NEStalgia

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NES box art for Tecmo Bowl, the cover of NEStalgia episode 164

164 · TECMO BOWL

▶ Game info
VerdictEssential
GenreSports
SeasonSeason 5
DeveloperTecmo
PublisherTecmo
April 2, 2021 · 1 hr 14 min · transcript available

Organize your own roster and write your own game plan. Match your gridiron skills against the computer or another player.

From the snap, total control of every pass, block, run and tackle is in your hands. Tecmo Bowl. The game of guts and glory! 

SHOW NOTES

Tecmo Bowl Longplay

Tecmo Bowl vs RBI (GREAT WEBSITE)

Tecmo Bowl Arcade

Tecmo Super Bowl II: Special Edition

Tecmo Super Bowl III: Final Edition

Tecmo Bowl: Kickoff (Nintendo DS)

Family Fun Football

Tecmo Bowl Throwback

Buffalo Bills Season Tickets

Our verdict: Essential

Tecmo Bowl is our first football game since Ten Yard Fight, and it makes that one look like a wooden peg board game. It has real players (Tecmo had the Players Association license but not the NFL's, so no team names and no Bills, which Sean took personally), four plays, and quarters a minute and a half long. We liked it.

What makes it work

  • It feels like football. Quarters are short, but you can still feel a story forming: a slow start, a comeback, a long pass on third and 13. The clock stops after every play, so we always felt we had a chance to come back.
  • Four plays, rock-paper-scissors. Offense picks a play and defense guesses it. Guess right and your computer teammates swarm the ball, usually for a sack or an interception. Picking takes two buttons so your opponent can't see you choose.
  • Hidden depth. Every player has ratings, every team has its own playbook, and some kickers can't make a 50-yard field goal even with a full meter. Kevin Mack of the Browns became the run game for one of our matches, shrugging off tacklers like a greased-up Family Guy character.
  • Arcade mischief. Tacklers fly through the air like NFL Blitz, there are late hits after the whistle, and the halftime show has cheerleaders and a hot air balloon. Aim for 80 percent on the kick meter, since a full bar can send the ball nowhere.
  • Coach mode. Two players only: you just pick the plays. You could talk your dad into it.

What gets in the way

  • Defense is hard to love. You control one player and can only switch before the snap. Sam never knew when to switch, and the ball moved too fast to see who had it. On offense the problem reversed: juggling the quarterback and the arrow for who gets the pass meant piles of interceptions. They're common either way, which is why scores stayed around 17 to 10.
  • No rules to speak of. No penalties, no fake punts, no trick plays, and no coach mode against the computer. We decided missing penalties were a kindness, since a false start you didn't cause would make us tear our hair out.
  • Bo Jackson. He plays for the Raiders and is unbeatable, and we barely touched him. He says he never played the game.

Beyond the game

There are three versions of the cartridge. Tecmo Super Bowl II brings 16 plays, trades and injuries, and III adds audibles, which fixes several of our complaints.

The bottom line

Essential. The vote split: Mike, Sean and Sam voted yes, Joe voted no. Joe agonized over it, but with so many football games out there he saw this as a niche for retro fans. The show needed three yeses, and the third landed. Sam called it perfect for what it's trying to be. The deciding vote argued it may not even be a sports game, just a fun arcade game with football's rules, and the top of the genre on the NES so far.

Written from our conversation in this episode.

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