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  1. Super Mario 2016 View File This is Super Mario Bros. 2016! In short, this is a graphically enhanced version of the original Super Mario Bros. for the NES. Using Tile Layer Pro, I swapped out most of SMB's sprites with those found in Super Mario Bros. 2 and 3. Those that I didn't swap, I modified to give them more of a SMB2/3 feel. No gameplay was modified, as this is strictly a cosmetic update. In fact, the only time I used a hex editor was when I changed the date on the title screen from 1985 to 2016. Nothing more. Enjoy! Submitter Baron von Lector Submitted 12/01/2016 Category NES
  2. View File Tecmo Bowl 2017 Amidst the sea of Tecmo Super Bowl 2017 releases, here's a ROM release for the original of the series, Tecmo Bowl 2017. This game contains all 32 NFL teams (expanded from 12). There is also a feature that allows you to choose your CPU opponent, as opposed to originally letting the CPU choose, in Exhibition mode. Rosters are based 99% off of depth charts provided by NFL.com and CBSSports.com, with a few exceptions taking into consideration suspensions (Tom Brady, Le'veon Bell) and other factors. Statistics and ratings are based on those provided by Pro-Football-Reference.com. A special thanks goes out to TheFes75 and TecmoTurd for their assistance. In keeping with tradition, the original Tecmo Bowl (and Tecmo Super Bowl) were notorious for their "beasts," like Bo Jackson, Christian Okoye, QB Eagles, Mike Singletary, Jerry Rice, and more. Well, Tecmo Bowl 2017 is no exception. Some of the "beasts" (based on career bodies of work and current work) included in this ROM are: RB - Adrian Peterson, Chris Johnson WR - Larry Fitzgerald, Antonio Brown, Odell Beckham DB - Darrelle Revis DE/LB - James Harrison, JJ Watt, Ndamukong Suh KR - Devin Hester Growing up, I preferred this version of Tecmo Bowl to Tecmo Super Bowl, despite the lack of the Pittsburgh Steelers in the game. To this day, I prefer Tecmo Bowl to Tecmo Super Bowl for the sheer sit-down-and-play factor. If there's anything glaring that I missed, please bring it to my attention. Enjoy! Submitter Baron von Lector Submitted 09/14/2016 Category Tecmo Bowl - NES
  3. I was looking at the code that sits between the "team names/1st2nd3rd4th" and the "offensedefenseeastnorth, etc - the 0x1FC10 area... I have never really known exactly what this chunk of code is, even though I have edited the heck out of team names, I have always just copied and pasted to make stuff work.... anyways, I just noticed that some code is different between the two roms, and I am wondering why. on the CXROM 32-team rom, the code is: (at location 0x1FF90) D6D7B8D4D5D7D4D5D6DBDCDD on the ORIGINAL 28-team rom, the code is: (at location 0x1FF4D, in this case) D6D7B8D4D5D7D8D9DADBDCDD you can see where I bolded the code that is different. can anyone explain?
  4. as the subject says, I am looking for ideas to make onsides tougher for the kicking team to recover. or is there a way to make the onside kick travel farther? I have a rom where the teams are pretty fast and basically the kicking team is getting to the ball area so fast that they have a high percentage to recover the kick. I can't remember, but is the kickoff team code different for onside vs regular kick? I will test in a little bit to find out. some ideas that I have: add a "delay" to the kickoff team move receiving team closer to ball make the onside kick travel a bit further....but how to do this?
  5. View File RBI Baseball Calculator Putting my Visual Basic college classes to good use, I've created a calculator to help determine Batter ratings when putting together RBI Baseball ROMs. Using the data from the original RBI Baseball, I created a formula (seen here) to help determine Power and Contact ratings. The interface is simple. Enter a player's batting average. Enter a player's homeruns. Click Calculate. Keep in mind, this calculator is only for determining batting ratings. Running speed and pitching calculators will come, added to the batting calculator, at a later date. Submitter Baron von Lector Submitted 04/29/2016 Category Editors, Tools & Misc
  6. View File R.B.I. Baseball 2016 This is the Opening Day Edition of R.B.I. Baseball, the follow-up to the previously released R.B.I. Baseball: Spring Training Edition. All 30-teams are represented, featuring each team's Opening Day rosters (with a few minor "Editor's choice" changes). The ratings are determined using statistics from Baseball-Reference.com and my RBI Ratings formula. Enjoy! Submitter Baron von Lector Submitted 04/26/2016 Category RBI Baseball
  7. Blades of Steel - Olympic Hockey Edition View File This is a ROM edit of the original Blades of Steel for the NES, published originally in 1988, but with an Olympic twist to it. Instead of featuring eight professional teams, this ROM features eight countries from around the world, to include: United States, Japan, Switzerland, Canada, England, Russia, Germany, and France. Along with changing the team names, I've edited the uniform colors as well (Canada vs. France depicted the attached screenshots). The acutal gameplay hasn't been changed. This is strictly a presentation modification. Enjoy! Submitter Baron von Lector Submitted 01/22/2016 Category NES
  8. View File RBI Baseball 2001 The RBI Baseball re-releases keep on coming. This ROM is based on the 2001 season, the year that Barry Bonds broke baseball. The teams included in this ROM include: Seattle Mariners, Oakland Athletics, New York Yankees, Houston Astros, St. Louis Cardinals, Arizona Diamondbacks, Cleveland Indians, San Francisco Giants, Atlanta Braves, and Chicago Cubs. Submitter Baron von Lector Submitted 01/15/2016 Category RBI Baseball
  9. A while back I made a "For Dummies" guide on modding Bad News Baseball for the NES. While I enjoyed that game very much, I always had a soft spot for the original Bases Loaded. It was my second baseball game ever; RealSports Baseball on Atari 2600 was actually my first. I really appreciate the simplicity and pick-up-and-play-ability of it. However, I had never explored modding it until now. And I want to share that with you. So come along and make Bases Loaded your own.
  10. I've always been amazed by the Tecmo fan community and after many years of enjoying the fruits of your labor, I've been inspired to try hacking a game which I've loved since childhood - Little League Baseball for NES. I first started hacking this ROM in 2007 but gave up after realizing that the data wasn't as easy to manipulate as I'd first thought. Basically, I was thrown off by a row of FF's in the ROM which seemed to present the team data in a nice little table, but I was a few rows offset from truly grasping how it was laid out. I'm back now and have made some great strides, but still need a bit more to make the game as custom as I'd like. To me, this was always the baseball game I compared to Tecmo Super Bowl. I realize its similar in style and gameplay to some other more popular NES games such as the Baseball Stars series, but it resonated with me much more for some reason. The game play is easy to learn but difficult to master, and thanks to the disparity in team abilities and the ruthless nature of the CPU, you can continue to challenge yourself for many games. It's also super fun as a multiplayer game. I have posted on the romhacking subreddit already on Reddit, but I am posting here as well, to try and give back to the community and to also see if anyone is interested in collaborating on making this game as customizable as possible. I've done as much as I can with my limited knowledge of hex editing and by using the FCEUX tools as best as I can, and my progress is starting to stall. Without further ado, here is all the documentation I've come up with so far on editing the ROM. I've included some RAM values as well, as I've been trying to use them as a jumping off point for possibly pinpointing some of the data from the ROM that I'm missing. --- Little League Baseball: Championship Series RAM Addresses: 0x0004F9 - Away Team Pitcher’s Value 4 (see ROM info) 0x0004FA - Home Team Pitcher’s Value 4 (see ROM info) 0x0004FB - Away Team Pitcher’s Stamina Remaining (value 2) 0x0004FC - Home Team Pitcher’s Stamina Remaining (value 2) 0x0004FD - Away Team Pitcher’s position in the lineup (00 thru 08) 0x0004FE - Home Team Pitcher’s position in the lineup (00 thru 08) ROM Addresses: 0x010430 to 0x01054F - Japan’s team player information 0x010550 to 0x01066F - Arizona’s team player info etc. You can follow this pattern to get all the team’s player information. As far as I can tell so far, the teams are always listed in the same order in the ROM. Team order in the ROM: JAPAN, ARIZONA, PENNSYLVANIA, CHINESE TAIPEI, KOREA, NEW YORK, CALIFORNIA, TEXAS, HAWAII, SPAIN, PUERTO RICO, MEXICO, CANADA, ITALY, ILLINOIS, FLORIDA Player information guide - Each player’s information is on a single line of 16 hex characters as follows 1 thru 6 - Player’s name 7 - Player type (batting handedness and size) This is always 00, 01, 02, 80, 81, 82. First digit of 0 is Right handed, first digit of 8 is left handed. Second digit of 0 is tall, 1 is fat, 2 is short. 8 - always FF 9 - Unknown to me at this time, possible has to do with helping the CPU choose subs 10 - Hitting power (00 is low and DF is highest in the game, but I assume that it goes up to FF in theory) 11 - Some sort of player speed. This goes from 00 low to FF high. It DEFINITELY corresponds to baserunning speed and it has some sort of relationship with the player’s defensive skills but I’m not sure to what extent. 12 - the player’s printed Skill ability when they’re up to bat. 00 to 04 being Skill 1 thru Skill 5. Strangely, PARK on team KOREA is a 07, but I have no idea if this actually affects hitting ability. 13 - This designates the team’s pitchers. Each team has 3 pitcher types per team, but you can assign as many pitchers per team as you want. The values are always 08, 10, 18, or 00 (not a pitcher). This corresponds to values I will go over later on, it does not have any known effect on the pitcher’s ability or style. 14 - Always 00 15 - Always 00, 02, 03, 04. I don’t have data to back this up, but I believe it is some sort of batting ability / power multiplier because it typically is given to players in the “meat” of the lineup. 16 - always 00 Pitcher information - each team’s pitcher information is found in the two rows of 16 values found AFTER the row of FF’s that follow each team. Each pitcher appears to have 8 values attached to them, with the first starting at the 9th value on the 1st line, the second at the 1st value on the 2nd line, etc. So, any pitcher marked on your lineup (above) as 08 on your roster will have the same attributes as the first, any pitcher marked as 10 will have the same attributes as the 2nd, and 18 would be your final pitcher definition. The eight values for pitchers are as follows: 1 - This is always either 00, 01, 02, 80, 81, or 82. Just as your batters, the first digit is right or left handed, and the second digit is normal throw, hard throw, or side arm delivery. 2 - This value is tied to stamina, but there is some sort of calculation happening in the background. You’ll notice that a value of FF for instance does not equal FF in the stamina RAM addresses I provided above. FF appears to be the highest you can set, but you can manually change the RAM to allow for a greater stamina than the game allows. Stamina in this game is very interesting because it appears to be based mostly on the length of time you attempt to control a pitch, with a longer press taking away more stamina until your pitcher has 0 remaining… at which point I assume your pitcher’s overall ability to throw is based on their other stats… which brings us to… their other stats. 3 - This value is unknown to me. It must be a good thing for a pitcher to have a higher rating, as Italy has the lowest values, but I’m not skilled enough at ROM hacking to figure it out. 4 - Again, this is unknown to me. The values only range from 02 to 0F. Still need to figure this one out. 5 - always 00 6 - always 00 7 - this is the pitcher’s printed Skill Level when they’re on the mound. I do not know what (if any) correlation it has to their stats. 8 - Always 00 or 02. On assumption only, I’m guessing this MIGHT be some sort of multiplier in the same way that value 15 appears to be in the above player data. Other data: Lines 0x01FAD0 and 0x01FAE0 - these are the colors each team wears both on the field and in the bat throwing cut scene. There are two colors for each team and they follow the team order as shown above. Starting at address 0x0116DA and continuing until 0x011769 are the starting positions for each player in your lineup, following the team order mentioned above. So, for instance, Japan is 08 16 29 31 42 57 65 73 84. The first digit is the order in the line up (0 thru 8 aka 1 thru 9) and the second digit is their position on the field. The position numbers follow normal baseball scoring numbering… so 1 is pitcher, 2 is catcher, 3 is first base, etc. Starting at address 0x01176a is the FLAG data for each team, for the flag that appears on the team select screen, in the team order we’ve come to know and love. 48 is USA, the others you can figure out by just writing them out. Team names and abbreviations are fairly easy to find. I haven’t mapped out specifically which correlates with each screen yet, as that will be the easy part once this is all done. Also, I am pretty sure that the sliding bars on the POWER ANALYSIS screen are controlled by the values starting at 0x00F234, in team order. What I feel is missing to make a truly custom version of this game: If you grew up loving this game like I did, you probably know the in’s and out’s of a lot of the teams, even without having the ROM available to look at the player stats… BUT I feel that I cannot truly customize this game without knowing the following - and I’m listing them in their order of importance. 1 Defensive abilities - is throwing speed variable or team/player dependent? Is the baserunning attribute the only thing that controls speed in the field? 2 The unknown pitching stats need to be concretely defined although it IS amazing to be able to make a whole team of sidearm pitchers finally! 3 Changing team locations on the map - somewhat of a dream at this point, but probably not out of the question. 4 Other color and text changes - maybe changes to certain screens text, player hair color is clearly tied to each team in some way, etc. ---
  11. Hi, anyone seen a good place with a comprehensive catalog of TSB ROM versions (different years, etc)? Might have someone mod a NES Classic Mini and want to pimp it with a good selection of TSB versions. --------------------------------- I've seen: 1) This url (TecmoBowl.org "ROMs by year") has a few options... 2) ... and TecmoSB.com (clicky) has a link for "TSB Roms Collection <=== last update: 11/16/2014." I haven't been able to open this one, but it appears to have so many ROMs, that some years have 5-10+ versions. --------------------------------- Figured by now, someone may have already edited a good catalog list somewhere. nbd if not.
  12. View File R.B.I. Baseball 1919 This ROM commemorates the 1919 baseball season and the Black Sox scandal, 100 years later. The teams included on the ROM are: Cincinnati Reds, Chicago White Sox, New York Giants, Cleveland Indians, New York Yankees, Chicago Cubs, Pittsburgh Pirates, Detroit Tigers, Washington Senators, and Boston Red Sox. This ROM, and the rest of my collection can be found at BaronGaming.weebly.com. Enjoy! Submitter Baron von Lector Submitted 07/21/2019 Category RBI Baseball
  13. Tecmo NBA Basketball 2018 View File This is a remastered edition of Tecmo NBA Basketball 2018 for NES emulators that I released over a year ago. To go along with updated team logos, one of the huge changes is the update to team simdata. What this means is that the Warriors will play like Warriors, the Knicks will play like a dumpster fire, the Bulls don't play with the ghost of Michael Jordan twenty-five years later, etc. Enjoy! Submitter Baron von Lector Submitted 03/24/2019 Category NES
  14. Would it be possible to map the 'select' button to be used in nes tsb? For example, for cycle backwards through receivers?
  15. View File Tecmo Super Bowl: Gold This is Tecmo Super Bowl: Gold. I started working on this Legends-themed ROM back in March. I delayed the release of this ROM for the simple fact that around the time of the originally planned debut, a glut of other "Legends" ROMs burst onto the scene as well. So as not to (a) get lost in the shuffle or (b) take away from the spotlight of other modders, I pulled my work. This delay allowed me to fine-tune this ROM into what I would consider the "gold-standard" of Legends edits (hence, the "Gold" title) previously established by my past Convergence ROMs. Each team is comprised of the greatest players in franchise history, whether it's based on talent, records, or the impact they left on the team (Players like Tim Tebow and Kordell Stewart are included for the latter reasons). In addition to the team rosters, the All-Pro rosters have been edited to contain the greatest players in the history of the National Football League. I've combed over this ROM obsessively. If there are any errors, please let me know. Enjoy! Submitter Baron von Lector Submitted 08/17/2016 Category Misc ROMs
  16. Ok, I have been up and down with SIM/SKP and have got SKP (teams that play season in the background) stats working almost perfect - the only problem is that the teams don't score enough touchdowns! For example, I have RBs running for the right amount of carries and picking up the right amount of yards BUT, they are scoring TDs about 1/2 of what I would like them to. Same as QBs. *Question is: Is there an (as of yet "undocumented") location in the ROM that essentially sets the SKP scoring ? I want to DOUBLE the scoring, but keep the yards the same. Note - I have tried many, many combinations of setting the values below to get what I want - and while in some scenarios I AM able to get the TDs and Points where I want them - but then the Yards are way off!!! # Sim Points/Yardage Modifiers 0x1703C-0x1703D # First Quarter/OT 0x17F0D-0x17F0E # Second-Fourth Quarter # Sim Rushing/Punt Returning Modifiers 0x180B3-0x180C3 # Sim Passing/Receiving Modifiers 0x180C3-0x180D3 # Sim Defense Modifiers 0x180D3-0x180E3 # Sim Offense Modifiers 0x180E3-0x180F3 # Sim Kicking Modifiers 0x180F3-0x18103 # Sim Punting Modifiers 0x18103-0x18113 # Sim Pocket Modifiers 0x18113-0x18117 # Sim Kick Returning Modifiers 0x18117-0x18127
  17. View File RBI 1986 - 30 Teams This RBI Baseball ROM is based on the 1986 Major League Baseball season. http://www.baseball-reference.com/leagues/MLB/1986.shtml There are 30 teams, total. It contains all 26 MLB clubs, the American and National League All-Star teams, and two teams of Legends (featuring the likes of Babe Ruth, Willie Mays, Bob Gibson, etc.). I based the player ratings on their statistics from the 1986 season. The Legends' ratings are based on their career averages, pro-rated over a 162-game season. Enjoy! Submitter Baron von Lector Submitted 04/01/2016 Category RBI Baseball
  18. View File RBI 2016 - Spring Training Edition (30 Teams) Here is the Spring Training edition of my upcoming RBI Baseball 2016 ROM. All 30 Major League Baseball teams are featured, using TecmoTurd's expanded 30-team ROM and editor. Because this is the Spring Training edition, each team's starting lineup may not be 100% accurate. However, I used the projected depth charts on MLB.com, and a sampling of each team's 2015 starting lineups in order to determine the rosters, so it's pretty close. This is called the Spring Training edition, because in 2 weeks after Opening Day, I will be releasing the final version of RBI Baseball 2016 featuring Opening Day lineups. The Spring Training serves the purpose of getting you ready for the 2016 Major League Baseball season and also a preview of RBI Baseball 2016. To determine player ratings, I used my traditional formula based on linear regression (LINK HERE). Enjoy! NOTE: Because the Chicago White Sox do not want Adam LaRoche's son to play RBI Baseball 2016 in the clubhouse, he (Adam LaRoche) is not featured in this game. Submitter Baron von Lector Submitted 03/22/2016 Category RBI Baseball
  19. View File TSB Convergence: Final Edition This is the final edition of Tecmo Super Bowl: Convergence. For those that haven't followed this project, this is a ROM that contains the greatest teams in each franchise's history. With this ROM, you can pit the battle of the undefeateds as the 1972 Dolphins are pitted against the 2007 Patriots, or hop in the way-back machine as Jim Brown and the 1964 Cleveland Browns square off against Bart Starr and the 1962 Green Bay Packers. There are 32 teams with fair representation of the decades going back to the 1960s (60s (7 teams), 70s (4), 80s (5), 90s (8), 00s (4), 10s (4)). The teams included are: 1960 Philadelphia Eagles 1961 Houston Oilers 1962 Green Bay Packers 1963 San Diego Chargers 1964 Cleveland Browns 1968 New York Jets 1969 Kansas City Chiefs 1970 Baltimore Colts 1972 Miami Dolphins 1976 Minnesota Vikings 1978 Pittsburgh Steelers 1983 Los Angeles Raiders 1985 Chicago Bears 1986 New York Giants 1988 Cincinnati Bengals 1989 San Francisco 49ers 1990 Buffalo Bills 1991 Detroit Lions 1991 Washington Redskins 1992 Dallas Cowboys 1998 Denver Broncos 1998 Atlanta Falcons 1999 Jacksonville Jaguars 1999 St. Louis Rams 2000 Baltimore Ravens 2002 Tampa Bay Buccaneers 2007 New England Patriots 2009 New Orleans Saints 2012 Houston Texans 2013 Seattle Seahawks 2015 Arizona Cardinals 2015 Carolina Panthers There have been some changes since the last release of Convergence 3.0. First and foremost, the 1975 Steelers have been replaced with the 1978 version of the team. The 1999 Tennessee Titans have reverted back to the 1961 Houston Oilers (the team that was featured in Convergence 1.0, replaced in 2.0). A few graphical tweaks have been made, mostly in presentations. On each of the Team Data screens, I have put a year "sticker" on the team helmets (see screenshot gallery). Also, new to the Convergence franchise are the inclusion of All-Time Super Bowl teams. With help from the TecmoBowl.org community, I was able to set an AFC and NFC All-Time Super Bowl roster for play in Pro Bowl mode. I'm sure there are discussions to be had regarding my choices for the team, but keep in mind my selections were based on (a) Super Bowl performance, (b) and player availability. In regards to player availability, one of the reasons that I replaced the '75 Steelers with the '78 team was because I couldn't imagine an AFC all-time Super Bowl team without Mike Webster at center. Mike Webster was on the 1978 team. He was not on the 1975 team. One other major update was the correction of the ROMs simdata. In previous versions of Convergence, it was not uncommon for Walter Payton or Thurman Thomas to lead the league, both in rushing, but also in receiving. In fact, the league's leading receivers were comprised of 95% running backs. This is no longer an issue. I also went back and recompiled defensive player simdata. In short, I figured out that using my editor's "Auto Update All Player Sim Attribute" button was a horrible, HORRIBLE idea and the bane of this ROM's existence. This has been fixed, so expect to see Lawrence Taylor, Rod Woodson, and the like at the top of the league leaderboards. Enjoy! Submitter Baron von Lector Submitted 03/14/2016 Category Misc ROMs
  20. The best players from the NES and the SNES II, drafted onto fictional teams. The teams are pretty competitively balanced and have strengths as well as weaknesses. It's actually pretty challenging to coach in this game and good enough to even just watch the COM go at it. I tested and tested over and over, until I thought it was ready for re-release. "Recommended to use fceux emulator, or any other, that allows you to turn off the sprite limits" **MODES**COA v.s. COMCOA v.s. COACOM v.s. COMONLY!!!**FEATURES**28 teams (fictional)16 game, custom scheduleUpdated pro bowl roster/playbooksPlay as player 2No Sprite Flicker (use according emulator)15 yard XP (missed XP causes chaos! I love it!)Competitive RostersCompetent Playbooks (removed the garbage ones)Graphic changes galore (my favorite part)Various Gameplay hacks (the good ones only)Updated SIM code (good parity in the playoffs)6:22 Quarters (trust me, it works)and much much more......(I edited pretty much everything)SPECIAL THANKS......KnobbejstoutCxromBAD_ALBruddogBuckSBluemanGRGcuppettcjKonforcepartyman6666Cartherpambazos88Tecmonsterxplozvand many more!Thank You!!! ~TECMO FOOTBALL LEAGUE All Stars~.zip
  21. Version 1.0.0

    676 downloads

    This is a remastered edition of Tecmo NBA Basketball 2018 for NES emulators that I released over a year ago. To go along with updated team logos, one of the huge changes is the update to team simdata. What this means is that the Warriors will play like Warriors, the Knicks will play like a dumpster fire, the Bulls don't play with the ghost of Michael Jordan twenty-five years later, etc. Enjoy!
  22. Version 1.0.0

    1,704 downloads

    This is Super Mario Bros. 2016! In short, this is a graphically enhanced version of the original Super Mario Bros. for the NES. Using Tile Layer Pro, I swapped out most of SMB's sprites with those found in Super Mario Bros. 2 and 3. Those that I didn't swap, I modified to give them more of a SMB2/3 feel. No gameplay was modified, as this is strictly a cosmetic update. In fact, the only time I used a hex editor was when I changed the date on the title screen from 1985 to 2016. Nothing more. Enjoy!
  23. Version 1.0.3

    3,940 downloads

    This is Tecmo Super Bowl: Gold. I started working on this Legends-themed ROM back in March. I delayed the release of this ROM for the simple fact that around the time of the originally planned debut, a glut of other "Legends" ROMs burst onto the scene as well. So as not to (a) get lost in the shuffle or (b) take away from the spotlight of other modders, I pulled my work. This delay allowed me to fine-tune this ROM into what I would consider the "gold-standard" of Legends edits (hence, the "Gold" title) previously established by my past Convergence ROMs. Each team is comprised of the greatest players in franchise history, whether it's based on talent, records, or the impact they left on the team (Players like Tim Tebow and Kordell Stewart are included for the latter reasons). In addition to the team rosters, the All-Pro rosters have been edited to contain the greatest players in the history of the National Football League. I've combed over this ROM obsessively. If there are any errors, please let me know. Enjoy!
  24. Version 1.0.0

    1,088 downloads

    I searched long and hard to see if there was a current cover for the 2016 edition of Tecmo Super Bowl. I couldn't find one so I made one. Fits Custom Game Case sized cases and I'm assuming Bit-Boxes as well. Enjoy!
  25. Version version 1, August 19, 20

    1,168 downloads

    One of the greatest years of all time for USA pop culture and sport...1985. Play the "spring" 1985 season of the USFL in 18-game glory....Then, play a separate 14-game season with the best NFL teams of 1985...Then fight through the playoffs and see if you get your team to meet up USFL v NFL in the world championship playoff game...Can the USFL "talent" hold its ground against the NFL? Probably not, but you can try! The upper 14 team "conference" contains the full 14-team USFL experience. The lower 14-team "conference" consists of the 10 NFL playoff teams and four other NFL teams from 1985 season. Traditional NES TSB gameplay, with minor gameplay and graphic upgrades, etc. Guaranteed to thrill.
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