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  1. I have begun writing a training manual for TSB3, here's the beginning: Tecmo Super Bowl 3 – Training Manual Understanding your Roster – This might be the most important aspect of learning the game. Each team has 37 players (17 offensive, 18 defensive, 2 special teams). Each player has a series of attributes that determine how good that player is. These can range from 6 attributes (offensive linemen) up to as many as 11 attributes (quarterbacks) Let's break down all of the attributes first and then go in depth in them at each position, as they generally seem to vary in importance at each position. First, let's break down the base attributes that every player in the game has: Running Speed (RS) – has been determined to be a players starting speed. It is important to know that a player with 69 running speed doesn't start at a speed of 69. 69 is just a factor in the game that points at a factor in the games code that says “I'm this fast to start”. So while RS (for offense) generally will show higher than rushing power (discussed next) or maximum speed (discussed shortly) it does not mean they start faster than they can become. Rushing Power (RP) – has been determined to be a players acceleration factor. This basically says that a player while moving will accelerate from his starting speed, to his maximum speed at a certain rate, and RP will point, again, to a table in the code that determines what that rate is. Maximum Speed (MS) – has been determined... duh... to be the 'MAXIMUM SPEED' of the player. As mentioned under RS, this number will generally be lower than the RS of the player (on offense) but they do not relate in that way. MS points to a separate table in the code of the game that says what the players MS will be. ALSO, defensive players have a speed boost built into the game which means that while they may have a lower MS than an offensive player, they could still potentially catch them. Hitting Power (HP) - unlike many other variations of Tecmo Super Bowl, in TSB3 Hitting Power has meaning; and that meaning is significant. HP is a players ability to tackle or break a tackle when they come in contact with a player on the opposing team. The higher the separation in HP between the two players, the more likely the player with the higher HP is to break free. HP is one attribute that functions pretty much the same for all positions in the game. Where this is different is when the player is controlled by the computer or if he is MAN controlled. When a player has control of a player, his number seems to work as is. SOMETIMES, when the computer has control of a player the HP of players doesn't matter so much. The COMPUTER will just take you down. Tapping the 'A' button in TSB3 is helpful in a tackle, but the impact it has is extremely marginal compared to the HP of the players involved. Body Balance (BB) – has only been determined to do one thing for sure. Spinning. Spinning is a new feature to TSB (new being relative as TSB3 came out in 1995 and I'm writing this in 2014). Every time a player is about to come into contact with an opposing player there is a chance that he will spin. The higher his BB, the higher the likelihood. When a player spins, he moves in the direction he was going THROUGH the opposing players. There is also some debate that BB has an effect on the movement of a player and the fluidity of his changes of direction on the field, but these have not been confirmed and are difficult to test. Agility (AG) - another new attribute to Tecmo Super Bowl, and this impacts another new move 'Jumping' that was introduced with TSB3. Jumping occurs when a defensive player dives at the ball carrier, the ball carrier will jump, sometimes over the diving player. SNES pathing can make this look weird. Be wary of this because if you're running near the top of the screen, and your player jumps to avoid a diving tackle... he might just jump out of bounds! It's crazy, but it happens and it'll make you scream when it's right outside the goal line and time has expired. I promise. Some debate has been made that AG is also tied with the ability to catch the ball, and might also impact a players fluidity of movement, like BB... but this isn't 100% confirmed. It has also been discussed that AG could impact a players ability to perform a jumping catch. In the coming sections, each position will be covered and what the key attributes are for each. So let's begin on offense as this is inherently where many football fans (especially you fantasy football people out there) gravitate to. Quarterbacks – Easily the most important position on a team. Having a good quarterback (QB) can really open things up for you offensively and help to make even your mediocre running backs look better. The QB has more total attributes than any other position in the game. In addition to the base attributes listed above, the QB has 5 attributes dedicated to them alone. Some quick notes on base attributes in relation to the QB before explaining those. Maximum Speed (MS) – In TSB3 there are only two QB's with a MS of 44. This is as high as they go, and for good reason. A QB with 44 ms moves really fast. If a QB had a MS higher than 44 base, it would not work well within the design of the game. As it stands, 44 means the guy could very well be your best running option. The standard MS for QB's is 13. Guys that have above this are few in general, but once you start getting to 31+ MS you're talking about a player who is a big time duel threat. Passing Speed (PS) – determines how quickly the ball travels from the QB to the destination it will land. Having a high passing speed generally allows a player to hit open receivers before a man controlled defender can get in place. However, if a QB has a PS that is significantly higher than his other passing stats (Control to be discussed next, and Accuracy to be discussed shortly) it seems to cause an increased likelihood of throwing interceptions and passes that are off target. PS isn't the most important of the passing attritbutes, but it IS important and the higher it is, the more you can do with it. Passing Accuracy (PA) – is probably the most important passing statistic a QB has. PA determines the likelihood that a pass will be complete and if a defender is present, the likelihood of it being intercepted or knocked to the ground. The higher this is the better. Period. Passing Control (PC) – the third of the passing attributes, PC determines how on target a pass is going to be. The higher this is, the more likely the pass is to go to the receiver, as opposed to going out of bounds, or being overthrown. Avoid Rush (AR) – Avoid Rush is a QB only attribute that acts like a secondary speed stat that is only in effect when the QB is scrambling around in the backfield. This is a funny stat because a guy that could be flying around in circles in the back field avoiding defensive lineman that are in pursuit could look like he has all day back there... but once he tries to move up field with his 13 MS... he's going down. On the whole, AR isn't a really important stat in the game, but it's definitely a nice intangible on a guy. I believe this stat also impacts the likelihood that a computer controlled QB is to run the ball on a pass play. Coolness (Coolness) – coolness is so cool that it doesn't get abbreviated. BAM... how do you like dem apples? But for serious... coolness might do nothing? In TSB3 there is a thing players like to call “the B-button glitch”. This is where you are trying to pass the ball under pressure with your QB and the ball doesn't throw... so you slam your thumb on the button, over and over... and then you get sacked and you start shouting “PASS THE DAMN BALL”... and you might even use profanity. This is where I believe coolness comes in. The higher a guys coolness, the less likely he is to suffer from this glitch. AND the less likely you are to snap your paddle in half in your hands. Oh... and if you are a high strung kind of player who really does want to break things because of this glitch. I do not recommend that you ever play online. Just sayin! Running Backs (RB), Wide Receivers (WR) and Tight Ends (TE) - the skill players that fill out the rest of your offense will all be lumped together here as they are all interchangeable in TSB3. Each position is built very differently however, so let's briefly discuss some key things: Running Backs are built in two specific ways, running back and full back (FB), and when you see them in the game, they generally are built to match. RB's generally have a higher MS ceiling while FB's generally cap out around 38-44ms but can have HP through the roof (Craig “Ironhead” Heyward has 94HP, but is by far the highest in the game) but generally HP above 63 is rare on the offensive side of the ball. Both styles of RB can be very effective in the game. Wide Receiver and Tight End are both generally built to catch the football, and because of this they generally have a higher ability to do this than RB's, the difference between the two positions is that WR is generally better at catching and TE generally has more HP and a much lower MS ceiling. There are 2 new attributes that are specific to these 3 classes: Ball Control (BC) – this attribute determines a players likelihood of fumbling the ball. This number varies anywhere from 44 – 81 with those numbers being very rare. The standard (Average) is about 63. On a whole though, the variance in fumbling between a player with 81 BC and 44 BC isn't very high. There is some debate that higher HP on a defender compared to the HP of the ball carrier can increase the likelihood of fumbling and that dive tackling also can increase the likelihood of fumbling. Neither of these have been proven. Receptions (REC) – this attribute determines a players likelihood to catch a pass. The higher this number the better. WR's will generally have the highest REC among all offensive players, then TE's and some RB's will also have some pretty great REC statistics. As mentioned previously, AG is believed to have some impact on a players ability to catch and pass, and this is most notable between TE and WR with the same REC stat where a WR will generally have a higher AG stat and is usually more likely to catch a pass in coverage or get a jumping catch. That isn't to say that RB's and TE's cannot get those coverage catches or those jumping catches. They do, and when they do, it can be far more devastating as they are more likely to break a tackle and take off with the ball downfield. That leaves us with Offensive Lineman. A position that is often neglected or ignored. It is the one offensive player you can NOT ever look at during a game. Offensive Line (OL) – this position has no additional stats and is the only one in the game that does not. It is broken up into 3 different positions and each team has 5 players. One center, two guards and two tackles. The primary attribute for OL is HP. It is far and away the most important attribute. Arguably, it's the only one that really matters. You can look at other numbers. For instance if one guy has 56 HP and another has 50, but the guy with 50 HP is 2-3 attribute bumps better in every other category, then it's very likely that the 50HP guy might play better over all. However, since the only ways to change your OL are by using the trades/free agency and player creation aspects of the game, it's not a huge deal for getting into the game and I'll come back to that later when I discuss those aspects (because they're really neat and one of the best features of TSB3, in my opinion) Ok... so that was fun, right? If you haven't pulled your kidney out through your nose yet... let's get this next part out of the way now so we can discuss defensive players. Kicker (K) & Punter (P) – yeah... so every team has these guys and there are 3 total kicking attributes. K has all three of them, while punter only has two. They also both have the base 6 attributes and the numbers on them are always the same on every single player at their respective position. They are also the only other players whose attributes you can NOT ever look at during a game... so who really cares? Kicking Power (KP) – determines the distance a K or P can boot the ball. Avoid Kick Block (AKB) – impacts the likelihood that a defensive player will block the kick when he gets in line to do so. Kicking Accuracy (KA) – a kicker only attribute that determines the speed that the field goal/extra point arrow moves up and down in front of the kicker when lining up a kick. The lower the attribute, the faster the arrow moves. In many cases, it is actually better to have a low Kicking Accuracy for this reason. Congratulations... you have completed reading about offensive players AND kickers/punters... I bet you're proud! Keep reading and you can find out about defensive players now! Defense – There are either 3 or 4 positions on the defensive side of the ball. It depends how you look at things. When you're playing a game, there are 3. Defensive Line, Line Backers and Defensive Backs. If you're looking at players individually, defensive backs have two sub categories, Corner Backs and Safeties. All defensive players have the 6 base attributes and 2 additional attributes that are the same for ALL defensive positions. So I'll cover those two first and then go into the positions. Interceptions (INT) – determines a players likelihood of intercepting a pass from a QB. Each position is generally more likely to pick off a pass than others and I will cover that below. Quickness (QUI) – might do absolutely nothing. Like... for reals! However, I have done testing and have found a real difference in one thing between guys with QUI and guys without and I feel confident saying QUI does affect the following: When a player is man controlled, and a pass is thrown, occasionally (often) the computer will take control of your player and move him toward the place the ball is going to. I have found that guys with higher QUI will move faster when the comp takes control of them for the brief moment than a player with a lower quickness. I tested this by using the created player tool to create two players on a cart, on the same team, with identical stats, except QUI. One player had high QUI (75) and the other had min QUI (6). It wasn't always noticeable, but one some plays, the guy with 6 would just lose all momentum when the computer took control of him, and the guy with 75 would occasionally go faster. So, is this 100% the real thing... no, it probably isn't. However, no one else has found QUI to do anything that I've read or heard of. So to me, this is what it does, and it's really not a huge thing. But if I had to choose a guy with the same stats but one has high qui and the other has none, i'm taking the QUI, just in case. Defensive Formations – There are 4 formations on defense in TSB3, however one of them can be different from team to team, so in a way there are five. I'll break them down real quick before getting into the positions A big thing about defense is that you only control one player while on defense and that player cannot change once the play has started. So you hope to get the most assistance from the other 10 computer players on the field each play. That doesn't always happen though, and depending on what team you are, and how good that supporting cast is, you might sometimes get no help whatsoever. Goal Line – this formation uses 5 defensive lineman, 3 linebackers and 3 defensive backs. It essentially puts 10 guys up front and 1 guy in the backfield and provides hands down the best run defense and the most pressure on the qb of all of the defensive formations. The downside to the goal line defense is that you almost never get any assistance covering players, so against a passing play, you can often get picked apart by a decent play call. Normal – this formation changes from team to team. At all times, there are 4 defensive backs on the field. Then the team will either run what is called a 3-4 or a 4-3 defensive scheme. This means you either have 3 defensive lineman and 4 linebackers or 4 defensive lineman and 3 linebackers. The 4-3 scheme is far more common in the game, and there is no way to change this scheme. So each team is what it is. The 3-4 normal defense is the only defensive scheme in the game that allows up to 4 linebackers to be used and is also the only scheme that allows a team to get down to 3 defensive lineman. Normal formation is arguably the worst formation in the game. It doesn't seem to give the run support that goal line does and it doesn't give the support against the pass that nickel or dime provide. But that is just my opinion, and I think all defensive formations are functional if you practice with them and they fit your personnel. Nickel – this formation uses 4 defensive lineman, two linebackers and 5 defensive backs. The added linebacker helps to defend against the run a bit more than dime coverage at the loss of a defensive back. The extra linebacker helps most in situations where the QB is looking to move outside of the pocket. Dime – this formation usees 4 defensive lineman, one linebacker and 6 defensive lineman. This is the ultimate pass coverage package. If your team is stacked with defensive backs, or they just happen to be better than your busted up group of terrible linebackers, then maybe this is the one for you. Assuming of course, you have a guy that can stop the run. In the dime formation, you are essentially charging yourself with taking down the running backs all on your own, because you will rarely get any decent help. So there are those... now onto the defensive positions Defensive Line (DL) – each team has 6 defensive line players of which they can start up to 5 of them. When a defensive line player is computer controlled, the stats that are most important are HP and then MS. That is pretty much all that matters. However, on the chance that you might want to use a defensive lineman (and with the use of audibles, which we'll cover more later, you can put DL players at both LB and DB positions on the field) then you also want to look at RP. RP is a really big deal for players in the DL and LB slots on the field. In some cases, it might be more important than MS and when man controlled, the speed stats are probably more important than HP because it determines how easily you can move around the field and disrupt the offense. Honestly, if you're using a DL, your options are already slim... so, good luck! (you know, unless you just prefer to use Reggie White yourself because he's a monster. A f&$%ing monster! No... no... not the one in New England.) Linebackers (LB) – each team has 5 linebacker players of which they can start up to 3, or in some cases 4 of them. LB is very similar to DL in that the most important stats when computer controlled are HP and MS, though not necessarily in that order anymore. Computer controlled players generally will tackle guys even when they have lower HP. It's not guaranteed, but it happens, and because of it, i'd be more inclined to want a faster LB than a harder hitting one. Again, when playing at the LB spot, if you're controlling the player, you want to look at RP as well. A big reason for this is that you need to move faster sooner because blockers and lineman will come gunning for you when the play starts, and if you get caught up on a block, or even worse, dumped on the ground, you're giving the opponent almost a free pass to score on you. The other thing worth looking at with LB is INT. Though LB's don't generally have high INT's (they cap at 44), they can have considerably more than a DL and can be very helpful in coverage, if you're dropping back. Defensive Backs (DB) – there are two kinds of DB: Corner Backs (CB) and safties (S). Corner backs generally are faster, more agile and have overall higher INT. Safties while slower, less agile and with lower INT make up for this with having higher HP. In some cases, S can have HP close to that of DL and LB When looking at DB's to be computer controlled, you want to look at INT, MS and HP. Nothing else really matters. If you're looking to use a DB, you still look at those numbers, but also look at RP. While RP is not AS important at the DB position, you usually want a guy with 44 RP or higher. Alright... so where to next. We've covered player attributes and player positions.
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  2. @kamphuna8 joined me yesterday to talk some CFT 3. Second hour gets deep into it.
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  3. @Green Majik and I are very excited to play some NBA Jam TE against some people and give them an opportunity to play against a couple of world record holders (no big deal). Come out for the Tecmo and stay for some NBA Jam!
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  4. Later today/night I will post week 3's game and box scores here. The games shown on stream for week 3 were @manYo720's CHEEFZ vs @fairfensheeding's AND my vs @~Tailback King~'s simultaneously. There are some great moments I witnessed in previewing it last night (didn't finish). You see Johnny is in EXC, you see what the rom looks like (honestly it's like my pride and joy) where the stats, standings, player cards and all that reflect our CFT season and divisions. We hear the first injury of the season occur "HADDIX!". Also, the vs game has $20 on the line (40bucks on top of the TV). All the box scores will be included, and possibly might stream a post Week 3 gander at the standings, stats, and player conditions tonight as well. I'm getting pretty pumped for our next season. I've got some great things in store for the live experience.
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  5. The tournament is up to 14 players, only 6 spots left! Here are the players signed up so far: 1. Tecmobo 2. Tom Stahnke 3. Mort 4. Hank the Tank 5. Pistol Pete 6. DPS 7. Slapshot Sean 8. Green Majik 9. Ryan D. (Weens) 10. Joe M. (RageQuit) 11. DKS 12. Brian Huang (The Gambler) 13. Kyle D. (Korn) 14. Lumberjack Cracks
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  6. Here are the box scores for Week 2's games. PS I love this everdrive shit. Who needs to take pics of box scores with their phones when I can just "Dyal" these up from our season files? Players of the week for week 2 are Bubby and Timmy Mac. Stats are below. Apologeez to Barry, but YUGE games against Buffalo's nooby defense do not qualify.
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  7. Anyone riding with @arncoem, PLEASE wear a seat belt.
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  8. I'm gonna try and make this tournament again this year. If you're in the CT area, I highly recommend this tournament. Last year was my first trip to the tournament (and Connecticut) ever and ARNCOEM ran a solid, professional tournament. The venue is spacious with great food. If you haven't been to this one, you should check it out!
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  9. Here are the blue Recap Screens for each of the games in week1. The Players of the week were QB Eagles on Offense (sorry Johnny, but no offense, your competition wasn't the greatest, and you'll get yours later this season) and Fulcher, who had the game ending pick (I believe) on the hail mary to Neal Anderson along with 4 tackles.
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