• buck
    Once again -
    Taking NES TSB to the NEXT LEVEL
    - Free-of-Charge
    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.


    Because:

    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:

    Gameplay Hacks...
    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
    passing-game hacks
    AI hacks
    in-game playbook changing
    12-game season with 8-team playoffs
    jstout's "posession style" overtime
    no "out of bounds", just "walls"

    Other Hacks...
    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)
    Knobbe
    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/

    Formats:

    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)


    Placement

    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. ***

    Y Coordinates

    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.

    X Coordinates

    *** 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).

    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
    Scale 1: 08 10 18 20 28 30 38 40 48 50 58 60 68 70 78


    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
    Scale 2: F8 F0 E8 E0 D8 D0 C8 C0 B8 B0 A8 A0 98 90 88


    *** Scale 1 only affects the placements commands D0, D1, and the move command D7 ***

    *** Scale 2 affects the move commands D7, D8, & D9 ***

    Stance

    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:

    QB=0, HB=1, FB=2, WR1=3, WR2=4, TE=5, C=6, LG=7, RG=8, LT=9, RT=A

    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.


    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:

    1DC10x (NES), x161A5F w/o header(SNES), x161C5F w/header(SNES), x3C8D0(GENESIS)

    Set Def Plays

    04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B 04 05 06 07 08 09 0A 0B


    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.

    NES: D0 18 50 ED 3C D7 28 28 EC FF 18 BE

    SNES: D0 18 50 ED 3C D7 28 28 EC FF A7 FC

    GENESIS: 00 D0 00 18 00 50 00 ED 00 3C 00 D7 00 28 00 28 00 EC 00 FF 00 03 96 C4


    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. ***

    Example using our FS:

    "D0 C8 50 ED 3C D7 00 D8 EC FF EC BD"

    would be this in Genesis:

    "00 D0 FF C8 00 50 00 ED 00 3C 00 D7 00 00 FF D8 00 EC 00 FF 00 03 96 6C"


    Closing

    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.
    Jimmy1996
    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

    Rules>>>>>>>>>>>>>>>>

    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.
    vogtcd11
    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
    Buy-in: $20
    Prizes: Trophies, cash and handouts
    Twitter Hashtag: #OhioV

    Tournament Format
    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.

    Game Play
    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).

    Ties:
    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:
    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.

    Game 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.

    Tournament Issues:
    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.

    Equipment information
    Bring any consoles, cartridges, adaptors and controllers you can get your hands on. Those who live closer will supply the TVs.

    Hotel information
    Holiday Inn Express
    6755 Fairfield Business Center Dr.
    Fairfield, Ohio
    (513) 860-2900
    Will call back.

    Extended Stay America
    9651 Seward Road
    Fairfield, Ohio
    (513) 860-5733
    980-345-1600
    Will call back.

    Flight information
    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/

    Contact Information
    Chris Vogt
    Midwest Tecmo Super Bowl Tournament
    Head Director
    (513) 225-3274
    vogtcd@hotmail.com

    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
    bayouboy13
    http://www.facebook.....tecmosuperbowl

    Mark your calendars now!

    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:
    Mark Leone
    1103 West Prien Lake Road
    Lake Charles, La., 70601
    (337) 656-2905

    Below are the rules;

    2K12 S.W. LOUISIANA TECMO SUPER BOWL TOURNAMENT

    Tournament Overview

    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.

    Thanks for your participation!
    Knobbe

    WHAT: The first annual Pacific Northwest Tecmo Championship (Olympia I)

    WHEN: Saturday, June 23, 2012... times TBD, but unofficially 12 PM--3 PM for Group Play, and 3:30--7 PM for the single elimination tournament.

    WHERE: The Brick on Trosper -- Tumwater, WA (greater Olympia area)

    WHO: This tournament will max out at 32 players.

    Hit our forums and/or the Pacific Northwest website to register and find out more
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