goes in at x36172. Add three zeros to the beginning to get "00036172". 00036172 is your pointer. The Genesis is by far the easiest when it comes to pointers because is uses absolute addressing. Your address or offset is the pointer. You just convert it to long word by add 3 zeros to the beginnig. And that is all that is easy on the Genesis.
Once you have all your pointers, it is time to type them where they go, but first, we must set our rom to have 8 set defenses(it is easier that way). I normally use play#s 04, 05, 06, 07, 08, 09, 0A, & 0B(in order: up a, left a, right a, down a, up b, left b, right b, down (remember Genesis top plays are b and bottom plays are a). Plays 00, 01, 02, & 03 are for special teams. So you need to copy and paste the following code(the spaces included) using a hex editor in the following addresses:
Now let's type our pointers for each play. Let's calculate Up + A(play 04) :
NES= play # * 16(in hex) + 6010 = address where to type in pointers (RE, NT, LE, ROLB, RILB, LILB, LOLB, RCB, LCB, FS, SS)
so: 04 * 16 = 58. 58 + 6010 = 6068. "6068" is the address where you type your pointers for play# 04. Repeat for each play.
SNES(w/o header)= play# * 16(in hex) + 164725 = address where to type in pointers (RE, NT, LE, ROLB, RILB, LILB, LOLB, RCB, LCB, FS, SS)
so: 04 * 16 = 58. 58 + 164725 = 16477D. "16477D" is the address where you type your pointers for play# 04. Repeat for each play.
SNES(w/ header)= play# * 16(in hex) + 164925 = address where to type in pointers (RE, NT, LE, ROLB, RILB, LILB, LOLB, RCB, LCB, FS, SS)
so: 04 * 16 = 58. 58 + 164925 = 16497D. "16497D" is the address where you type your pointers for play# 04. Repeat for each play.
GENESIS= play# * 2C(in hex) + 399FC = address where to type in pointers (RE, NT, LE, ROLB, RILB, LILB, LOLB, RCB, LCB, FS, SS)
so: 04 * 2C = B0. B0 + 399FC = 39AAC. "39AAC" is the address where you type your pointers for play# 04. Repeat for each play.
Genesis Mini Extra Guide
If you want to edit the Genesis plays, be prepared to be bold. When you make NES defenses or offenses, it is easy to convert them to SNES plays just by changing the appropriate instruction I gave in the list. The placements, shifts, move commands, x & y coordinates will be exactly the same as the NES. The same goes for the Genesis as all 3 systems use the exact same ones except for what I listed. Then, you just have to make your pointers for each system. With that said, here is the difference when it comes to the GENESIS for typing in those instructions. Remember our FS again? I will show you instructions for the SS this time instead, in all 3 systems.
The Genesis instructions must start with "00". There is also "00" between each byte of instruction you are going to type in. The exceptions to that is the instructions in the list above in the guide, the placement command D0, & move commands D7, D8. The instructions in the list above can just be typed in as is. However, when it comes to D0, D7, & D8 commands, sometimes a "FF" byte is used instead of "00". D1 & D9 commands are not affected by this and will use "00" like everything else that does.
*** Here are those circumstances: If your Y coordinate or X coordinate begins with a letter like "C8", you must us "FF" in front of it instead of "00". If you don't do this, your player will now show up on the field, and the game will play with only the players you typed in correctly. ***
That covers the basics of everything for each system. I will be writing an advanced guide for those who want to dig even deeper into making pro style defenses. I will be covering my defenses which are usually much more complicated than all I just explained. It will deal with randomizing if a player shifts or not for a given play or how often he does. Giving a defensive player 3 to four different roles on one particular play so the offense will never know what each player is going to do regardless of the formation the opponent sees. Randomize whether a defender will break their pass coverage responsibility to help in run support. I'll even throw in a few offensive things like, shifting a QB from under center into the shotgun. All this and more will be in my next guide. Feel free to PM me if you have any questions.
Much Thanks goes to Jstout for his guide NES Play Design Info
which is here: http://tecmobowl.org...ay-design-info/
I studied that for many many hours doing a lot of testing.
Tecmo Mud Bowl V - Tecmo Super Bowl Tournament NES
Date: Saturday 8/18/12
Time: 9:30 A.M.
Location: Carthage Twin Cinema
1120 W. Panola St.
Carthage, TX 75633
Contact Number to Register: (903) 754-7257 (Please Register as we are only taking 30 Players)
Cost: $25.00 to enter
This tournament shall be played on Tecmo Super Bowl on NES.
What you get for playing - Shirt - Drink - Popcorn - Guaranteed 3 Games Played - A chance at Trophy
1. Played on Original Nintendo Cartridge of Tecmo Super Bowl, no outside games allowed.
2. Played with Original NES Controllers, No Other Controllers Allowed, No Turbos, No Outside Controllers.
3. Coin Flip decides what teams are picked to play with. This means Coin Flip winner picks both teams to be played with.
4. Coin Flip Losers get to pick either, which team they want, or which controller. If they pick a team then the other player gets to choose which controller.
5. If a play happens that causes a game messup, such as blocked pass called sack, then you must just play it out. This is not the only example of what can happen.
6. No taking DL men and diving in on the QB.
7. No pressing buttons during coin toss.
8. You are allowed to sub players for other positions.
9. You are allowed to modify playbooks before the game.
10. You are allowed to coach other players during a game.
12. Players will break up into groups of four and play each other once during a robin-round style matchup. Each player shall be ranked after this from 1-20 based on Most Wins, with Points Diff as first tie breaker, and Total Yardage as second tie breaker.
11. Players will fill out a score sheet during the robin-round matchups to keep track of the Person they Played, Points Diff, and Total Yardage.
12. The top 20 players will play in a double elimination bracket.
13. First Place gets a trophy and money.
14. Second Place gets a trophy and smaller amount of money.
15. Third Place gets smallest amout of money.
16. First, Second, and Third place get automatic invites to the next tournament and shall not have to play robin-round.
17. Each player can only call the same matchup once. Example: Player 1 calls Bills at Niners, then Player 1 can never choose these two teams ever again in the tournament. However, if Player 1 is playing another player that decides to call that matchup then that is allowed.
18. Third Place gets to pick the two teams played with in the Super Bowl. Coin Flip winner in the Super Bowl gets the first choice of which team or which controller first.
What: 2012 Midwest Tecmo Super Bowl Tournament (Fifth Annual)
When: Saturday, July 28, 2012, 11 a.m. registration; noon start time
Where: Rick’s Tavern & Grille, 5955 Boymel Drive, Fairfield, Ohio 45014
Who: Anyone who loves to play Tecmo Super Bowl
Maximum participants: 64
Prizes: Trophies, cash and handouts
Twitter Hashtag: #OhioV
Format No. 1:
The 2012 Midwest Tecmo Super Bowl Tournament is a world cup style tournament with a capacity of 64 participants. Pre-tournament, the organizers will divide the field into groups of four. Well-known and unknown players will be distributed evenly throughout the field. Each group will play a round-robin, meaning all four players within each group will play one another once. Each tournament participant is guaranteed three games. Only the top two participants from each group will advance from group play. The top two players from each group will be selected by overall record. If two players have the same record, a head-to-head tiebreaker will determine tournament placement. If three players have the same record, point differential will break the tie. The maximum point differential available in an individual game is 28 points. This should alleviate any unnecessary tension in lopsided group play games. A single-elimination format will follow group play. Each group winner is guaranteed a spot in the single-elimination Field of 32. Once the Field of 32 is assembled, a single-elimination tournament will proceed until only a champion remains.
Format No. 2:
If there are less than 32 participants, the tournament will be played using a triple-elimination format. This guarantees every player at least three games. No pool play will be administered in this format.
Team Selection and Coin Toss:
A manual coin-flip will precede each game. Flip winner chooses the matchup. Flip loser then selects either one of the two teams or his preferred controller. If the flip loser selects preferred controller, the flip winner selects a team first. The coin-flip winner can only pick a certain matchup once during the entire tournament.
Playbooks and Lineup:
Customizing playbooks is allowed. You can access your “change” screen (screen where you check player conditions and make substitutions) only twice per half. This helps speed up the games.
WR or TE at RB:
A WR is at RB only if, upon accessing the starting lineup/change screen, the WR appears in a RB slot (as opposed to a WR slot). This is prohibited. WRs that remain in a WR slot may, however, carry the football. This comes into play with teams having only 1 RB slot, such as the Lions, Chargers, Cardinals, Oilers, Falcons, and Redskins. When selecting matchups, therefore, be aware that Ricky Sanders and Earnest Givins can carry the football on plays in which they remain in a WR slot (i.e. offset I and toss up).
Although ties are permitted in the tournament’s “group play” portion, such are not permitted in the single-elimination portion of the tournament. If a game ends in a tie after overtime, a new game will begin, and the first player to score in the new game is the winner.
Lurching is prohibited. If you want to rush with a DL, you must either go outside the offensive tackle or “popcorn” someone on the offensive line. You cannot simply go around your blocker and dive. Note that this rule does not apply to LBs.
If there is an equipment failure in the first half, games will be replayed from the start. If equipment malfunctions in the 2nd half, only the second half is replayed. In that event, the scores from each half are added together to obtain a final score. If the game was uncompetitive or the equipment malfunctioned due to human error, the tourney organizers reserve the right to declare a winner without replaying any portion of the game.
Questions and concerns should be brought to tourney director Chris Vogt’s attention. If Chris is not available, his brothers Jimmy Vogt and Matt Vogt have the next say on the issue.
Bring any consoles, cartridges, adaptors and controllers you can get your hands on. Those who live closer will supply the TVs.
Holiday Inn Express
6755 Fairfield Business Center Dr.
Will call back.
Extended Stay America
9651 Seward Road
Will call back.
The airport closest to Fairfield, Ohio is the Cincinnati/Northern Kentucky International Airport located in Covington, Ky. It has rental car access. http://www.cvgairport.com/
Midwest Tecmo Super Bowl Tournament
Players Signed Up, City
1.) Chris Vogt, Hamilton, Ohio
2.) Matt Vogt, Hamilton, Ohio
3.) Jimmy Vogt, Hamilton, Ohio
4.) A.J. Fullam, Fairfield, Ohio
5.) Derek Ruble, Indianapolis, Ind.
6.) Kevin Smith, NY
7.) Louis Buennagel, Buffalo, NY
8.) Francis Buennagel, Buffalo, NY
9.) Ryan McKay, N. Ridgeville, Ohio
10.) Matt Miller, Elkhart, Ind.
11.) Matt Tarrillion, Parryville, Mo.
12.) Matt Billmyer, Milwaukee, Wisc.
13.) Jay Mahabir, Macomb, Mich.
14.) Ali Khraizat , Dearborn, Mich.
15.) Aaron Hake, Hamilton, Ohio
16.) Brad Rinehart, Plainfield, Ind.
17.) Steve Engle
18.) Matt Diaz, Lebanon, Ohio
19.) Hugh Stewart, Columbus, Ohio
20.) Ryan Stewart, Columbus, Ohio
21.) Kyle Stewart, Columbus, Ohio
22.) Kyle Lupton, Dayton, Ohio
23.) Mike Iozzi, Columbus, Ohio
24.) Troy Henson
25.) Ace Lib, Louisville, Ky.
26.) Steven Johnson, Hamilton, Ohio
27.) Chet Holzbauer, Madison, Wisc.
28.) Josh Holzbauer, Madison, Wisc.
29.) Dan Durch, Madison, Wisc.
30.) Tony Orenga, Madison, Wisc.
31.) Rico Rieck, Madison, Wisc.
32.) Casey Strong, Hamilton, Ohio
33.) Gary Schultz, Louisville, Ky.
34.) Nick Vogt, Hamilton, Ohio
July 28th we are having our first S.W. La. Tecmo Super Bowl 2k12 Updated rosters tournament!
Cost will be $25.
Every participant will be guaranteed to play at least 3 games and will receive a t-shirt!
This will be a payout tournament for 1st and 2nd place. The payout will be determined by the amount of participants.
These carts work great! No problems at all, very smooth play just like the original.
Our rules and structure will be exactly the same as our original tourney except for one small change, players have to play their given positions. You can not put a wr at rb or te or vise versa.
This change will also take place in our original annual tournament starting next year.
Let me know ASAP if you would like to participate.
No I dont have an advantage on this cart as I do not have one. I will not be getting the carts until later. I do have some carts of previous roster updates and that is how I know the product is great.
Let me know if you have any questions.
We will be playing at our usual host, The Huddle Up! We will start at 9:30 a.m.
The contact information for Huddle Up is:
1103 West Prien Lake Road
Lake Charles, La., 70601
Below are the rules;
2K12 S.W. LOUISIANA TECMO SUPER BOWL TOURNAMENT
The tournament will begin with the “round robin” portion. 40 participants will be divided into 10 Groups. All four participants within each Group will play one another once (aka “round-robin” minimum of 3 games).
After group play, the top two players from each group (20 players’ total) will advance to the double-elimination portion of the tournament. The 20 participants will compete in a double-elimination tournament until a champion is crowned. The players from group play will be seeded 1-20 by overall record and point differential (Note: a group winner cannot be seeded lower than 10). Seeds 11-20 will be 2nd-place finishers from group play. If two or more players have the same record and point differential, then the least amount of points allowed will break the tie.
A game that ends in a tie is acceptable during the “round-robin” portion but not the double elimination portion. The Skunk Rule (winning by 28 points) will end a game and is implemented during both the “round robin” as well as the double elimination bracket. In the event of the Skunk Rule, the winner will receive +1 to their point differential of 28 for a total of 29. If the score is 28-0 (Skunk Shut-out) the winner will receive +2 to their point differential of 28 for a total of 30.
*This is based on a 40 participant tournament. If there are a different number of participants, the format will remain the same. No matter how many participants we have, only the top 20 will advance to the double-elimination portion.
Procedural & Game-play Rules
Team Selection: A Rock, Paper, Scissors challenge (RPS) will precede each game. The winner will choose the matchup (i.e. the two teams). The loser then selects either (a) one of the two teams or ( his preferred controller. If the loser selects his preferred controller, the winner selects a team first.
Customizing Playbooks and Lineup Changes: Customizing playbooks is permissible. You can access your “change” screen (screen where you check player conditions and make substitutions) only twice per half. This helps speed up the games.
WR or TE at RB: This is a common inquiry and is NOT permissible.
Ties: Although ties are permitted in the tournament’s “round-robin” portion, such are not permitted in the single-elimination portion of the tournament. If a game ends in a tie after overtime, a new game will begin, and the first player to score in the new game is the winner. In this case, the coin toss must be played out and not skipped.
Bum Rushing (Lurching): Bum Rushing (Lurching), diving up the middle is prohibited. If you want to rush with a DL, you must either go outside the offensive tackle or “popcorn” someone on the offensive line. You cannot simply go around your blocker and dive.
Nintendo Malfunctions: If there is an equipment failure in the first half, games will be replayed from the start. If equipment malfunctions in the 2nd half, only the second half is replayed. In that event, the scores from each half are added together to obtain a final score. If the game was uncompetitive or the equipment malfunctioned due to human error, the tourney organizers reserve the right to declare a winner without replaying any portion of the game.
Skunk Rule: If you are losing by 28 points at ANYTIME during the game, the game will be considered over. This will help speed up the tournament.
Tournament Disputes: There are 3 tournament referees. They will decide all disputes unless one of them is a player in the game. If one or two is a player in the disputed game, another person will assist the remaining referee(s) to resolve the dispute.