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kork

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  1. I don't have the exact stats, but I just ran into a similar glitch. It wasn't simmed, it was a Man/Com game against the Packers. Edgar Bennett got injured, but then after the game, he had like 1,000 yds rushing, and led the league in kickoff returns and scoring, too. The weirdest stat - my team was credited with 54 forced fumbles in that game!
  2. Reading this thread reminds me of the time I let Emmitt run over my Falcons to the tune of 290+ yds. That was pretty sad, considering the quality of defenders the Falcons feature. I'm not as bad against the run now. One thing I would add is to use a player away from the direction of the run. I actually like using the DE on the opposite side of the field because he won't have a lead blocker specifically assigned to him. For the annoying T sweep plays, I have some success using a fast LB at the bottom position, and running straight down and around the blockers at the snap.
  3. You know, I think all this time I never noticed that there are no hurdles in TSBII. You learn something new every day in the world of Tecmo. Maybe it does relate to AG. I never tested RS for defenders, only RBs. Something else to try.
  4. I know this threads's getting old, but I just finished a TSBII season and was glad to hear people still play it. I played with the '93 Raiders. Their RBs are so-so, but I found rushing was still important late in the season, even if it was only 3-4 yds at a time. I think Rod's right about the delay runs - I had the direct snap sgun draw, and almost every time I used it between passing, it was good for 10 yds. The "Hard" setting for preseason is still pretty wimpy compared to late season games. Even though defense is easier than w/TSBIII, I like how sacking is harder because of smarter QBs. And my new vote for most ridiculous team is no longer the '95 Cowboys, but the '93 Oilers (I squeaked by them 16-7 in the AFC championship).
  5. It's awesome that someone (johnz1) finally tested out the BB/AG thing for spins with larger stats. I always thought BB was for all special moves because they both first appear in TSBII, but that's just speculation. Something I did test a long time ago on TSBIII was AG and RS. I'm fairly sure AG controls how fast a player changes direction or responds to the control pad. RS is definitely initial speed, including initial speed after hurdles, broken tackles, etc. My RB with 6 RS started slow, and anytime he dumped a defender he slowed down huge. Also, how come a few offensive players get non-69 values for RS, like Rice? Well, okay - he's Rice. Any new ideas about Coolness and Avoid Rush?
  6. In my experience, btn. the hash marks does it for TSBIII. But sometimes if I let the arrow go to either extreme, I miss. On XPs, if you let it go all the way to the top, it'll at least bounce off the post. I think maybe even if you're in the hashes you can miss based on the kick accuracy stat. After all, not even Marino completes every pass.
  7. It's good to see another TSBIII player on the board. Did this weird interception happen after a fumble on the previous play? Check out the TSBIII glitches thread: http://www.tecmobowl.org/forum/viewtopic. ... 27&start=0
  8. I was playing a season game as the Bears vs. the Vikes, and I hit a glitch I've never seen (maybe you guys have?). Here goes: I auto-skip to the game, hit start, see the recovered injuries, and fast-forward the coin toss. The Vikings kick off, but all their players except the kicker suddenly run forward at super speed! They move in bursts, shooting back and forth. I get the ball (my mere mortal players move at normal speed), and the Vikings defense is still warping across the field. It happens in short bursts, but still kills my plays. I'm on an emulator, so I get a save state, replace the SRAM, and start the week over. Same routine, and the super speed happens again. I try a third time. This time, my Bears kick off, and everything's normal - until the Vikings go on defense, and re-gain super speed. Weird, but it kinda looks cool.
  9. That article is awesome. I've been under a rock too long - I didn't even know ESPN had a gaming page. Makes sense - they're going to take over the world along with Wal-Mart and Starbucks. It's great to see so much nostalgic support for Tecmo. I'd buy a PS2 compilation (well, I guess it'd have to be an XBox compilation). But while I think Tecmo might be screwing up, they have access to much more marketing data than we do, and I doubt our fanbase warrants a huge sequel.
  10. Hmmm, that is screwed up. I've probably never had a play quite that bizarre. I thought the "get locked into running one direction like Forrest Gump" glitch happened only after a play, not during a live one. Crazy.
  11. I dunno, personally I started coming here to talk about the games, but that's gotten old here. The off-topic and sports forums were a great addition. I just don't post 10 times a day, because I can't think of that much useful stuff to say. Maybe a weekly poll, like they have at GameFAQs, would get occasional posters out. Plus, we're missing out on the free porn and free roms. Where's the love?
  12. I'll go with random crapshoot, too.
  13. I've seen Rome on Fox and now on ESPN. He seems pretty intelligent for a sports analyst, but he still acts like a smart-ass punk. I wouldn't mind seeing another guest - maybe Mike Tyson, or hey, Jim Mora - beat him down on TV.
  14. I haven't played either TSBI version enough to judge receptions in coverage. But to answer the question, I like the SNES version. I didn't have a sentimental attachment to the NES version, and I think the SNES does provide a decent challenge for season play.
  15. Maybe goommba has a point about the direct line the HB takes. Though on One Set Back Off Center (or whatever it's called), which is also straight, the HB doesn't seem to be juiced. I think it works just as well in TSBII. But Heyward wasn't given as much "natural" speed.
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