Tecmo Bowl - Gameplay

Gameplay

The original arcade version was distinguished by a large two-monitor cabinet, support for up to four players, and the ability to break tackles. Only two fictional teams can be chosen: the Wildcats and the Bulldogs.

The NES version allowed two players rather than four from the arcade version. The player could choose between three modes: one-player, two-player, and coach. In one-player mode, the player picked a football team and played against the computer. After every game that the player wins, the computer picked another team to play as, and the player stays with his/her original choice. In the two-player and coach modes, the player and another human will play one game but the players only chose the plays in the coach mode (which cannot be done in the arcade version).

In both versions, the playbook consisted of only four offensive plays. When on defense, a player selected which play thought to be the one that the offense would select; if chosen correctly, it would result in a collapse of the offensive line and well-covered receivers.

Though more realistic than other American football games of the era, like Irem's 10 Yard Fight, Tecmo Bowl had quirks. For instance, almost any pass thrown to a covered receiver resulted in an interception, and it was unrealistically easy for some teams to block field goals and extra points. Lawrence Taylor of New York and Dexter Manley of Washington could block any field goal or extra point simply by selecting them and running down the line and through the long snapper. Also, San Francisco and Miami each had a pass play that was nearly unstoppable against any defense, with proper timing: the slot receiver curl route from the shotgun. Human defenses could stop this by double teaming the curl receiver with the defensive end.

Despite featuring the names and statistics of real NFL players from the 1988 season, the gameplay limited how closely the video game players mimicked real life players. Unlike the NFL, The arcade version only allowed ten players for each team on the field at a time and the NES version only consisted of nine on each side. For the most part the gameplay was a form of keep away. The offensive player with the ball tried to avoid the defenders, the defenders tried to avoid blockers and catch the player with the ball (Players could sometimes break free of blocks or tackles). This made speed the crucial attribute, and other characteristics of NFL players such as strength and technique were largely ignored. Regardless of position or the speed of the real life player, better players with better stats were faster, lesser players were slower. So top defensive linemen, who tend to be larger and slower in real life, were faster than the typical defensive backs, running backs, and receivers. The exceptions were punters and kickers whose primary attribute was kick distance, and quarterbacks whose primary attribute was arm strength/pass speed. The QBs with the best stats throw the hardest, fastest passes even if the real life player doesn't have the strongest arm.

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