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  1. Today
  2. https://forum.nhl94.com/index.php?/topic/10994-philadelphia-flyers/&do=findComment&comment=149019
  3. For the first time in my ROM ****ery I tried to delete the goalies from the team and got this: If you just remove them from the line, by changing to HEX0!!!, there will still be a goalie. If you pull the goalie while the game is going,then he will remain on the ice until there's a stoppage. Doesn't anyone know if the game will start or not? I was trying to see if I could create a team called 'Roenick' and just have him on the ice.
  4. I know this section is for Genesis but is does anyone have advice for setting SNES lines or matchups? I'm assuming that you just set the best lines that suit your style as there is no weight bug, right?
  5. I missed this, somehow. Really cool tool. Maybe I'll be able to open my own ROMS again.
  6. Yesterday
  7. That would be cool, I want to expand on this code and find a better way to play a full period of OT, without having to switch codes around during the OT period to avoid those black screen crashes I mentioned. I will do some more digging. Finding this switch period code though with this value of 8 that allows OT to continue after goals are scored may help me find a better code that turns off sudden death without having to worry about black screen crashes. But as of now, this method is better than nothing, especially if you're playing the CPU on an emulator. it's just fun to play around with after a goal is scored in OT, if you want the match to continue, you have a way to do that. Hopefully I can find a better code, though and maybe there's a way to implement your own OT format like needing to have a 2 goal lead before it ends or something. Somewhere there's probably a RAM address that contains the number of goals scored by each team that maybe you can edit or freeze to trick the game to thinking it's still tied when it's not when you're in OT, so you can avoid having to switch the period value from 3 to 8 to play a full period of OT. I'll look into that, I'll do some changed value RAM searches when I'm in OT and switch the value from 3 to 8, perhaps I can find a better code, or something that allows you to determine what causes an OT period to end. Some OT formats that could be fun are 1) First team to score 2 goals in the OT period wins or 2) First team to have a 2 goal lead in the OT period wins, and if those things don't happen then the match ends when the clock runs out. Another idea is 3) After a goal is scored in OT, the team who got scored on has a set amount of response time to equalize or else the match will end. These are just some ideas, I find it fun to have the ability to control when the OT period ends, and it would be cool to find other codes that allow us to implement different OT formats into NHL 94.
  8. Last week
  9. Gonna try this out in the next day or two with some 94 bros. Pretty fed up with Gens, as much as I love the old broad, I can't play full screen in Windows 10. RA is good but playing Gens and SNES I always have to rebind my buttons if I'm playing one or the other.
  10. That's really cool stuff. Looking forward to seeing some videos of cross-ice (A) passes, for sure.
  11. Pretty cool. Could there be a way to make a game end when a team scores, say, 7 goals or something like that? That could be a good game mode.
  12. For NHL 94 on Genesis I have found a RAM / Game Genie code that changes the period you are in during a match. And with this code there is a value that turns off Sudden Death so you can play a Full Period of OT if you want. Here's how it works : the RAM Code to change the period you are in is FFC466. Here are the codes to change the period you are in. For example, if you are in the 1st period and want it to be the 3rd period, or if you are in the 3rd period but want it to be the 2nd period, etc. The normal periods are 0, 1 and 2 with 3 being regular OT. A value of 4 is the end of the match screen. Values of 5-7 are another set of periods 1, 2 and 3, however a value of 8 is OT but without sudden death. Either the RAM or the Game-Genie code should work. Normal 1st Period FFC466:0000 / Game Genie : ADCS-8ADG Normal 2nd Period FFC466:0001 / Game Genie : AHCS-8ADG Normal 3rd Period FFC466:0002 / Game Genie : AMCS-8ADG Normal Sudden Death OT FFC466:0003 / Game Genie : ASCS-8ADG Full Period of Overtime FFC466:0008 / Game Genie : BDCS-8ADG To play a full period of overtime, there are some issues that you need to be aware of, but if you follow these instructions you can get around them. The best way to play a full period of overtime is to start Overtime as normal sudden death but when a goal is scored, right after the goal is scored and before the players start celebrating a sudden death OT win, you can to enable the Full Period of OT Code to make the OT continue instead of ending. (FFC466:0008 or BDCS-8ADG) If you enable this code before the players start celebrating, the period will continue normally. When you are in this non-sudden death OT period with the code value of 8, there are some issues. For example, you cannot pause the game. If you attempt to pause the game on this setting the game will crash on a black screen. So you have to remember not to press START when playing your full period of OT. So if you want to pause the game in this OT format, you will need to temporarily disable that code (FFC466:0008 or BDCS-8ADG) then enable the Normal Sudden Death code (FFC466:0003 or ASCS-8ADG) which returns OT to sudden death. Then you can press START and access the pause menu. When switching back to Sudden Death OT with a match not tied, the match will not end until there is a whistle and a stoppage in play. (then players will celebrate and the match will end unless you disable the Sudden Death OT code and re-enable FFC466:0008 / BDCS-8ADG before that happens) So you can re-enable the Normal Sudden Death code whenever you want to pause the game, just make sure that you don't switch to this code during a stoppage of play or the game could end if it is not tied and you return to sudden death. Once the players start celebrating, the match is over and you will be unable to return to your full period of OT by switching to it. So keep that in mind. Another bug when using this Full Period of OT code that you need to be aware of is that when there is a penalty, the game will crash as it fades to black trying to load the penalty scene, unless you switch back to the Normal Sudden Death code before the screen switches to the referee. Then you will need to switch back to the Full Period of OT code before the player skates into the box. (otherwise the game will end with it back on Sudden Death OT unless it is tied) So when there's a penalty, you need to get used to switching back and forth between these 2 codes, so the value changes from 8 to 3 before the penalty scene loads, then you need to switch it back from 3 to 8 as the skater is skating into the box in the penalty scene, before the player reaches the penalty box. (otherwise the match will end with it back on Sudden Death OT unless it is tied) So to make this Full OT code work, it involves some switching back and forth between the normal sudden death value of 3 and the full OT value of 8 when you want to access the pause menu or when there is a penalty, but once you get the hang of getting around this, you can avoid these crashes and will have a way to continue the OT period after a goal is scored. Don't we all have those matches when an OT goal is scored but you wish the match could continue to the time limit? Well with these codes, you now have a way to control when that OT period ends. Just remember to use save states when following these instructions in case you forget or mis-time your code switches and run into a black screen crash.
  13. I've been studying A button passes in the attacking zone for some time. I found that in most cases their effectiveness is rather limited due to how short A button passes are in the attacking zone, compared to A button passes outside of the attacking zone which go much farther, and due to how their trajectory is tied to where you are on the ice. The exceptions though are what you described : 1) A button passes from behind the opponent's net, which can be very effective and can lead to goals, like when they bounce off the top of the goal, and also like you described : 2) self-passes which from certain spots in the attacking zone can be used to make defenders react and take them out of "defending" but require timing to launch an A button pass above the player and in stride with the player who had the puck, and needing to be in certain spots on the ice. I wanted to find a code, for example, that would allow me to make a cross-ice A button pass in the attacking zone from one side of the rink to the other, so I could lob a pass laterally over defenders to a teammate on the other side of the attacking zone. The best way I can show you what I've accomplished is by sharing some of my saved replays (which I saved through emulator save states) which I plan on video recording at some point. It's still a WIP but I've managed to sort of accomplish this. I've found a bunch of codes that when used as hotkeys in conjunction with A button or B button passes (or even C button shots) can alter the direction or trajectory of passes or shots. For example, there's two separate codes I found that allow you to turn off the X direction or the Y direction of the puck's movement at any given time by setting the code to 00, tying it to a hotkey then holding the hotkey button down during gameplay as you make a regular pass. (so like instead of just pressing A or B like usual, to do a horizontal pass I hold down my the L trigger while pressing A or B, get it?) So anotherwords, while the hotkey of the code that controls the Y direction of the puck's movement is set to 00 and pressed during a game, as you aim a B button pass, instead of passing the puck to a specific player, the puck will travel horizontally cross-ice to no particular player, instead of directly towards a teammate. However, the speed of the pass is still related to where the nearest player you are aiming at is located. So you will get slow or fast horizontal passes depending on how far away from your player the teammate you are aiming the pass to is, but when holding down this hotkey button, the pass will always be completely horizontal (left or right) and not in the direction of any teammate since you are zeroing out the Y direction of the pass while holding down the hotkey. It's been a dream of mine to find codes that give you the ability to have more control over your passes in NHL 94, by linking these codes to unused gamepad buttons. Horizontal B button passes are a great way to create loose pucks in the attacking zone and allow to avoid pucks being intercepted which happens a lot when passing directly to a teammate in the attacking zone. I have also found codes that allow you to control the lift of the puck, which I showed some videos of in the past. So you can make the puck float in mid-air and when used with A button passes in the red zone you can make A button passes travel as far as you want in the attacking zone by this puck floating code. I do want to share some of these codes that I'm talking about, but you really need a way to map these codes to your controller as hotkeys or else you won't really be able to use them on the fly as part of your controller. Gens for example lets you input Game Genie / RAM codes but doesn't let you map a code's value to a keyboard or controller hotkey. With these RAM / Game Genie codes I found I've essentially created a 12-button NHL 94 controller for the Genesis version that allows me to make directional passes from anywhere on the ice instead of being forced to pass directly to a teammate. It's still a WIP but I've created something really special for NHL 94 Genesis that I plan on demonstrating. I've already shared a bunch of codes that I have found and if there's interest I am happy to share more of my discoveries.
  14. I think the clues about Face Offs and the clues about Passing are related. For B button passes, of course the natural inclination is to hold a direction on the D-pad just before pressing B, and it will pass to the closest player to the direction you are aiming on the d-pad. But if you do not press the D-pad you can hold the B button (while your player is gliding with the puck) and the puck will not be passed until you either release the B button OR until you press a direction on the D-pad while still holding down the B button. It seems that this tip about passing by holding the B button down then pressing a D-pad direction (instead of just tapping the B button with a d-pad direction held) relates to Face-Offs in that I seem to be having more success at winning face-offs by using this method. Anotherwords when in the face-off, just before the referee drops the puck (this is important, don't just hold down the B button from the beginning, instead wait until right before the ref is about to drop the puck to start holding B down) so when the ref drops the puck you are already holding B, then you press on a d-pad direction (while still holding down the B button) when the puck is actually being dropped and it seems that you will have a better chance of winning it. It requires some practice, because on face-offs it seems that if you start holding down B too far before the ref is about to drop the puck it just won't work. You have to wait until he's just about to drop it, then hold down the B button then as the puck is being dropped press a direction on the D-pad while the B button is still being held down. (if your team is skating up, you want to press either down, Down / left, or Down / right on the d-pad while holding B ) I even managed to win a face off without pressing B at all, just by timing a D-pad direction press when the ref drops the puck, but I think that only happens when the B button timing of the opponent center is off. When playing the CPU, you will observe that the opponent center will be spamming the B button prior to the ref dropping the puck. The CPU center's spamming of the B button stick movement on face-offs seems to be random as it relates to the ref dropping of the puck, but sometimes the CPU center will mis-time his B button stick movement to when the ref drops the puck and when the CPU center mis-times it, the puck will hit the ice and you can actually win the face-off just by pressing a D-pad movement towards your teammates when the ref drops the puck without ever pressing the B button. This isn't something that you will be able to do often, but it is possible. But more times then not the CPU center will time their spamming B button stick movement well enough to win the face-off unless you time your B button press better than they do, and this seems to involve not just tapping B, but using the passing tip of holding down the B button just before the ref drops it and then pressing a d-pad direction while the puck is being dropped with the B button being held down. I encourage you to try this method, and see if it helps you win more face-offs.
  15. The random goalie starter thing is also a bit odd and surprising.
  16. Probably the most interesting thing here is regarding the pass button. The puck doesn’t leave the stick until the button is released?! Any idea if it’s the same for snes? Probably not.
  17. Yeah, I didn't clarify that passing yourself the puck is done with (B). I have tried this with SNES and it appears to be about the same. I haven't spent that much time to figure out if there are any subtle differences or not. Also, what "codes," are you referring to, exactly? Do you mean, like, Game Genie codes or something?
  18. Do higher rated players poke check faster on the draw or am I imagining things? Could be easily tested as to which attribute , if any, contributes to the speed that you can poke check during face offs. I’m just not sure.
  19. I was reading the NHL'94 Sega Genesis manual (I have a goal to read books this summer), and came across a few "clues" that can help us understand parts of the game we don't fully grasp yet. I found these to be of particular interest: During use (p.2) "Rest for at least 10 minutes per hour while playing a video game" Ummmm, this was before the 2v2 ROM was created, so they didn't know resting 10 minutes per hour was going to be impossible. The Face Off (p.18) "As you learn the game you will find that certain centers are tougher than others, and that some are more skillful with the stick. You will want to be aware of your center's particular strengths and weaknesses if you want to make full use of him on face offs" I feel like this suggests a players attributes (stick handling, awareness?) will lead to more faceoff wins. I think we generally believe button smashing is not key to winning and it's random, but perhaps not! The manual also doesn't say smash B to win. It says when the puck hits the ice it's live and you can "Hold the D-Pad in the directions you want to pass, then press B". Passing (p.20) "The best passing method is to press the B button, then press down on the D-Pad, then release the B button. The pass is launched when the D-Pad is pressed while the B button is down." What? I THINK I press the direction before a pass, not after. However, I did learn from @PlabaxV2 that if you hold the b button the player just holds the puck in a frozen motion until you release the button. Change/Remove Goalies (p.35) "In NHL Hockey '94, the goalie is chosen randomly for computer controlled teams in regular season games, when line changes are ON. Otherwise, the first string goalie starts" ORLY? Didn't know that. Hot and Cold Streaks (p.39) "The player ratings will vary hot and cold (+/- 10-30% in each category) depending on what kind of streaks the players happen to be on" We know this, but I like that the manual puts in a percentage range for us to verify Goalies / Def. Awareness (p.47) "Goalie's sense of what's going on around his net." Interesting, I think this attribute may help auto goalies position themselves better....just a hunch. Line Players (p.48) "Off. Awareness Player's offensive instinct Def. Awareness Player's defensive instinct Pass Accuracy Player's accuracy in passing the puck Stick Handling Player's overall skill with the stick Aggressiveness Player's likelihood of being penalized" Passing (what is called in-game) is categorized as pass accuracy. That's always been somewhat of a mystery. I also think the language around Stick Handling is related to the faceoff notes from earlier as well (skill with the stick). Crowd Meter (p.49-50) "The Crowd Analysis screen displays the statistics on decibels recorded from the crowd's cheering. These include the current decibel level, the average decibel level recorded over teh course of the game, and the highest, or "peak", decibel since the opening face off. Analysis of the crowd is based on readings of the Crowd Meter throughout a game. Don't just blow the Crowd Meter off - the higher the reading, the BETTER the teams play! If you break the Arena record, gameplay for both teams speeds up (about 10%)." Ok, clearly this Crowd Meter has some effect on players given the BOLD statement made at the end of the manual! I have done initial investigations on what moves the crowd meter, I have to check my notes, but I know winning a faceoff at home is an instant boost vs losing, etc. Now, we just have to figure out how it affects the teams. According to the manual, "gameplay" speeds up 10%. Timeout (p.50) "When playing with line changes off, the players do not lose vitality, and so the timeout has no real function." Still...momentum man. I will call timeout damn it.
  20. It would be useful to learn how to do this in '94, to reduce player ratings lower than their normal "adjusted" in-game rating. For example, when it comes to Goalie Speed, in '94, when goalies are set to the lowest possible attribute in NOSE, still in0game their Speed rating is listed between 25-30. It would be great if there is a way to lower their speed rating even more, down to like 1 or 0, instead of you know 25-30. I ask this because even at this lower rating I still think Goalies are too fast, and would like to make them even slower.
  21. You make a great point about the CPU A.I. that when the puck is loose (in the attacking zone) the opposition will move away from their defensive "spots". Generally they skate towards the puck when it is loose, as opposed to staying in their defensive formation. Of course it depends on their attributes, but really whether they will come off their position within the standard defensive formation has to do with whether a player on the attacking team is in possession of the puck or not. The puck being loose just means that since no player is possessing the puck, the CPU A.I. is no longer "defending" until it is regained of course. When you perform a flip pass in the attacking zone for some moments the puck is loose, and not possessed by the player while it is spinning in the air so in that time defenders will move off their position within the standard defensive formation. So it does force an "A.I. reaction" that takes them out of position. That's why it can be useful. Pucks being loose in the opponents 1/3rd are typically hard to see this because there's not much room for the puck to be loose for all that long while all 10 players are in the attacking zone. (when you are outside of the attacking zone, of course the opposition will not be in a standard formation position like they are when you are in the attacking zone) As you surely are aware, the distance an A button pass travels is greatly reduced once you cross into the attacking zone, and further there is a midpoint between the blue line and the goal line when you try to cross it laterally via an A button pass, the closer you get the goal line the more the puck will travel vertically down (away from the opponent's goal) instead of vertically up (towards the opponent's goal) as is the case when you try an A button cross from just inside the blue line. You don't have much control over the direction of these A button passes, as where you are in the attacking zone largely determines the direction the A button pass goes in. Through codes, I've explored this as I've been trying to find ways to have more control over the direction of both A and B button passes in the attacking zone, as a way to get more loose pucks and thus create the kinds of openings in the defense formation you are talking about. In the 2 on 2 Impossible Angle video, I think that's a B button pass into the boards as I don't think it's possible to do an A button pass into the boards due to how the direction and speed of an A button pass is dependent on where you are on the ice, as it always angles the puck towards the horizontal center, or towards the goal. You can only do an A button self pass "in stride" from certain positions on the ice. The closer to the center point of the attacking zone "square" the less distance the A button pass will travel, the more it will just pop up over your player. Doing a B button pass into the boards does create that puck spinning effect though that may influence the physics of the shot in the same way that an A button self pass does. I have observed that when you regain a "loose" spinning puck it keeps spinning for a moment while in your possession, while you are winding up a shot for example. If you can pull off one of these A button self passes, it can open up clogged lanes and be an effective maneuver. Of course, for anything involving A button passes to be effective in '94, you need to have Lines Changes turned to Auto or OFF. With Line Changes ON an A button self pass won't really be possible as the line change menu will pop up. Though codes I've found a way to turn manual Line Changes on and off on the fly with a hot key which allows me to test A button passes fully without having to disable manual line changes. (you need to start the game with Line Change ON and there's a code that will change line changes to Auto, OFF or back ON during the game) There is a code that while held down disables the X and Y movement of the puck which enables you to pop up an A button pass directly over the player with the puck from anywhere on the ice. This requires a code that disables the X and Y movement of the puck while hotkeys are held down along with pressing the A button, so the puck will just pop directly up in the air without traveling in its normal A button direction. I think using these codes and pulling off A button self passes from anywhere on the ice is a great way to illustrate what you are talking about, namely what happens to defenders when there's a loose puck and defenders will switch off their "defending mode" and will be seen coming off their standard formation position, charging the puck, or in some cases just skating randomly as opposed to "defending". (which depend both on where the puck is and their attributes) Good thought provoking topic, I am intrigued by discussions involving how the CPU A.I. react to certain types of passes and loose pucks and all that. I study this sort of thing a lot as I look for new ways to create loose pucks and cause defenders to react.
  22. Just want to talk real quick about the self pass, and to a lesser extent, the flip pass. The former is somewhat misunderstood, the latter is something from the occult, black magic book of NHL'94. I wanted to make a video to narrate and demonstrate exactly what I'm referring to, but I don't have a decent mic so I'll just post a few videos and try to explain. Flip pass origins The Fins, namely @swos and @Mahavishnu, were the first to use the flip pass or "keg toss," that I'm aware of. A keg toss being Nordic strongman-parlance for an event when a keg is hurled backwards over a bar. The puck is flipped with the (A) button behind the net in an attempt to get an odd bounce or setup a forward for an easy goal. Seeing videos of the Fins scoring these goals with frequency led me to experiment with how the puck behaves when it's 'flipped' or rolling. One thing I noticed is that it's easier to score goals in some respects when the puck is like this and you can get some wild bounces in your favor that make it a dangerous play. Here's an old video with some self passes and two flip pass goals: The play is more of a parlor trick but does have a place in a 5on5 game, even in match-play once you learn that you can 'poke-stab' a rolling puck out of mid-air with your skater and shoot it in one motion. E.G. flip to self poke-stab rolling puck to gain possession flick a wrister with the rolling puck half-slap the rolling puck flick a pass for a one-timer while the puck is rolling @HABS doesn't demonstrate the poke-stab here, but he does show a good example of a flip pass goal: It's also, basically, a giant neon middle finger to your opponent who would love nothing more than to bury you into the boards and shove that puck back into your net for showboating. Self pass usefulness It actually does have a place in 5on5 for a few reasons, but first for anyone who doesn't understand how to do it: Get close to the boards pass the puck by holding the d-pad directly left or right right side is more effective going 'up' ice, or home. left side is more effective gong 'down' ice, or away. Try to angle your skater to retrieve the puck in stride. You can also do it at a standstill in the attacking zone. As a general rule, never ever do this in your own zone, unless you want to get burned badly or light a fire under your opponents ass. Disregarding the goal, here's a quick example of how to do it in stride. When the pass is made the skaters stick is pointing directly, to the right, at the boards. This is the most consistent way to pass the puck to yourself while moving up ice: So what, right? How is this anything more than hot-dogging, and what would ever be the point of trying this type of stunt when you can just try to capitalize on quality scoring chances? Well, it has a bit to do with how the CPU AI behaves in the game. I'll try my best to explain without a video or commentary. Computer controlled skaters behave as if offsides are enabled even if they're not. When you enter the attacking zone, if you have to drop the pass back to your D because you have no options or are about to get nailed, and the puck goes out to the neutral zone, then the rest of your team that is setup in the offensive zone will leave the zone to get onsides again. Once your team is setup in the attacking zone, and all 10 skaters are on that side of the ice, the computer controlled skaters, yours and the oppositions, will get into their "spots," for lack of a better term. They will basically stay here unless the puck comes near them by the puck carrier, whereby their attributes will basically determine how they will behave. If you want to try it out, play keep away in the attacking zone with a skater and just skate around and observe the behavior of the computer controlled skaters. Passing the puck to yourself plays a roll because when you release it for half a second to yourself, the computer controlled skaters behave as if there's a loose puck, and will get out of position by beginning to move. They "reset," so to speak. This may be all the space you need to generate a chance if your opponent had you locked down and has taken away the primary passing lane, or that one-timer lane that is most likely to result in a goal. This fraction-of-a-second, personal-pan-pizza-pass can open up clogged lanes. It can also let you sacrifice your forward by doing this quickly and then getting rid of a hot potato before getting crunched that can result in a fast goal. I plan to make a detailed video later, at some point, but I hope some of that made sense.
  23. Man I wish I was active on the boards when these leagues were running. Was lucky though to get a season or two of Blitz and a few seasons of GDL before they folded.
  24. I do use the '91 ROM all the time, so I will be curious to try out this iteration. Thanks for both!
  25. This is the last version my ROM edit from pixelpuck.com (RIP) around 2013. There is an NHL91.com ROM on the master list, however, I believe this may be from the Season 2 draft, when @angryjay93 beat @Freydey in 5 games. Here are some way-back pics of the blog from season 2: Okay, as to the new update from around 2013, here are the biggest changes: FEATURES: Scanned media guide photos from 90-91 for every player card. Remastered sprite fields two colors for helmets and one for sleeve piping for the most accurate uniforms possible [HUDB]. Meticulously rated, NHL players from after the 90-91 trade deadline, completely overhauled from the original ROM edit. 26 man rosters: 15 forwards, 8 defensemen, and 3 goalies. Team ratings based on team performance (home PTS %), road warrior rating (away PTS %), special teams (PP% – PPGF, and PK% – PKGAA), offensive prowess (GF/G and GF), defensive stoutness (GAA) [EARE]. New control read method. Goalie control is now mapped to the (Y) button. Controls must be calibrated to the 6 button configuration to use this feature. [SpritesMind] Refined system that narrows attribute increments for more accurate player ratings. NHL91 splash screens. NHL91 logo for the Zamboni and team selection. NHL91 timer logo. 90-91 crease and improved nets. New font. Checking – speed burst multiplier adjustment. Adjusted fatigue meters. Hot – cold ratings fix. Weight bug fix. Assist bug fix. Puck-drop organ tunes have been matched to the correct teams A longer, louder, different sounding goal horn that more closely resembles the ones used in current NHL arenas [YT]. NHL 90-91 Recap Penguins Win 8-0 in Game 6 @ Minnesota to win their first Stanley Cup Brett Hull scores 86 goals 4 players score more than 50 goals Guy Lafleur plays his last NHL game with Quebec Several future, and potential future, HOFers played their first NHL games Fedorov Recchi Hasek Jagr Bondra Sundin All-Star Game is held in Chicago. Super Series took place between three Soviet teams (CSKA Moscow, Dynamo Moscow, Khimik Voskresensk) and the NHL. The Soviets won the series 12-6-3 Chicago wins The Presidents Trophy and is bounced in the division semis by Minnesota in 6 games Art Ross goes to Gretzky Norris goes to Bourque Vezina goes to Belfour Conn Smythe goes to Lemieux who missed more than 50 games Hartford Whalers don't even know that they're moving to Carolina in a few seasons and are too busy enjoying one of the best logos of all-time to notice No one in the hockey world knows who Gary Bettman is and everyone is thankful Also, a bunch of other stuff happened and it was all pretty cool since it was the 90s' Notes Speed burst is cut in 1/2. You really have to line up your checks and breakaways are harder to chase down if you get caught pinching Ratings are more akin to EA's current games, and as a result the game plays better with line changes Endurance is greatly reduced as well, one or two scoring chances and you'll need to go for a change or your line will be out of gas, which forces you to roll lines NHL91pixelpuck.bin 2 MB · 0 downloads
  26. Extending names can cause problems when the player scores a goal and on the 3 stars screen. I can't remember the details but I have changed shortened names in my retro roms because it looks bad. 10 letter max sounds about right.
  27. I thought that was a screen space limitation, all the Alexanders are spelled that way
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