Tecmo Bowl Arcade

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Published on ● Video Link: https://www.youtube.com/watch?v=ZFSGWqZ_3qI



Game:
Tecmo Bowl (1987)
Duration: 29:43
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Tecmo Bowl Arcade features 2 teams only: the Wildcats (blue) and the Bulldogs (red). The game features 10 on 10 players on the field, despite the fact that the rules of football require 11 players per side.
You play 4 quarters, with no overtime, so ties can happen. Both teams are identical in terms of how they play. In fact, all the players, regardless of whom you choose, move at the same speed. It’s not exactly quick, not exactly slow, but it works well.

The game controls are 8-way joystick and two buttons 2 A and B. It require quarters to buy playing time.

This game can accomodate 4 players, with Player 1 and 2 play being Wildcats (all blue and all purple players on the team), and Player 3 and 4 being Bulldogs (all red and all yellow players on the team).

At the beginning of the game and following a score, kickoffs occur from the 20 yard line. A strength bar appears at the bottom of the screen (also used for extra points).
If you strike your kick with the bar completely full, you’ll send the ball through the end zone for a touchback, causing the opposing team to bring the ball out to their own 20 yard line for their first play on offense. Anything less than a full bar, which can actually be tough to get, results in a player running the ball back with a wall of defenders in front of him.

You do not have the luxury of choosing plays in this game. Instead, you run a hurry-up offense for the entire game.
On offense, your team will line-up in 1 of 4 random formations: 3 with the quarterback under center, 1 with the quarterback in the shotgun.
No matter your formation, you always have 4 targets: a combination of wide recievers who run routes (some medium, some long) or a taliback and/or fullback to hand off to/pitch back to. As soon as you get tackled, you’re on to the next play immediately! As quarterback, however, you do have about 5 seconds to look at your formation (while your QB screams HUT! HUT! HUT! – you don’t have to wait the 5 seconds to hike the ball if you don’t want to) and press the A button to cycle through your targets (your chosen receiver or running back flashes – in co-op, the player who is not the QB selects whom to be). The player you choose to stop on will be the one you pass to/handoff to/pitch to, and you cannot change this after the play has started. So, if your receiver is covered, for example, you better make a play with your quarterback using his legs unless you want to throw a pick. Yes, it’s a shame you can’t just cycle through your receivers to find the open man after the play has started like in the NES version of Tecmo Bowl. Of course, you can always still throw to a covered receiver, and since you become the receiver (in 1 player mode) as soon as the ball is released, you can always use the jump button to try and out jump the man covering you and still make the catch. Being able to jump for long passes is a nice touch, by the way.

The defense also lines up in 1 of 4 random formations. They basically change up how many men are on the line of scrimmage, or where the linebackers and safeties position themselves.

Pressing A in the 5 seconds before the ball is snapped allows you to pick ANY player on defense – safety, linebacker, D-line. The A button, after the play has started, makes you jump, most useful when going for interceptions.
The B button throws a diving tackle, and it’s awesome when you connect because you crush whoever is carrying the ball. If you ever let a receiver get behind you who has to jump to catch a pass, but you’re still close by, tackle him as he’s decending from the catch.
You absolutely destroy him, making him spin 360 degrees and land at an awkward angle, complete with satisfying crunch for the collision. I’m pretty sure it would qualify as ‘targeting a defenseless receiver’ no penalties, injuries, time-outs, or ejections.

Also, if you play 2 player co-op, on offense, the player without the ball can deliver crushing blocks by hitting B when close to an opposing player.
If you’re accompanying your friend on his 50 yard run to the endzone, and an opposing team’s player manages to catch up, turn around and hit B to give him a HARD flying block. He won’t be getting up, and your friend will stroll in for 6. It’s one of the best things about co-op.

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