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kfcrispy

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Everything posted by kfcrispy

  1. in this game, Running Speed = acceleration while Rushing Power = initial speed. the best way to make a speedy player using the fewest points possible is to only put pts in RP and 0 in RS and MS. http://tecmobowl.org/topic/12704-rushing-power-on-offense/
  2. i have never test any testing, but i always felt bumping BB on offensive linemen and defenders helped them stay up longer...... shouldn't there be a stat that is used when a defender "bumps" a pair of locked-up players? it felt like having low BB caused my player to often drop dead when bumping into these lock-ups, and improving BB gave them the ability to continue to bump into the lock-up until it got broken up....
  3. Has anyone seen the NFL Network tribute to Tecmo Super Bowl? They invited Christian Okoye to check out his game-self and he also tried to play it. http://www.cbssports.com/nfl/blog/eye-on-football/20656946/christian-okoye-watches-himself-dominate-in-tecmo-bowl
  4. I am reading that some of the newer mods like the 2012 version have new plays. Can you give me some as an example (or ALL)? I tried going through the playbooks and they seem as small of a selection as before with exactly the same plays I saw 10 yrs ago
  5. CheapCatch my statements are consistent with the info from TSB with the fact that RP and RS functions were switched in TSB3. TSB (NES) RS = initial speed RP = acceleration MS = max speed TSB3 (SNES) RS = acceleration RP = initial speed MS = max speed and of course you have to note that the "speed value" from the max speed stat is greater than the speed value from the initial speed stat. my example simply uses the concept to explain that acceleration and max speed will be completely ignored if the initial speed is high enough, and if the max speed is greater than the acceleration comes into play every time the player stops or does a sharp turn.
  6. Growover's tests found that a really high PA resulted in 0 INTs, so PC probably doesn't matter. Of course more testing would be good, but it sounds like you can make a godly QB with 100 PA and 6 PC that may throw the ball off target all day long, but it will almost always get caught by your jumping/diving receiver, and never get intercepted. Increasing PC would simply allow the QB to throw the ball without forcing the receiver to make adjustments, but even if you throw it dead on target every time, a poor accuracy will allow for INTs.... so i'd much prefer the max PA and just throw wildly!
  7. hey CheapCatch, the last time i discussed things here, i was told RP = initial speed, not acceleration, and RS = acceleration. i even tested it and confirmed (viewtopic.php?f=3&t=2806). So it's not exactly the same as in the NES game. I noticed differences when the computer handles players and couldn't get a complete grasp of it.
  8. i find fumbles hilarious, especially on punt return when you're alone with 1 blocker and there is a hoard of ultra fast crazy defenders led by the CPU punter..... when i see that situation, i can feel the fumble coming on...
  9. it would be cool if you make an animated gif that eventually shows his TD
  10. i have no idea why you would try to play the madden games on PSP/DS.... it's just not worth it. the game was designed for the next-gen systems; i can't imagine trying to play the simplified versions for handhelds. i've seen some really crappy conversions... Dynasty Warriors on DS is horrible, and a lot of people hated the handheld versions of Marvel Ultimate Alliance
  11. heh i'm using the Colts for a challenge and on game 10+ now. the opposition is always hyper-powered and my own players are so slow that letting a runner get past my player means automatic TD for the opponent! Marino schooled my team earlier with an 80+ yard TD scramble. he basically just ran straight after he left the pocket. i'm getting really close to losing in the recent games. i use the NT dive often, and the Colts NT is so slow nowadays he rarely can actually dive immediately, so i've been forced to use the safeties often. the saving grace for the colts is that they have a pretty usable playbook and Albert Bentley. with the super-charged defense coming at me, i can sometimes use the third rushing play, let them rush in and run around them, and break for a TD. when he's in Good condition, the CPU can't stop him (after several stuffs!)
  12. here's my two cents (or 8 bits!) on why people love this game over other versions: 1. "balanced" teams: while this game has superior teams and clearly inferior teams, most teams actually can be played well by utilizing a few players, and there are a handful of "1-man teams" that people simply love to use because that one man is ridiculously broken (QB Eagles, Bo Jackson, Christian Okoye, David Fulcher....). 2. arcade play: this game can be picked up at anytime with no setup required. each person's original cartridge has the same players for each time; you can't trade/customize much and that makes it easier to share in terms of discussions, tournaments, rankings, etc. 3. easy to beat CPU: in 1 player mode, people simply love racking up the stats, and the CPU gives them a good challenge, especially in Season Mode. you will most definitely win your games, but as your kick more and more butt, the game starts boosting the opponents by ridiculous amounts that simply make you laugh. 4. help: similar to the CPU boosting its players in Season Mode, in man vs man competition, the game seems to favor a team if it's fallen behind. this gives the losing player a glimmer of hope, and again you get to laugh at some of the crazy things the computer players start doing. 5. glitches: the numerous quirks and glitches of this game make it a classic. you'll never know when the next funny/cheap glitch happens. one of the most useful bug/exploit is being able to dive tackle through the o-line (because your D-line can immediately get very close to the QB once the ball is hiked); this makes playing the CPU bearable with almost any team, and humans have to play around this problem, forcing a more strategic play selection. 6. "unrealism": this game does not try to emulate real football, so it gets away with things like running backwards and throwing for 120 yards (more, if it's overthrown). that's just awesome. defense doesn't have a "strategies" available for who/where to cover, who to blitz, etc; it just tries to pick the offense's play and when you do, everybody blitzes like mad. 7. speed of the game: this game is fast and lets people "pause" even though it doesn't have a pause function. for human players, Time-Outs take longer to call than to pick a play, and the time simply stops counting down after 10 seconds (or 20?) have passed if you haven't picked a play, and you can simply not hike the ball if you are interrupted... this lets people take breaks, and while trying to save time in a challenging situation, it forces players to get a move on picking plays. in TSB3 for SNES you have to pick between 2 playbooks and then go to another screen to pick the play.. either offense or defense can say "oops" and go back to the playbook selection, which really sucks. TSB for NES keeps it simple with just 4 runs and 4 passes available... you can't make too many substitutions and can't change your playbook during the game, adding to this game's simplicity and play speed. 8. size of the players and scale of stats: the NES version has a completely different "feel", where even poor stat characters can try and run and successfully fight off defenders to gain some yardage. in other games, the stats are more similar (unless you create your own to get stats beyond the norm) and most players are bulky/slow/weaksauce when used.
  13. is this vote for favorites in general, tecmo player, or real life? going with tecmo, i'll have to stick with Haddix!
  14. Agility might be important but pure speed is the most important attribute in my opinion. based on what i've recently read on these sites and some experimenting, Rushing Power is absolutely invaluable. a high RP means your initial speed is high, and generally you don't even need to get faster if you want to work on other stats. 100 RP = godly, and you can leave RS and MS at 6 because they won't do anything. one of the TSB NES faqs at gamefaqs found certain values of MS being equal to higher values of RS (in that game, RS was initial speed while RP was acceleration; in this game they're switched), so if you're working on making your character faster than the initial speed (RP in this game), you'll have to also work MS so that its speed value is higher than the RP speed value, and THEN you have to improve RS to get to that top speed faster..... so it's a lot more work to make the player superb, but like i said.. 100 RP = godly enough. also, i'm sure on-side kicks are considered "bitch" plays because on-sides work ALMOST ALL THE TIME in this game.... you can hog the ball the entire game and only lose it once or twice in a 3 minute quarters game.
  15. with systems going online, they can provide updates at least.
  16. it's really fun to read about this old skool stuff now 15 years after playing the game... i read that the punt and kick returner speeds in TSB (for NES, at least) was found to be based on the linemen that the returner replaces (due to programming errors), which and that the Saints and Steelers have the fastest lineman, making their returners (regardless of who it was) the fastest returners out of any team. is this true for this game? when i was testing the different speeds, someone with 6RS/6RP/6MS could still run pretty fast, even though on offense with the ball, they basically could not move. but i feel that someone with 100 in all stats is still faster than that 6/6/6 character on returns, so it might not work the same way as the TSB NES game.
  17. ok so it's possible Max SPD is ignored in some cases, such as if the speed from Rushing Power is higher than the speed from Max SPD.... so for minimum points in the running game, i'd pump Rushing Power only (QBs and such) so i don't need to spend any points in MS or RS and will just have 1 flat speed. if i want a speed demon i need to pump Rushing Power and Maximum Speed. in any case, i can probably always ignore Running Speed as long as RP is high enough (because you will never go slower than your RP speed). i am gonna do some more testing to see if Running Speed really is acceleration. i will test 6 RS / 6 RP / 100 MS vs 100 RS / 6 RP / 100 MS. 100 RS/MS is what i usually do and i feel like there is a significant slowness in the beginning because i never developed RP when i played. if RS is really acceleration it'll take even longer than what i'm used to in order to start running quickly. also another reason for RP over RS is that whenever you hit somebody you stop again, and you will start running again with the RP speed. oh yeah going back to RS = acceleration, i still have to point out that my DL and OL literally fly when the CPU controls them, and they only have 100 RS, 100 HP, and other stuff like BB. they might start out slow (although vs human control it's still pretty fast initial speed), but that doesn't explain how they can become so fast if MS and RP are both 6. i never pump their other stats unless they gain more points. so i still think RS is some kind of running speed and not acceleration. i think it's very possible that acceleration is not defined in any stat. but right now i'm going to test. *** after testing, it seems like different sections definitely use different stats. on kick returns, someone with 6/6/6 in the 3 stats is still able to move with a decent speed after the initial acceleration (takes like 3 seconds to get to the "max speed"). of course, there was the case where 100/6/6 seems to be okay for the computer on defense. but when running the ball while on offense as MAN, the different stats definitely have their place. RS definitely controls acceleration during, RP initial speed, and MS max speed. having 100/6/100 will be nearly identical to 6/100/100, and 6/100/6 is decent, you just can't achieve a higher speed since MS speed values seem higher point for point vs RP, and you don't decelerate to your MS speed value in this case.
  18. i definitely disagree on these. for one thing, my defensive linemen i make always only have RS (6 RP and 6 MS). when i don't control them they fly. i am pretty sure the computer doesn't use RP AT ALL. the way i built offensive (ball handling) characters in the past was no work on Body Balance (i've always thought this was for blocks/bumping) and no Rushing Power (until other stats were pumped up). i did notice initial speeds for characters with low RP are very slow when humans control the player, but again, the computer seems to ignore RP so when the computer uses the character, he's significantly faster. i just found this site and the game genie code and i am trying to test Running Speed vs Max Speed... i am making characters with 6 in RS and both human-controlled and CPU characters with these maxed out are ultra-fast and never slow down! i also tried making a character with no Max Spd, and the result is not too different.. does the game simply take the higher speed btwn Running Speed and Maximum Speed?????? i did find, however, that if your Max SPD is 100 (6 Running SPD), the character is FASTER than a character with 100 Running Speed (6 Max SPD). this is a very observable difference. control and speed is much more responsive with a 100 MS vs a 100 RS character.
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