Joystiq hands-on: Tecmo Bowl Kickoff
We tried to get Hank Williams, Jr. to kick off this post with "Are You Ready for Some Football?" but he was booked. So, we're just going to assume that you are, in fact, ready for some football ... in this case, a rundown of our recent hands-and-stylus-on with Tecmo Bowl Kickoff for Nintendo DS.
It's been 19 years since the original Tecmo Bowl hit the field on NES, making it one of the earliest football sims, not to mention one of the most famous. For its return on modern hardware, Tecmo drafted its first US executive producer, Ryan Gilbo, to head the project, and he promptly set out to update the game just enough, but not change too much.
Read on for our full impressions and see first video of the game in action after the break.
You can change their name, city, nickname, emblem, uniform style & color, and playbook (by choosing four running and four passing plays from the game's presets, which include all of the plays from the original NES title). It's also possible to edit each player's name and stats. We know what you're thinking: "Ah-hah! A way to get around the lack of an NFL license!" Well, technically ... although Tecmo doesn't officially condone it. No, not at all.
It's a little odd that you can ramp all of your players' stats up to 90 out of 100, since it obviously introduces a balance issue with multiplayer. Tecmo simply hopes people abide by an "honor system," with producer Gilbo stating that no "real" Tecmo Bowl fan would ever cheat. We anticipate finding a lot of "fake" Tecmo Bowl fans online.
The basic gameplay has stayed, well ... basic. We started a game, kicked off, then picked from one of our eight plays using the same mechanic as in the original (holding A or B in tandem with a direction on the D-Pad selects different plays). The stylus could have been used, if we'd chosen to.
On the field, it was a matter of sacking the other team's quarterback or getting the ball downfield – it's very simple yet fun stuff; you don't need a degree in "Advanced Maddenism" to play, or even that much knowledge of football. We played using the D-Pad, but it's also possible to control players with the DS stylus. We tried it and went back to the pad. We also tried out the one major new gameplay addition: super moves. We only got to see one – a fiery fast pass – but it was a nice, if subtle progression of the classic gameplay formula. Like the game's touchdowns, interceptions, QB sacks, and the likes it was accompanied by a two-screen-tall "cinematic."
Tecmo Bowl Kickoff looks nice and sharp on the DS screens. It's basic looking; the players are a little on the tiny side, and there's not a polygon to be found, but that's fine by us as long as it's fun – and, a couple of months out from its September release, it definitely is.
It's been 19 years since the original Tecmo Bowl hit the field on NES, making it one of the earliest football sims, not to mention one of the most famous. For its return on modern hardware, Tecmo drafted its first US executive producer, Ryan Gilbo, to head the project, and he promptly set out to update the game just enough, but not change too much.
Read on for our full impressions and see first video of the game in action after the break.
Gallery: Tecmo Bowl Kickoff
Firing up the game, we were greeted with ... simplicity. Just as in the 8-bit original, we could choose from pre-season and season play. Our eyes were quickly drawn to the two new options: multiplayer and customization. The former is pretty basic stuff: play head-to-head versus another DS owner locally or via Nintendo WFC. The latter is surprisingly in-depth. It's possible to edit any of the 32 built-in teams to your liking.
You can change their name, city, nickname, emblem, uniform style & color, and playbook (by choosing four running and four passing plays from the game's presets, which include all of the plays from the original NES title). It's also possible to edit each player's name and stats. We know what you're thinking: "Ah-hah! A way to get around the lack of an NFL license!" Well, technically ... although Tecmo doesn't officially condone it. No, not at all.
It's a little odd that you can ramp all of your players' stats up to 90 out of 100, since it obviously introduces a balance issue with multiplayer. Tecmo simply hopes people abide by an "honor system," with producer Gilbo stating that no "real" Tecmo Bowl fan would ever cheat. We anticipate finding a lot of "fake" Tecmo Bowl fans online.
The basic gameplay has stayed, well ... basic. We started a game, kicked off, then picked from one of our eight plays using the same mechanic as in the original (holding A or B in tandem with a direction on the D-Pad selects different plays). The stylus could have been used, if we'd chosen to.
On the field, it was a matter of sacking the other team's quarterback or getting the ball downfield – it's very simple yet fun stuff; you don't need a degree in "Advanced Maddenism" to play, or even that much knowledge of football. We played using the D-Pad, but it's also possible to control players with the DS stylus. We tried it and went back to the pad. We also tried out the one major new gameplay addition: super moves. We only got to see one – a fiery fast pass – but it was a nice, if subtle progression of the classic gameplay formula. Like the game's touchdowns, interceptions, QB sacks, and the likes it was accompanied by a two-screen-tall "cinematic."
Tecmo Bowl Kickoff looks nice and sharp on the DS screens. It's basic looking; the players are a little on the tiny side, and there's not a polygon to be found, but that's fine by us as long as it's fun – and, a couple of months out from its September release, it definitely is.











Reader Comments (Page 1 of 1)
DBuck_Eye @ May 29th 2008 4:16PM
Nice to hear that you can still play with the D-Pad. I am sick of that moving-with-the-stylus crap.
FOXHOUND @ May 30th 2008 7:49AM
I'm confused and curious... why'd you buy a DS, knowing that's the main control scheme?
UNC_Samurai @ May 29th 2008 4:17PM
It's amazing how Tecmo put more franchise customization options into a DS cartridge than Tiburon seems to be able to put into a Madden disc.
jaybird1905 @ May 29th 2008 5:05PM
Ouch. Nice burn.
If it were only close to true ...
bluezy @ May 29th 2008 4:36PM
It's great to see good impressions on a game i'm very much anticipating. The second half of 2008 will be great for the DS.
FSK405K @ May 29th 2008 4:56PM
So you're saying it plays more like Tecmo Bowl than Tecmo Super Bowl? Shame.
Knoxximus @ May 29th 2008 6:30PM
They had better rethink that whole '90 out of 100 for every custom player' bullshit now before online is completely and utterly broken. Make it where you get a set amount of points and you have to distribute those points amongst all the players.
Real Tecmo Bowlers don't cheat huh? Maybe when they are sitting right next to you (and even then they might sneak a peek at your controller while choosing plays), but all bets are off when they are in a another zipcode.
Brad @ May 30th 2008 8:30AM
You couldn't even get Hank to come into the studio and type it? Man, he must be busier than I thought. Regardless, that cover typist you got is damn good. be sure to use him in the future.
Chase @ May 30th 2008 6:01PM
Sorry guys but the dev is right, TRUE Tecmo fans do not cheat. Most of us are more interested in team balance than anything else, you might have a stand out player here and there but you are never going to see any of us with a team of all pros.
People like myself enjoy playing as and vs people like Cool Joe, so I am sure the legends will be pretty pumped up, but only in areas that they were truely great at. Don't expect to see a Joe Montana on any of my teams that has him at 90 on anything except for coolness.
:)
DBuck_Eye @ May 30th 2008 9:24PM
I myself will probably never do that, but I'd feel better if they implemented some sort of cap. I'll probably just change the team colors and name and whatnot to match the Steelers and leave the stats alone.
Fozzyuw @ Sep 4th 2008 11:51AM
I myself hope they have some sort of "cap" system.
Otherwise, what's to stop someone from creating the MAX-e-pads team? *rolls eyes*
Either they need a cap system, for "starting stats" or they need to implement a team "rating system" that tells you how "powerful" it's cohesive player units are.
Meaning, if they max their stats to 90/100, their team "score" is 90, or something.
That way, when playing online, you can judge who's maxing. Then some sort of "average" score and "dynasty" score can be summed up to teams that you might consider average or dynasty teams.
I know some people would love to see Bo Jackson, Emit Smith, Therman Thomson or Barry Sanders back in into the game, so, I wouldn't want to penalize someone for having their favorite player, but not going through and making the entire team steroids mania?
Hmm... this is actually a little off putting.