Monday, October 18, 2010

Review: Tecmo Bowl (NES)

Released in February 1989, Tecmo Bowl was released in the U.S. While NFL Football by LJN was the first to get the license from the NFL to use its teams and logos, Tecmo Bowl was the first game to get the rights from the NFL Player's Association; as such, it was able to use the names of real players in the game, from Walter Payton to Sean Landeta. However, since Tecmo was unable to get the rights from the NFL itself, it was unable to use actual team names and logos, instead going with the city or state that teams represented and their colors. Each team had four offensive plays: two pass plays and two running plays, with the exception of San Francisco and Miami, who have three pass plays and one running play. Each defense also has four plays; however, they just mimic whatever plays the offense had.

The Teams:

Key Players: RB Walter Payton, QB Jim McMahon, KR Dennis Gentry, the entire defense
Key Player: QB Bernie Kosar
Key Player: RB Herschel Walker
Key Players: QB John Elway, RB Tony Dorsett
Key Player: RB Eric Dickerson
Los Angeles
Key Players: RB Bo Jackson, RB Marcus Allen, WR/KR Tim Brown
Key Player: QB Dan Marino
Key Players: none (Minnesota has a bad team)
New York
Key Players: QB Phil Simms, LB Lawrence Taylor
San Francisco
Key Players: QB Joe Montana, WR Jerry Rice, FS Ronnie Lott
Key Player: QB Dave Krieg
Key Players: LG Russ Grimm (yes, a guard, and overall they're worse than Minnesota)



The game is simple. It's not a sim. It's not like Madden or anything else out today. You don't have to know an entire team's playbook, how to run it, how to beat your opponent's defense, or how to call an audible. Heck, all you have to know about football is that you can score touchdowns and field goals and should punt on fourth down from your half of the field. Having four plays means it's a guessing game, and as long as you can outguess your opponent, you win. There's still some needing to avoid tacklers or throw to the right guy, but a couple games makes it easy to get used to.

A lot of people will complain that if a defender stands right in front of the receiver, you automatically get the interception. Well, tough beans. You should've run the ball that play. And yes, if your player loses in a blocking battle, they get thrown across the field. That just makes it more fun!

Gameplay: 9/10


Even for an NES game, the graphics during gameplay are primitive. But not only does it do its job, it has a kind of charm that none of the modern games have. You can tell who the players are, you can tell what the ball is. Really, what more do you need?

Nothing looks particularly good by today's standards; heck, it doesn't look good by the standards of the end of the NES. This looks like slop compared to Kirby's Adventure. But watch those cheesy touchdown celebrations or the halftime show and tell me you don't like it. It may look bad, but you have to love it.

Graphics: 7/10


You can't find catchier music than this. There isn't much in the way of music, but it all sticks in your head.

Link: Tecmo Bowl - Kickoff Music

As for player sounds, it's over the top, but hey, this was originally an arcade game, it's supposed to be over the top.

Sound: 9/10


There are very few sports games that you can just pick up and play without having ever played before. Wii Sports and the Mario sports games come to mind. But nothing matches a game of Tecmo Bowl. It's almost too cheesy for its own good, but it brings solid gameplay along with charm only matched by its sequel, Tecmo Super Bowl. This is one NES game that I will hold onto until it plays no more. And that will be a very sad day.

Accessibility: 10/10

Overall: 9/10

Friday, October 8, 2010

Webcomics: Achewood and A Softer World

Alright, I've gone through quite a few webcomics. Some are good, some are bad. The ones that are bad, I don't read through. The good ones, I read every single comic from start to finish. I'm through twelve of them now, and I've got the skinny on each of them, and highly suggest that you check them out.

This is my first of a series of posts on webcomics that I've read. I'll cover two in each post. This week, I'm spotlighting Achewood and A Softer World.

by Chris Onstad
Achewood is one of those comics that either you LOVE it or you HATE it. There really isn't much in-between on it. It chronicles the adventures of a group of stuffed animals based off of the stuffed animals of Chris Onstad's wife. It mainly focuses on Ray Smuckles, a multi-millionaire cat that has gotten his fortune through his record company and sheer luck, and his best friend Roast Beef, a horribly depressed cat who Onstad explains is from "Circumstances". Other characters include Philippe, an otter that is stuck as a five-year-old, and Téodor, a bear that is probably the most normal of everyone in the comic (which isn't saying much).

  • A lot of comics - Achewood is nine years old, and for a long time had updates three times a week, meaning there are 1000-1500 comics for you to enjoy.
  • Very story-driven - Onstad consistently goes off on funny arcs that explain the characters' personalities and backgrounds.
  • Character development - As you read through the comic, you start to identify with each character, which can make Achewood's humor even funnier.
  • Extra content - For $2.99 per month, you can get extra updates. Blog posts from each character, special comics, Onstad's tweets, and more.
  • Alt-text
  • Inconsistent updates - As of late, Onstad has neglected to make comics. In the last six weeks, he has made four comics. He used to update three times a week, so you have to wonder what happened.
  • Very story-driven - If you like your comics with just a punch line, Achewood has them, but it has a ridiculous amount of stories lasting weeks at a time. If you don't like the story, you miss a lot of comics. 
  • Not a pick-up-and-read comic - If you don't start reading from the beginning, you lose a lot of info compared with if you start with comic 1.

A Softer World
by Joey Comeau and Emily Horne
A Softer World is a photographic webcomic, meaning that instead of drawings, the artwork is photographs. Emily Horne takes the pictures, and sends them to Joey Comeau, who comes up with the text. The humor is dark, one of the darkest on the internet, but it's ridiculously funny, especially with the picture in the background complementing it.

  • Punch line - Since there's no continuity, every comic needs to be funny, and most deliver, with the ones that don't being meaningful in their own way.
  • Photo background - It gives A Softer World a feel that no other comic can match.
  • Pick-up-and-read - You can read just about any comic and you don't need to know anything about any other comics.
  • Extremely quotable - At least 10% of A Softer World's 600 comics are something that you could easily use during a stand-up comedy routine.
  • Updates often - Updates multiple times per week.
  • Alt-text
  • Extremely dark humor - Some of the comics are so dark they make you cringe and wonder why Comeau would write that.
  • Sometimes isn't funny - It's rare, but sometimes these comics typically make you think about other things, including life and death.