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''Tecmo Bowl'' is a video game series. It is based on UsefulNotes/AmericanFootball, specifically the UsefulNotes/NationalFootballLeague, and was released in arcades in 1987. It was later ported to the UsefulNotes/NintendoEntertainmentSystem in 1989 (and ported twice again - once in 1991 for the UsefulNotes/GameBoy and again for the UsefulNotes/VirtualConsole in 2007; albeit in the VC release, the players' names are removed and represented by their number) The game featured 12 generic teams with real NFL players and a password option, which started a trend. In December 1991, a sequel featuring all 28 (at the time) officially licensed NFL teams as well as their players was released called ''Tecmo UsefulNotes/SuperBowl''. Nearly two years later, Tecmo Super Bowl was brought to the UsefulNotes/SegaGenesis and UsefulNotes/SuperNintendoEntertainmentSystem. Despite having a similar name to the NES game, it is not a port. Two years later, Tecmo released two more sequels - ''Tecmo Super Bowl 2: Special Edition'' and ''Tecmo Super Bowl 3: The Final Edition''. Despite the last one implying it was the final edition, another ''Tecmo Super Bowl'' game was released for the Sony UsefulNotes/PlayStation in 1996. Nearly ''twelve'' years later, the franchise was reborn with the release of ''Tecmo Bowl: Kickoff'' for the UsefulNotes/NintendoDS in November 2008. The most recent release in the series was ''Tecmo Bowl Throwback'' for the UsefulNotes/XBox360 and the UsefulNotes/PlayStation3 in April 2010.

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''Tecmo Bowl'' is a video game series. It is based on UsefulNotes/AmericanFootball, specifically the UsefulNotes/NationalFootballLeague, and was released in arcades in 1987. It was later ported to the UsefulNotes/NintendoEntertainmentSystem Platform/NintendoEntertainmentSystem in 1989 (and ported twice again - once in 1991 for the UsefulNotes/GameBoy Platform/GameBoy and again for the UsefulNotes/VirtualConsole Platform/VirtualConsole in 2007; albeit in the VC release, the players' names are removed and represented by their number) The game featured 12 generic teams with real NFL players and a password option, which started a trend. In December 1991, a sequel featuring all 28 (at the time) officially licensed NFL teams as well as their players was released called ''Tecmo UsefulNotes/SuperBowl''. Nearly two years later, Tecmo Super Bowl was brought to the UsefulNotes/SegaGenesis Platform/SegaGenesis and UsefulNotes/SuperNintendoEntertainmentSystem.Platform/SuperNintendoEntertainmentSystem. Despite having a similar name to the NES game, it is not a port. Two years later, Tecmo released two more sequels - ''Tecmo Super Bowl 2: Special Edition'' and ''Tecmo Super Bowl 3: The Final Edition''. Despite the last one implying it was the final edition, another ''Tecmo Super Bowl'' game was released for the Sony UsefulNotes/PlayStation Platform/PlayStation in 1996. Nearly ''twelve'' years later, the franchise was reborn with the release of ''Tecmo Bowl: Kickoff'' for the UsefulNotes/NintendoDS Platform/NintendoDS in November 2008. The most recent release in the series was ''Tecmo Bowl Throwback'' for the UsefulNotes/XBox360 Platform/XBox360 and the UsefulNotes/PlayStation3 Platform/PlayStation3 in April 2010.
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Misplaced, moving to the correct tab


* MightyGlacier: Craig 'Ironhead' Hayward, of the Atlanta Falcons in ''III''. He's not quick, but if he's in any condition above 'bad' he'll steamroll almost everyone who tries to tackle him. In 'excellent' condition he's a LightningBruiser as well.
* ObviousBeta: Tecmo Super Bowl III had several features that had been implemented without perfecting them, including but not limited to...
** Players had a chance to avoid a direct contact tackle by spinning. After the spin, if there were any computer controlled players on top of them, they wouldn't be able to tackle, they'd just go through the player. This resulted in easy 50+ yard runs for computer controlled running backs.
** Players could jump to avoid a diving tackle. If they were too near the top of the screen and jumped, the game considered it out of bounds.
** If a runner and a defender collided, the runner would sometimes attempt to either push the defender back, or run dragging the defender who was hanging on his leg. If a player controlled player had this happen to them, they'd be easily slowed down for a tackle, but computer controlled players could sometimes drag or push a character for 20 yards at full speed.

to:

* MightyGlacier: Craig 'Ironhead' Hayward, of the Atlanta Falcons in ''III''. He's not quick, but if he's in any condition above 'bad' he'll steamroll almost everyone who tries to tackle him. In 'excellent' condition he's a LightningBruiser as well.
* ObviousBeta: Tecmo Super Bowl III had several features that had been implemented without perfecting them, including but not limited to...
** Players had a chance to avoid a direct contact tackle by spinning. After the spin, if there were any computer controlled players on top of them, they wouldn't be able to tackle, they'd just go through the player. This resulted in easy 50+ yard runs for computer controlled running backs.
** Players could jump to avoid a diving tackle. If they were too near the top of the screen and jumped, the game considered it out of bounds.
** If a runner and a defender collided, the runner would sometimes attempt to either push the defender back, or run dragging the defender who was hanging on his leg. If a player controlled player had this happen to them, they'd be easily slowed down for a tackle, but computer controlled players could sometimes drag or push a character for 20 yards at full speed.
well.
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* OffModel: Due to sprite color limitations, in the original Tecmo Bowl, Seattle (whose blue-green color scheme was too close to Miami's) was stuck wearing pink uniforms. Less gratingly, Chicago wore black instead of navy blue since their blue was too close to the New York Giants.
** In the sequel, the Chicago Bears and New York Giants (against certain teams) wear black helmets to make up for a lack of navy blue. Even more puzzling: the Phoenix Cardinals wear ''powder blue'' helmets in their secondary color scheme.

Changed: 61

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''Tecmo Bowl'' is a video game series. It is based on UsefulNotes/AmericanFootball, specifically the UsefulNotes/NationalFootballLeague, and was released in arcades in 1987. It was later ported to the UsefulNotes/NintendoEntertainmentSystem in 1989 (and ported twice again - once in 1991 for the UsefulNotes/GameBoy and again for the UsefulNotes/VirtualConsole in 2007; albeit in the VC release, the players' names are removed and represented by their number) You can choose from 12 generic teams with real NFL players, a password option, and started a trend. In December 1991, a sequel featuring all 28 (at the time) officially licensed NFL teams as well as their players was released called Tecmo UsefulNotes/SuperBowl. Nearly two years later, Tecmo Super Bowl was brought to the UsefulNotes/SegaGenesis and UsefulNotes/SuperNintendoEntertainmentSystem. Despite having a similar name to the NES game, it is not a port. Two years later, Tecmo released two more sequels - Tecmo Super Bowl 2: Special Edition and Tecmo Super Bowl 3: The Final Edition. Despite the last one implying it was the final edition, another Tecmo Super Bowl game was released for the Sony UsefulNotes/PlayStation in 1996. Nearly ''twelve'' years later, the franchise was reborn with the release of Tecmo Bowl: Kickoff for the UsefulNotes/NintendoDS in November 2008. The most recent release in the series was Tecmo Bowl Throwback for the UsefulNotes/XBox360 and the UsefulNotes/PlayStation3 in April 2010.

to:

''Tecmo Bowl'' is a video game series. It is based on UsefulNotes/AmericanFootball, specifically the UsefulNotes/NationalFootballLeague, and was released in arcades in 1987. It was later ported to the UsefulNotes/NintendoEntertainmentSystem in 1989 (and ported twice again - once in 1991 for the UsefulNotes/GameBoy and again for the UsefulNotes/VirtualConsole in 2007; albeit in the VC release, the players' names are removed and represented by their number) You can choose from The game featured 12 generic teams with real NFL players, players and a password option, and which started a trend. In December 1991, a sequel featuring all 28 (at the time) officially licensed NFL teams as well as their players was released called Tecmo UsefulNotes/SuperBowl.''Tecmo UsefulNotes/SuperBowl''. Nearly two years later, Tecmo Super Bowl was brought to the UsefulNotes/SegaGenesis and UsefulNotes/SuperNintendoEntertainmentSystem. Despite having a similar name to the NES game, it is not a port. Two years later, Tecmo released two more sequels - Tecmo ''Tecmo Super Bowl 2: Special Edition Edition'' and Tecmo ''Tecmo Super Bowl 3: The Final Edition. Edition''. Despite the last one implying it was the final edition, another Tecmo ''Tecmo Super Bowl Bowl'' game was released for the Sony UsefulNotes/PlayStation in 1996. Nearly ''twelve'' years later, the franchise was reborn with the release of Tecmo ''Tecmo Bowl: Kickoff Kickoff'' for the UsefulNotes/NintendoDS in November 2008. The most recent release in the series was Tecmo ''Tecmo Bowl Throwback Throwback'' for the UsefulNotes/XBox360 and the UsefulNotes/PlayStation3 in April 2010.

Changed: 183

Is there an issue? Send a MessageReason:
None


''Tecmo Bowl'' is a video game series. It is based on American Football and was released in arcades in 1987. It was later ported to the UsefulNotes/NintendoEntertainmentSystem in 1989 (and ported twice again - once in 1991 for the UsefulNotes/GameBoy and again for the UsefulNotes/VirtualConsole in 2007; albeit in the VC release, the players' names are removed and represented by their number) You can choose from 12 teams, a password option, and started a trend. In December 1991, a sequel was released called Tecmo UsefulNotes/SuperBowl. Nearly two years later, Tecmo Super Bowl was brought to the UsefulNotes/SegaGenesis and UsefulNotes/SuperNintendoEntertainmentSystem. Despite having a similar name to the NES game, it is not a port. Two years later, Tecmo released two more sequels - Tecmo Super Bowl 2: Special Edition and Tecmo Super Bowl 3: The Final Edition. Despite the last one implying it was the final edition, another Tecmo Super Bowl game was released for the Sony UsefulNotes/PlayStation in 1996. Nearly ''twelve'' years later, the franchise was reborn with the release of Tecmo Bowl: Kickoff for the UsefulNotes/NintendoDS in November 2008. The most recent release in the series was Tecmo Bowl Throwback for the UsefulNotes/XBox360 and the UsefulNotes/PlayStation3 in April 2010.

to:

''Tecmo Bowl'' is a video game series. It is based on American Football UsefulNotes/AmericanFootball, specifically the UsefulNotes/NationalFootballLeague, and was released in arcades in 1987. It was later ported to the UsefulNotes/NintendoEntertainmentSystem in 1989 (and ported twice again - once in 1991 for the UsefulNotes/GameBoy and again for the UsefulNotes/VirtualConsole in 2007; albeit in the VC release, the players' names are removed and represented by their number) You can choose from 12 teams, generic teams with real NFL players, a password option, and started a trend. In December 1991, a sequel featuring all 28 (at the time) officially licensed NFL teams as well as their players was released called Tecmo UsefulNotes/SuperBowl. Nearly two years later, Tecmo Super Bowl was brought to the UsefulNotes/SegaGenesis and UsefulNotes/SuperNintendoEntertainmentSystem. Despite having a similar name to the NES game, it is not a port. Two years later, Tecmo released two more sequels - Tecmo Super Bowl 2: Special Edition and Tecmo Super Bowl 3: The Final Edition. Despite the last one implying it was the final edition, another Tecmo Super Bowl game was released for the Sony UsefulNotes/PlayStation in 1996. Nearly ''twelve'' years later, the franchise was reborn with the release of Tecmo Bowl: Kickoff for the UsefulNotes/NintendoDS in November 2008. The most recent release in the series was Tecmo Bowl Throwback for the UsefulNotes/XBox360 and the UsefulNotes/PlayStation3 in April 2010.
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* LightningBruiser: Bo Jackson of Los Angeles. If the other player doesn't stop his run, he'll score a touchdown before the other player can react. Same with the barrage Jerry Rice and Joe Montana can prepare on unsuspecting players.

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* LightningBruiser: Bo Jackson Creator/BoJackson of Los Angeles. If the other player doesn't stop his run, he'll score a touchdown before the other player can react. Same with the barrage Jerry Rice and Joe Montana can prepare on unsuspecting players.
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* WritingAroundTrademarks: The original Tecmo Bowl hadn't gotten a license to use the actual NFL team names and logos, only the player names. The teams were referred to only by [=city/state=], and the logos were completely different.[[note]]Indianapolis - narwhal, Miami - werewolf, Cleveland - dinosaur, Denver - elf girl, Seattle - knight helmet, San Francisco - gladiator helmet, Dallas - weird abstract bird and jet design, Chicago - penguin wearing a crown. Los Angeles, Washington, New York and Minnesota - their locations' initials[[/note]]

to:

* WritingAroundTrademarks: The original Tecmo Bowl hadn't gotten a license to use the actual NFL team names and logos, only the player names. The teams were referred to only by [=city/state=], and the logos were completely different.[[note]]Indianapolis - narwhal, Miami - werewolf, Cleveland - dinosaur, Denver - elf girl, Seattle - knight helmet, San Francisco - gladiator helmet, Dallas - weird abstract bird and jet design, Chicago - penguin wearing a crown. Los Angeles, Washington, New York and Minnesota - their locations' initials[[/note]]
initials[[/note]] The Virtual Console releases didn't even get the rights to the player names, so each player is identified only by number.
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Added DiffLines:

* OldSaveBonus: The Game Boy version used the same password system as the NES game, making it possible to continue your progress from one system on the other.

Added: 2282

Removed: 1256

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** In Tecmo Super Bowl III, if the computer is behind and happens to score a touchdown as time runs out, the computer will get caught in an infinite loop of going for the two point conversion, changing its mind, deciding to go for the two point conversion, changing its mind, deciding to go for the two point conversion...



* ObviousBeta: Tecmo Super Bowl III had several features that had been implemented without perfecting them, including but not limited to...
** Players had a chance to avoid a direct contact tackle by spinning. After the spin, if there were any computer controlled players on top of them, they wouldn't be able to tackle, they'd just go through the player. This resulted in easy 50+ yard runs for computer controlled running backs.
** Players could jump to avoid a diving tackle. If they were too near the top of the screen and jumped, the game considered it out of bounds.
** If a runner and a defender collided, the runner would sometimes attempt to either push the defender back, or run dragging the defender who was hanging on his leg. If a player controlled player had this happen to them, they'd be easily slowed down for a tackle, but computer controlled players could sometimes drag or push a character for 20 yards at full speed.



* WritingAroundTrademarks: The original Tecmo Bowl hadn't gotten a license to use the actual NFL team names and logos, only the player names. The teams were referred to only by [=city/state=], and the logos were completely different.[[note]]Indianapolis - narwhal, Miami - werewolf, Cleveland - dinosaur, Denver - elf girl, Seattle - knight helmet, San Francisco - gladiator helmet, Dallas - weird abstract bird and jet design, Chicago - penguin wearing a crown. Los Angeles, Washington, New York and Minnesota - their locations' initials[[/note]]

to:

* WritingAroundTrademarks: The original Tecmo Bowl hadn't gotten a license to use the actual NFL team names and logos, only the player names. The teams were referred to only by [=city/state=], and the logos were completely different.[[note]]Indianapolis - narwhal, Miami - werewolf, Cleveland - dinosaur, Denver - elf girl, Seattle - knight helmet, San Francisco - gladiator helmet, Dallas - weird abstract bird and jet design, Chicago - penguin wearing a crown. Los Angeles, Washington, New York and Minnesota - their locations' initials[[/note]]initials[[/note]]

!!Tecmo Super Bowl II and III include the following tropes
* GameBreakingBug:
** In Tecmo Super Bowl III, if a player fumbles, the word 'FUMBLE' scrolls across the screen. If the ball is recovered before the scrolling word is finished, the game does not recognize change of possession. So, should the defender return the fumble for a touchdown, they score a safety instead. Should the defense recover a fumble after a long pass and fail to return it far, first down for the offense.
** In Tecmo Super Bowl III, if the computer is behind and happens to score a touchdown as time runs out, the computer will get caught in an infinite loop of going for the two point conversion, changing its mind, deciding to go for the two point conversion, changing its mind, deciding to go for the two point conversion...
* LightningBruiser: Daryl Johnston of the Dallas Cowboys has one of the highest hitting powers in the game, and is pretty fast. Combine that and he's so good that it's common for Cowboys players to switch up their playbook to give him more runs, and sometimes even switch him and Emmitt Smith.
* MightyGlacier: Craig 'Ironhead' Hayward, of the Atlanta Falcons in ''III''. He's not quick, but if he's in any condition above 'bad' he'll steamroll almost everyone who tries to tackle him. In 'excellent' condition he's a LightningBruiser as well.
* ObviousBeta: Tecmo Super Bowl III had several features that had been implemented without perfecting them, including but not limited to...
** Players had a chance to avoid a direct contact tackle by spinning. After the spin, if there were any computer controlled players on top of them, they wouldn't be able to tackle, they'd just go through the player. This resulted in easy 50+ yard runs for computer controlled running backs.
** Players could jump to avoid a diving tackle. If they were too near the top of the screen and jumped, the game considered it out of bounds.
** If a runner and a defender collided, the runner would sometimes attempt to either push the defender back, or run dragging the defender who was hanging on his leg. If a player controlled player had this happen to them, they'd be easily slowed down for a tackle, but computer controlled players could sometimes drag or push a character for 20 yards at full speed.

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