Jump to content

chymiy

Members
  • Posts

    111
  • Joined

  • Last visited

Everything posted by chymiy

  1. Cool, thanks for the link. So it's pretty much what I remember. Anybody know about ending every team's games in a tie? Pretty sure division standings are based on alphabetic order after that, but don't plan on trying again anytime soon.
  2. Now that I think about it, I kinda remember attempting to end every game in a tie for every team to see what would happen. I think I stopped after a few weeks, though, partly because it was so time consuming, but also I think TSB determines standings at that point alphabetically so it seemed pointless to spend the time completing the season. Somebody prove me wrong, though, because my memory could be playing tricks on me.
  3. Anyone ever attempt to complete a season with a record of 0-0-16? I haven't played in a long time, but if I remember correctly, attempting to tie in every game leaves you at the bottom of the division standings. Even though you should get some kind of credit for all of those ties, teams with a worse record (ex: 1-15-0) will be listed above you in the standings. Honestly, can't remember if I tried this in TSB3 or the original, though. It's been a while. Has this ever been fixed in any of the countless hacks released? Is it even possible to do? curious.
  4. Here's an article recently posted on Yahoo, proving once and for all what we all already knew. ARKANSAS COACH PUNTS TRADITIONAL GAME PLAN Jeff Fedotin Special to Rivals High Kevin Kelley decided to flip football convention on its head after Pulaski (Ark.) Academy's second game of the 2007 season. Never a fan of taking his offense off the field, the coach became miffed when his Bruins punted away to Pine Bluff (Ark.) Dollarway High only to see Pulaski allow an 80-yard touchdown on the return. "That was stupid," Kelley said. "We should've gone for it." As a result, his 2008 team did not punt during 14 games. Such an unorthodox strategy may seem like lunacy, but it was successful: Pulaski won the 5A state title on Dec. 6. Kelley's team only punted twice in 2007 − once as an act of sportsmanship to prevent running up the score − and never after that Dollarway game. Kelley has reasons to go for it. Keeping the offense on the field on fourth down allows for more creative play-calling. Third-and-long does not have to be a passing down. The Little Rock school can run the ball, throw a screen pass or use any number of formations. Defenses do not know whether to use a nickel or dime defense. And Pulaski's offense has less pressure on third down. "We don't really worry too much about it," quarterback Spencer Keith said. "We just get as many yards as we can. We don't have to go for the first down." If Pulaski converts on fourth down, it creates a momentum change similar to a turnover. Other high school coaches have told Kelley they would rather see his team punt. The Bruins even avoid punting when the defense has stopped them inside their own 10-yard line. "You can just tell people are in the stands thinking, 'You're an idiot,' " Kelley said. Kelley supports this rationale with numbers analysis. If Pulaski has a fourth-and-8 at its own 5-yard line, Kelley said his explosive offense likely will convert a first down at least 50 percent of the time. If it fails to convert, statistical data from the college level shows that an opponent acquiring the ball inside the 10-yard line scores a touchdown 90 percent of the time. If Pulaski punts away (i.e., a 40-yard punt with a 10-yard return) the other team will start with the ball on the 38-yard line and score a touchdown 77 percent of the time. The difference is only 13 percent. An innovative and statistics-minded coach, Kelley had tinkered with eschewing the punting game since winning his first state championship in 2003. He became further emboldened after reading several studies, including "Do Firms Maximize? Evidence from Pro Football," by University of California-Berkeley economics professor David Romer. Kelley also examined ZEUS, a computer program developed by Chuck Bower, who has a doctorate in astrophysics, and Frank Frigo, a game theory expert, to model and predict football outcomes. The Pulaski coach has adopted an unusual approach to kickoffs as well. About 75 percent of the time, he uses an onside kick instead of a standard kickoff. To illustrate why, Kelley again relies on numbers. If his team does not recover the onside kick, the opponent likely will field the kick around its own 47-yard line. On a typical kickoff, the other team usually starts around the 33-yard line. "You're only giving up 14 yards," Kelley said. "And you get a chance to get the ball." Pulaski features seven different kinds of onside kicks, including bunching eight players on one side of the field and three on the other; faking the kick with one kicker while another player shifts over to kick to a vacated spot in coverage; clustering all 11 players before spreading out just as the ball is kicked; bouncing a hard kick off the turf for a jump ball and launching a "helicopter kick" by kicking a ball placed on the ground against the tee. The latter strategy causes the ball to spin like a helicopter's propeller and move like a curveball. "Much like the punting situation, [the onside kick] becomes something the other team has to work on a lot during the week," Kelley said. "That's taking time from their preparation against your offense or defense. So it all works towards the common goal." For Kelley's objective of winning games with a risky but aggressive offense, Pulaski had the perfect quarterback. Keith, who has received major interest from Louisiana Tech, Arkansas State and several Ivy League schools, could make defenses pay for not stopping the Bruins on fourth down. And if the other team scores off a short field because of a missed fourth-down opportunity, the unflappable passer could compensate by scoring points in a hurry. Kelley called him the most athletic quarterback he has ever coached, and Keith set the state record with 5,308 passing yards this season. He also possesses the requisite accuracy for an offense that threw on about 45 of its 75 plays a game and averaged 570 total yards. "It's a really fun offense," Keith said. "I wouldn't change it for anything." A possible pre-med or pre-engineering student who scored a 30 on the ACT, Keith has the intelligence to master an intricate scheme, which features pre- and post-snap reads with receivers making adjustments based on coverage. With Keith and several other impact players returning from his 2007 team, Kelley said he knew his team had the potential for a state title this year. When the media asked for his pick of the No. 1 team in Arkansas before the season, Kelley chose Pulaski and consequently received some heat. "It was just confidence in my guys," he said. "I thought this might be one of the better teams we've ever had." His prediction proved to be on the mark. Although Pulaski lost its first game of the season, 46-29, to West Helena, it reeled off 13 consecutive wins and avenged that Week 1 defeat with a 35-32 state title victory against the Cougars. During the offseason Kelley will begin investigating different football strategies. He also plans to further study the punting game by analyzing specific instances where punting may prove statistically superior. After Kelley searches through data, Pulaski may tweak its approach next year. His 2009 team could punt on occasion, or he may develop a new tactic that defies the norms of football but gives his team an edge. "Just because something's always been done that way," Kelley said, "doesn't mean it should continue to be done that way."
  5. Anyone read anywhere that you can actually play a season with someone over wi-fi? It's pretty clear that single vs. games are possible, but didn't see any reviews that actually covered this.
  6. Always kinda liked a brownish tone to the field for simulating rain in the original TSB. Or even a darker green. Unfortunately, there's no ideal solution to making it look good.
  7. That sounds vaguely familiar. Pretty sure we weren't the only 2 people on this board that did that. Was worried at the time that they'd charge $150 for it (like they were for people who lost the Madden Special Editions). But, no.... only had to pay retail price....
  8. Umm.... Didn't he lead the league in rushing just last year?
  9. Check out this link on espn.com. http://proxy.espn.go.com/nfl/columns/story?id=2039792 It's an interesting article only because it got me thinking about rating players for TSB. Anyone want to try using his results?
  10. This is a good point, but something would have to be done about comparing salary cap teams vs. pre-salary cap teams. You take a team that played before there was a cap and the difference between their stats and the average team during that season is going to be greater than that of the more balanced teams of the current NFL. When only a handful of teams have most of the good players, it skews the overall league stats. Comparing teams vs. the level of their opponents in a given year does compensate for rules changes throughout history, though.
  11. Kind of figured that about the Browns helmet. Thanks for the reply.
  12. I never thought anyone would make a college edit of TSB3. Too bad I have no computer to play it on. Any chance you could post some more screenshots? Did you manage to change the endzone logos or just blank them out with each school's colors? Either way, the screens you've posted look impressive. Oh, and thanks for including Tennessee over Auburn.
  13. I'm no Chargers fan, but it seems like the Texans would be better replacing the Titans considering San Diego's record last year(and the mini helmet would be exactly where it needs to be on the map). Would the replacements be based on ease of helmet-editing or just your personal preference? Makes no difference to me, just wondering.
  14. Original Teams? Original Graphics? Creating Current Free Agents? Leaving in the same All-Time Greats or adjusting them to include new Hall-of-Famers? Or using those slots for additional Free Agents? Just curious.
  15. Is the SNES emulation any good?
  16. You're entitled to your opinion. I don't think the SNES version is as good as the NES version. I would rather play, and have chosen to play, the NES version over the SNES version. More often, I play TSB 3. It's my favorite version. I have no idea what the developers were hoping to accomplish with the PSX version of the game. Whatever it was, if they were successful, I didn't like it. The only redeemable part of that game for me was the customization and the injury system. Games receive tweaks usually because it's cheaper and developers eventually run into the limitations of the hardware. GTA3 is SIGNIFICANTLY different from GTA1 and 2. Maybe not conceptually, but there's a reason GTA3 sold millions of copies. Dynasty Warriors continues Koei's streak of making an innovative game and then rehashing it endlesssly with sequels. Nobody would complain about Tecmo Super Bowl with better graphics. TSB on SNES was a lazy effort. TSB 2 actually felt like a legitimate sequel. I wasn't comparing programming to art. I was comparing art to art. Actual drawings. Graphics. Real artists drew those graphics (or assembled them with pixels). I contend that there are more cinemas in the NES version. I might be wrong (I have no way of finding out right now. Not a bad idea, though, to have an archive of screenshots of all of the cinema scenes from each version of TSB). What I said had no factual basis was your assertion that "The NES possibly uses 3 cinemas throughout the field of play". This statement has no basis in reality. Count these postings as answering Talent's question about why I don't play SNES TSB.
  17. Defining "lacks style": Let's disregard the obvious technical differences of the two systems. (TSB for the NES exceeded expectations about what was possible with a sports game on the system. The graphics in the SNES version barely do the system justice. Just look at the huge difference graphically between TSB 1 and TSB 3. And TSB 3, a game I love, doesn't really push the system either.) So, yes, the SNES version has more color and no flicker (and flicker has nothing to do with style.... I think you know you were reaching with that one). There are several 3rd-party football games that came out for the PlayStation that look better than TSB from a technical perspective. The PS is waaaaayyy more powerful of a system. But more detail does not equal "better". Mode 7, in and of itself, does not lack style. It is not the tool, but the artist who uses the tool that determines the quality of the artwork. You don't even have to look past the launch lineup for the SNES to find a game that uses Mode 7 with style. F-Zero took advantage of Mode 7 to great effect (and Pilotwings certainly used it competently). Aside from having great gameplay, the game just oozed style. TSB's use of Mode 7 was pathetic. If you don't see a difference, I don't know what to tell you. Alot of people don't see the difference in quality between the average Saturday morning cartoon and a Disney movie. Some artists can do more with less available to them. I think the artwork of the cinema scenes in the NES version is better than that in the SNES versions. I'm pretty sure if you counted, that there are also more of them. Personally, I like the composition of the music in NES TSB. The composer used the tools available to him and created something that was not only not annoying, but actually pretty decent. Considering the platform, I have no complaints. This statement has no factual basis. That's my favorite cinema scene on the NES version also.
  18. The NES version of TSB has both the best variety and best art design for its cutscenes of any version of TSB. That shit they put in the SNES version's cinemas to take advantage of the system's Mode 7 capabilities lack any real style. That's one of the only things that I like alot better about TSB vs. TSB 2 and 3. As the series went on, they put less and less cutscenes in the game. Took away some of what makes Tecmo unique. Even the use of color bothers me in SNES TSB. (For some reason, I do like that college hack of SNES TSB that was done. The bright colors and high-pitched voices fit better with the college atmosphere, I guess.)
  19. How didyou make it so there are only 8 playoff teams? I wasn't aware that anyone figured out a way to do this. Must have missed a post somewhere. Anyway, what rules for CFL are you going to have to do away with in order to make it? I'm not knowledgeable of many of the differences between the NFL and CFL. Also, will you be shortening punts and field goals, switching KR ability from OL stats, or making INT returns easier (basically, any of the stuff that people have figured out how to do recently)? Sorry for all the questions. Always interested in new ways to play TSB.
  20. Anyone heard anything about this? In the mailbag section of IGN's Gameboy site, someone asks about Nintendo releasing TSB as part of the Classic NES series. The editor says he hasn't heard anything, but Jakks Pacific will be releasing Tecmo Bowl this Fall as one of those controller plug-and-play games. I couldn't find anything about it one their website. I doubt it would be updated in any way, if it happens, though. They sell Madden 95 in the same way. Still cool. Has anyone played Madden on one of these things? Is season mode possible?
  21. Yeah, I think the site I found them on is selling the Game Doctor copier. Is it worth it to get one of these things or does playing emulated TSB 3 on an Xbox feel the same? Haven't decided which way to go yet. Anybody know?
  22. To add to that, it looks like you'd need to put TSB 3 on multiple disks to hold the whole game. I think it's 32Megs, isn't it? I don't know how (or if) that affects gameplay. I did find one UK site that still sells these things. They're only asking for around $50 - $60 for them , too. Might be worth checking out.
  23. I haven't researched anything on SNES copiers in a while. If I remember correctly, they work by copying games to disks. I don't think any hardware like this has been manufactured for the past several years. I'll look around to see if I can find anything about where to buy one. So I take it no one around here has ever used one before?
  24. I emailed this guy about whether or not he does SNES reproductions too, but he said it was more difficult and would cost more than it was worth. He suggested just buying one of those SNES copiers. My question is whether or not anyone here has tried one of those? I didn't think it would work with TSB 3 because I thought that cart had a special chip in it. Maybe I'm wrong. Does anyone know if TSB 3 will work on one of these things?
  25. I've posted a couple of times about this in the past. Here's one such post: Posted: Mon May 05, 2003 3:13 pm Post subject: -------------------------------------------------------------------------------- It works great. I use PocketNes. The emulator allows you to either play with the normal aspect ratio or it allows you to stretch the image to fit the entire screen. The only thing that sucks with playing it on the normal aspect ratio is that you have to use the L & R buttons to scroll the screen up and down in order to see the top and bottom of the screen. It's possible to play the game this way (and the players are bigger and easier to see), but you end up losing the top sideline and fans from your field of view most of the time. However, the game plays great in "stretch" mode (which shows the whole screen) and looks about the same as it would on your TV. Most of the other limitations are due to the GBA hardware, itself. The GBA's dark screen (haven't tried it on SP yet) isn't as big of a problem as on some games, though, because TSB is such a colorful game to begin with. Defense is definitely more difficult to play (unless you're under good lighting conditions) because Tecmo uses such small players and it's easy to lose track of the ball carrier. PocketNes even let's you play link-cable 2 player (and 4 player) games. If the game is small enough (memory-wise) you don't even need to have two Flash Carts to hook up with a friend. Instead, the emulator will store the game in the system's internal RAM. Unfortunately, everything that I've read about this capability has indicated that TSB is too big of a file (not sure about the original Tecmo Bowl) to fit in the linked system's internal RAM. As such, you'll need a second Flash Cart in order to play 2 player (I imagine that this will not be a problem when hooking it up to the GameBoy Player on the GameCube, though. Theoretically, you'll load the game on the GC and one person will use the GC controller, while the other uses the GBA as a controller. However, I'm not certain about this, so you may indeed need two Flash Carts in either scenario). Either way, I've got two Flash Carts (actually four Flash Carts, due to a shipping error), but I have yet to try the game in 2-Player mode. But it should work just as well as it does in 1 Player mode. An added benefit is that you can play any classic NES game on your GBA (like Zelda - it's great to hear that overworld music coming out of the GBA speaker), and the simple graphics from that era of gaming don't look quite as bad since the image is shrunken down as much as it is. Two Flash Carts should run you around $100. Maybe more, maybe less. This is precisely the reason why I'm eagerly awaiting the GameBoy Player. Updated Tecmo Super Bowl (and Advance Wars) on the TV in my living room! Although, I suppose there are other emulators (for Dreamcast and PS2) that can accomplish the same thing. Regardless, portable GBA Tecmo is the way to go. Since this was posted, I've used the game on the GameCube and it's okay, but not great. You'd probably get much better results just hooking your PC up to a TV screen. Plus, unless core_dump changes his mind, back then he had said that he had no plans to make TSB Ultra compatible with the Pocket NES. But to answer your question, TSB on GBA is great for one-player, still don't know for two player.
×
×
  • Create New...