One of the most incredible games for the Famicom which combines two genres together is none other than Captain Tsubasa 2. I’m sure this game is something you have never seen before, well just think about it, the game combines RPG elements with sports which is something that has been seen in very few games. The story is simple, you are this kid who joins a soccer team and well you are pretty good at playing soccer and you want to win it all! Of course, you start up in a sucky team, in fact you are the only one that can score for the team so everyone is depending on you to score a hat trick in every match. The controls are simple, once you meet an opponent on the field you will have four options which is usually to pass, dribble, team pass, and shoot. The one I use the most is team pass because you can pass it to your team mate and avoid getting tackle. Of course these options are only when you are holding the ball but when the opponent is coming towards you well you have other options. You can tackle and injure that asshole, or you can try to take the ball away from him “cleanly”. You can also just let him pass.
The difficulty of the game increases greatly and keeps you coming for more. If you loose a match you will be sent back a game so you will need to replay that match and then the match that you lost. In the end, this helps you out because your team levels up according to their performance in the match so next time you meet that team that kicked your ass, it might have a different result. Moving on, the storyline gets very interesting as the game goes along, too bad I don’t know how to read Japanese or I would probably have had a bigger attachment to the game. The cut scenes are very well made for a Famicom game, at some times you must have felt like if you were watching a movie….yeah they are good… The music is also very very good and keeps you on the edge of your seat or couch or wherever the hell you play your video games.
Overall, the game is a must have for anyone trying to find something different and retro to play. The game doesn’t go for that much, usually ten dollars on ebay. Be sure not to pick up part one as it’s very inferior to the sequel. You will have a better time playing this one. That’s all for now, till next week.
One last thing, the game is packed with super moves each of the characters has but remember not to use them that much as it’ll take a big chunk out of your stamina.
The 8-bit Nintendo Entertainment System (NES) home video game console was known for, among many other things, some of its quality sports titles. From the quirky violence of Super Dodge Ball to the Bo Jacksonian heroics in Tecmo Bowl, many titles offered fans a playable rendition of their favorite sport. Such high-quality legacy was not always the case, though; in 1985, as one of the 18 original launch titles for the machine’s North American release, included was an early American football simulator named 10 Yard Fight.
There is a two-player mode, though the second player seems to retain the A.I. cheats. Otherwise, this is a football game (American football, specifically, and not a soccer cartridge) that seeks to emulate the classic pigskin pastime. Two teams of nine players each play two 20-minute halves, with the seconds accelerated in classic console style, in one of five difficulty levels, ranging from High School to Super Bowl.
On defense, the player selects one of the defensive players designated A or B by using the corresponding button. Then the ball is snapped, and the player will try to tackle the eventual receiver or ball carrier, either entangling him directly or diving toward with the A button. On offense, the player has two backs on either side of the quarterback, who is in shotgun position, and a man in motion. This motion player serves as the primary receiver once the ball is snapped, with the A button going to him; otherwise, the ball can be pitched with the B button to one of the flanking backs, who can then either run with the ball or pass to the primary with A. Once a receiver has the ball, the player will try to weave diagonally up the open field to evade would-be tacklers, even shimmying back and forth to possibly shake any playing holding onto the carrier.
That, really, is most of the game. There are very few actual rules intact: Out of bounds applies, as does the four-downs for ten yards system, and crude extra points are “kicked” by pointing toward the goal posts and hitting A after the snap. There are even interceptions, which can potentially occur very frequently, since there does not seem to be any sort of height dimension; if the defender is in line-of-sight of the flight path of the ball, they might just intercept it. Beyond the excitement of such interceptions, play just continues as expected, the winner being whoever has the most points when time expires.
This is definitely, obviously a very early NES title, with its hyper-pixelation dominating simplistic visuals. The field looks bland, the players are pixel people, the text is basic computerized font work, and the overall presentation is not spectacular at all.
There is no background music, the sound effects are minimal, and the only flourishes are the quick little melodies when something happens like a first down or interception. When these quick micro-songs do happen, they occur with only a few notes, no depth to speak of, and without sophistication.
In a historical context, 10 Yard Fight does have a place: This cartridge was certainly ahead of prior Atari attempts at a console football game, but still looks terrible in comparison to the Tecmo Bowl series, or even other almost-decent titles such as John Elway’s Quarterback. The entire gameplay feels like the programmers were stuck with the assignment of creating an American football game yet knowing that they could not quite pull it off, but had to meet a deadline.
Three examples of the flaws that results: First, the interceptions does not happen as they do in actual football, where the defender can run afterward, but instead stop play and simply revert to the other team having possession at a specified point every time; secondly, the vertical scrolling is off, as the field seems to roll underneath the players running in place, rather than actually simulating movement down field; and, lastly, the NES console would later gain some notoriety for its slowdown and flickering problems when too many sprites were on-screen, yet here are well over a dozen on every play, with the inevitable constant sprite-flickering as a result. Was this a trailblazer for later, better football video games? Sure, but it still deserves a one-star rating out of five.
Overall Rating: 1/5 Stars
Eric Bailey is a retro gamer on a crazy quest to write a quality review for every single American-released NES video game over at NintendoLegend.com.
What do you mean you don’t have an Amiga? Who says that’s ancient history? Just kill the FIFA fanboy in you, gag your inner PES groupie, and stay with me, as I tell you an almost perfect fairy tale, lovingly named Sensible Soccer 2006, The Rebirth of a Legend, dealing with the second attempt to bring Sensible Soccer in the 3d era and the first one that actually manages it. A story of great successes and minor failures, a story of football wet dreams and ball porn. A story about the best, but unfortunately not without its flaws, contemporary footie on the PC. A story about a game that doesn’t cost a fortune. This is the story of
Sensible Soccer 2006.
Actually, it’s no story. It’s a review. Sorry about that.
Still though. An amazingly fun football game. Codemasters just did it!
That’s an (eight and a half) out of (ten).
It may not have had the correct team logo’s or jerseys, but at the time Tecmo Bowl was the best football game out there and to this day still attracts fans of the series. It was easy to learn fun to play and even the music got you into it. Just recently Tecmo Bowl throwback was launched for XBL and PS3. There is no doubt this game was a classic.
Tecmo Bowl was released to the arcades in 1987 where it had moderate success, but when it was ported to the Nintendo Entertainment System it became a huge hit. While it was not the first football game for a console it was considered to be the best because it used the real rosters from twelve top NFL teams. However, Tecmo Bowl was not able to get NFL consent to use real tram names which is why it uses the home city or state instead.
You could play as the following teams, the Indianapolis Colts, the Miami Dolphins, the Cleveland Browns, the Denver Broncos, the Seattle Seahawks, the Los Angeles Raiders, the Washington Redskins, the San Francisco 49ers, the Dallas Cowboys, the New York Giants, the Chicago Bears, and the Minnesota Vikings. Each team had its specialty for instance Miami was known for passing and so instead of the normal two running, two passing plays they had three passing and one running. If you were unlucky enough to pick Minnesota you would find yourself at a great disadvantage because at the time they did not have the best talent or playbook.
The key to the gameplay was speed. What mattered most was avoiding defenders because while the mechanics to break tackles were there the best thing to do was to avoid them altogether. If you were passing the key was to look for the route that went toward the out of bounds line or the route that would hook back toward you. Doing this allowed you to almost always complete a pass. On the other hand if you tried to “thread the needle” and pass to someone covered nine times out of ten your pass would be intercepted.
Tecmo Bowl wasn’t perfect and the fact was that if you picked San Francisco or Chicago versus Minnesota you pretty much was guaranteed a win. Also there were many cheap plays you could select that almost never failed. Another funny thing was you could pick a running play, run backwards and bunch together the defense and then run around them for a touchdown. This worked with better players like Walter Payton, but could be done with almost everyone.
I lived in Chicago at the time which was great because they rocked in Tecmo and I was actually good at this game and could best almost anyone. Tecmo Bowl is one of those great games that was designed so well that even in the days of 2K and EA it is still fun to play.
Quick, what is the best arcade football game in history? If you said Blitz I won’t hate you, but you’d still be wrong. Tecmo Bowl was football in the 80’s and early 90’s and though it didn’t achieve superstardom in the arcades when it was ported to the NES in 1987 it became a mega hit.
What was so great about TB was not only to use of real NFL teams, but the gameplay incredibly was fun. Now I will admit the idea of fading back and getting the whole opposing team to follow you only to run a circle around them for a touchdown was a little cheap, but it was still wildly fun. Now you can experience that again on the Xbox 360 and PS3.
Here’s the official rundown:
The legend is back! Tecmo Bowl® Throwback is a remake of the classic Tecmo Super Bowl, with the same rules and fast-paced gameplay as the original, but with the option to play it in brand new high definition 3D graphics. Switch it back to old school in real time with the same graphics and music from back in the day! Tecmo Bowl® Throwback brings back the gameplay you loved, and stays true to the Tecmo Super Bowl legacy!
With updated 3D graphics or the option to use the original 2D classic look and additions like online tournaments you can defiantly relive the past or introduce Tecmo Bowl to a new generation of gamers. Tecmo Bowl Throwback is available now for 800 Microsoft points on XBL. Currently there is no release date for TBT on PSN.