Overview
These
rules are established to promote fair and competitive
games. As always, you must remember that it is a
game. On top of that, it's Tecmo Super Bowl, where the
lines of "physical realism" are blurred. It is a
game, not a simulation. Wins and losses should be handled
with dignity and class.
In-Game
Rules
1. Cheating is not allowed. No looking at the other
person's controller while they are picking their plays.
This should be obvious.
2. Lurking is not allowed. In other words, don't use your
nose tackle unless your "match" calls for it (more on
this in the tournament rules). If you are skilled enough
at Tecmo, you should be able to remain competitive by selecting
other defensive players as well.
3. Intentionally running down the clock is allowed, yet strongly
frowned upon. It's definitely legal...but it's not in the
spirit of Tecmo.
Tournament
Rules
1. Depending on the number of participants, the tournament will
be done in either a single or double elimination style.
This rule will be updated once the roster is finalized.
2. Each "match" will have it's own randomly selected
style based on the roll of the dice. This will ensure variety as
well as testing the overall skill of the Tecmo player. The
following game options will be:
| 1 |
Pick
your favorite team. Normal rules apply. |
| 2 |
Lurking
is allowed! Pick your favorite team. |
| 3 |
Pro
Bowl! You may select your own custom rosters! |
| 4 |
Pick
your opponent's team. Normal rules apply. |
| 5 |
Player
1 chooses style of game. |
| 6 |
Player
2 chooses style of game. |
3. Player 1
& Player 2 (home & away) will be decided by a simple
coin flip.
4. Each player has three minutes to build their own custom
playbook and set their starting line-up before each match.
5. In the event of tie game after overtime, the game will be
restarted and a winner will be determined by following a college
overtime-like system. See following rules chart.
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Each
player takes their turns with the ball. For each score
that player 1 makes, player 2 must answer with a score
(or vise versa, depending on who gets the ball first).
Example:
P1 wins the toss and receives the ball.
P1 drives to the 30 and kicks a field goal. 3-0
--Now, P2 must at LEAST score 3 points to stay in the
game.
--If P2 scores a touchdown, he wins.
P2 receives the kickoff from P1.
P2 drives to the 20 and kicks a field goal. 3-3
--The game continues.
P1 receives the kickoff from P2.
P1 scores a touchdown. 10-3
--Now, P2 MUST score a touchdown to stay in the game.
P2 receives the kickoff from P1.
P2 throws an interceptions and loses the ball.
--Thus, P2 does not answer P1's score.
--P1 wins the game. |
6. If the
Nintendo happens to freeze during game play, the game must be
restarted from scratch. I'm sorry, but there's no other
way to handle this. The probability of the Nintendo has been reduced
greatly by cleaning the connector pins and using a Game Genie to
allow a better connection. Also, if the game is not even
close (major ass whipping) at the time of freezing, the losing
player may choose to be noble and give up.
7. The tournament will be ran on a fairly strict time
schedule. Each player will know in advance approximately
what time they will have to play their games. If a player
misses their game, it is automatically forfeited. The rule
will be somewhat lenient, but I hope to keep things on a pretty
tight schedule.
The
Championship Series
The Championship Series between the final two Tecmo competitors
will be handled in a "Best of Three" style. Home
& Away will still be decided by a coin flip for each
individual game. Each of the three games will contain
different preset rules.
Game 1: Pick your opponents team. Lurking is
allowed.
Game 2: Pick your favorite team. No lurking!
Game 3: (if necessary) Pro-Bowl. Select your
own rosters. Lurking is allowed. The away team
chooses their favorite conference.
.
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