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  1. 4 points
  2. 3 points
    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
  3. 3 points
    I'm glad that Raph agrees that the weight bug is worse. I voted that the weight bug is worse as well. And I applied this to a real world situation becuase this game is 100% reflective of real life. The other day I was at the hockey rink taking my daughter skating when I noticed this 10-year old kid racing around the rink. He came right at me and I tried to side step because I thought "If he hits me, hes going be in a world of pain", but sure enough we collide and I go down hard. He looked at me and said "weight bug, b***h". I wanted to get up right away and throw his ass over the glass, but I left my snes controller at home. That 'Y' button sure would've came in handy that day. Side note: I noticed that on the sleeve of his hockey jacket it said "FPB".
  4. 2 points
    Not thread-worthy so I'll leave it here: Was curious to see what the 3 Stars of The Game would be if there were no goals, assists or shots and the game ends in a 0-0 draw. The address error thingy comes up and then the game crashes as soon as the game ends. Kinda-sorta-cool. Just thought I'd let you know. I'll go, now. Bye.
  5. 2 points
    Just wanted to post a quick vid of this move, which to my knowledge, was figured out by @HABS. It can get you up the ice much faster than checking or just speed bursting by itself. Basically, you cancel the speed burst a few frames into the animation with the poke check, then you speed burst again, and cancel that burst again with the poke check. Rinse repeat, all the way up the ice. Easiest way to pull this off, for me, is to have your thumb on (B) & (C) at the same time. This way it's easy to press one part of your thumb on (B) to poke check and cancel the animation, then, the other part of your thumb can burst again with (C). Made the video, like, 10 minutes ago in a hurry. I could have done a better demonstration of how to get up the ice faster if you do it more smoothly, but I just wanted to get the video up for now
  6. 2 points
    I glanced at the '95 manual once and i have to say it's kind of like a View Master edition of Mein Kampf.
  7. 2 points
    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.
  8. 2 points
    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.
  9. 2 points
    I promised myself I'd never do another ROM project, but I have an idea and would like some feedback from the community. Many of the purists may be thinking that I'm messing with the Mona Lisa of hockey games, but I think an updated version of the game could be a good thing. Before I get started: no I don't think this will replace the original NHL'94 with all it's beautiful flaws. That's not the big idea. This would just be a twist on the original that could freshen up the game and be a lot of fun to play. Some of the adjustments / corrections to be considered: Player ratings predicated on member feedback. This would make this ROM edit more of a community project. Correct, expanded, post-trade-deadline rosters, including players who were not in the original game but should have been. Correct the uniforms with the help of my sprite patch: ECA/WCA, SJS, PHI, MTL, CHI & FLA, just as an example, are way off. This might not bother some people, but I'd like the uniforms to be as accurate as possible. My sprite patch makes this possible. Improved center ice logos Improved team-menu logos Improved splash screens, maybe. I feel it may be best to leave these alone, unless I can find the original splash screen photo and remake it for TM. Player card photo for every forward, defenseman and goalie. Updated net. Weight bug fix(?) Assist bug fix Separate (Y) button for goalie control patch (holding B still works, for those who've never played a ROM with this patch) Swap goal siren and end-of-period horn. I also feel like the banners and font can be improved but shouldn't be messed with. That's all for now. The reason why I haven't added a poll is because I like some feedback as to whether the brain trust, here, thinks this is a good idea, and if I were to start this, what exactly would everyone like changed. Really want to here from the established members of the community as well if it seems like a worthwhile endeavor, because ultimately the community will be playing the game.
  10. 2 points
    My way of ranking the best teams was to play against the All-Stars East and tally up how many goals I won by for each game. I did 5 min. periods & played 6 games in a row as each team. It's an imperfect metric but I did learn a lot. I'd say Chicago is the best if you know them inside & out. One thing about Roenick: as phenomenal as he is with one-timers, he's actually pretty bad at scoring solo with a deke in front of the goal. Oh and it should be noted, I never scored by crossing over in front of the net. It was always forbidden among my friends. We labeled it, "the b***h move", haha. Anyway, these are the results: CHI: 6 5 4 4 1 7=27 DET: 5 4 4 3 5 4=25 VAN: 3 4 7 4 3 4=25 BOS: 3 4 3 4 4 6=24 CAL: 6 4 5 5 -1 4=23 LA: 4 2 3 3 4 5=21 MTL: 4 4 3 2 3 4=20 BUF: 2 8 4 3 1 2=20 PIT: 1 7 1 4 2 5=20 TOR: 3 4 3 5 1 1=17 QUE: 1 1 6 1 5 3=17 WPG: 3 2 3 1 1 3=13 NY: 1 4 1 3 -1 3=11 DAL: 3 1 1 3 1 1=10 Did it twice more: QUE: 9 1 2 6 6 6=30 BOS: 7 4 3 5 6 3=28 CHI: 4 1 4 6 3 6=24 MTL: 4 1 5 4 4 6=24 CAL: 3 3 4 6 2 5=23 DET: 5 4 -1 6 2 4=20 VAN: 6 4 1 3 4 1=19 TOR: 1 -1 3 6 4 3=16 LA: -2 5 3 3 3 3=15 PIT: 3 3 4 1 -1 3=13 BUF: -1 4 3 1 3 1=11 BOS: 6 4 4 4 6 10=34 LA: 6 1 5 5 -1 9=25 CHI: 4 5 4 1 2 8=24 MTL: 3 4 4 4 3 5=23 TOR: 6 3 5 3 1 5=23 VAN: -1 3 5 4 4 8=23 DET: 4 5 4 3 2 4=22 BUF: 8 1 5 3 3 1=21 QUE: 4 3 3 3 4 2=19 CAL: -1 3 3 4 -2 3=10
  11. 1 point
    A post dedicated to the lost souls of 94. We understand if you are no longer playing 94 you are likely in jail, homeless, Tomkabs, on meth, or a drunk male prostitute. We hope and pray for your return to the land of GA. Today's featured lost soul: (1) Donnybrook (2009-2015) A long time staple in the 94 community among the pot heads and 2on2 junkies, donnybrook was always down for a game between the hours of 11pm-4am. We miss you and love you DB, please come home. Disclaimer: This post is satire. All of which is fiction, and presumably fake. Any resemblance to the truth is purely coincidental.
  12. 1 point
    The random goalie starter thing is also a bit odd and surprising.
  13. 1 point
    This version of the ROM should work in RetroArch (along with ZSNES). EDIT: Download this new one, I fixed the checksum. NHL94-2on2-xstioph-fix2.smc
  14. 1 point
    When the boys say, "got 3 need need 1 more."
  15. 1 point
    Remember the game is actually based on the 1992-93 Season. This sounds more like a rom based on the 1993-94 Season. Which is a cool idea. I actually think the ratings from NHL 95 are better than the ratings for 94. They were done by Neil Smith of the Rangers as opposed to Igor Kuperman. They would be a good place to start as 95 has all of the tweaks you mentioned and more. I am also glad that at least you, me, and @kingraph care about the player cards. I watch them every single time. One thing about my roms is that I left the ratings and game play untouched so that it plays exactly like the Original , but it looks tons better. I can barely look at the Original rom with the improvements made to Logos, player cards, and splash screens.
  16. 1 point
    I have done my versions of this. Not everything you posted, but it does have some of it. I have some other versions I have made for guys as well, such as my Mike Modano special. More info can be found here. NHL'93classic.bin NHL'94classic.bin
  17. 1 point
    I've been playing a bunch of 93. I forgot how great a game it is! Super rewarding to pull off the one-timer. Dave Reid feeds Vlad Ruzicka who one times it past Tim Cheveldae, in the Stanley Cup Final vs Boston. DSCF1152.mov
  18. 1 point
  19. 1 point
    Yeah that's right... Keep checking in on the site, I might be able to fix another re-up. It would be up for a week once it gets up in that case, so if you check the site once a week you won't miss it.
  20. 1 point
    Andrew is just getting dunked on.
  21. 1 point
    Did you lend it to my friend Andrew?
  22. 1 point
  23. 1 point
    Are you modding SNES roms @CoachMac? Not enough to be a Sega NHL94 All-Star?
  24. 1 point
    This is an Original rom with only the Dallas Stars converted back to the Minnesota North Stars and the Playoff settings changed back to when they were Divisional. NHL'94northstars.smc
  25. 1 point
    Hey everyone! I had posted something on the NHL FB page but didn't know if everyone is on that so I'll add it here as well. I had noticed that through all of the amazing team analysis there wasn't really any graphic representation of the teams "tiers". I designed a visual aid to go along with the number crunching. I know that we all will not agree 100% on which teams belong where, especially in the middle tiers, but I thought it would be fun to share. I hope you enjoy it and let me know what you think! ***P.S.*** These tiers are for the Genesis. I haven't gotten to the SNES rankings.
  26. 1 point
    Tampa Bay Lightning Team Overview: Chemistry is one hell of a thing, there isn’t much to suggest that the Lightning would be a competitive team as they own the slowest and least skilled defense in the game and an unimpressive set of forwards after Brian Bradley. Yet, somehow, almost inexplicably, they manage to cobble together a lightweight lineup that does just enough to win their fair share of games. Forwards: To say that the Lightning are utterly bereft of top end talent after Bradley would be an insult to understatements. At the very least though, the lineup is littered with useful, light weight options that can stir up some trouble on defense and work the counter attack in their favor to cash in on some easy/garbage goals. RAPON!!!: Andersson-Bradley-Kasper Mikael Andersson: 6 weight, 2/4 skating, 2/2 shot, 3 sth & pass, 2/3 aware, Shoots: L Oddly enough, this no shot, straight line, burner-ish type player is the best offensive winger on the roster. Players don’t get much more unspectacular than Andersson, but he does the trick in many instances. Being the only player on the roster above 3 speed, Andersson’s ability to quickly move the puck up the ice is a vital change of pace in an otherwise sluggish attack. Thankfully, Andersson does have an average set of playmaking skills to go along with his speed so he isn’t just carrying the puck up the ice for his health. Scoring though, is something of an art with Andersson, his piddly shot wont strike the fear into any goalie as he is mainly an in close deker. While not the biggest of hitters on defense, he is still able to bring down the heavyweights with ease and it is nice to have one player on the ice with a bit of speed to run down players in open ice. Brian Bradley: 4 weight, 4/3 skating, 4/5 shot, 3 sth & pass, 4/3 aware, Shoots: R One of the prevailing traits of an expansion team is a dearth of top end talent; this is not the case for Tampa as Bradley is a border line Round 1 pick in the GDL draft. The one obvious weakness about Bradley is his speed. Fine, it is what it is, pretty dang average, but it does not hamper him enough from being one of the games truly legitimate snipers. Bradley’s shot turns a pop gun offense into one that can hurt any team in the league as he is dangerous from almost anywhere inside the offensive zone. Despite his lack of speed, Bradley is still very capable of bouncing off a few body checks and driving the puck to the net in close for a floater or deke. What sets Bradley apart from several other sniping slugs is that he can really check the snot out of the opposition, which comes in real handy in helping to change the tide of a game. Steve Kasper: 5 weight, 3/3 skating, 2/3 shot, 3 sth & pass, 1/3 aware, Shoots: L Much like Andersson, on a standard team Kasper wouldn’t garner a 2nd look despite his ability to body check effectively. For the Lightning though, Kasper is a good wing option because he has just enough playmaking ability to feed Bradley consistently as he is rather adept at dodging and absorbing body checks to make the play. It is pretty rare for a forward to have such low offensive awareness, but this doesn’t hamper Kasper too much as he is still able to convert on the odd goal and he is very focused on defense, which isn’t a bad thing to have when the other two forwards are going to be doing a lot of work on offense. This is the most balanced line the Lightning can hope to ice as it provides some speed, some scoring touch, and a good deal of defensive ability. If either Andersson or Kasper can augment Bradley’s production, the Lightning becomes rather effective, and not in just expansion team terms, but league wide terms. TRAPON!!!: Kasper-Bradley-DiMaio Rob DiMaio: 5 weight, 2/3 skating, 2/2 shot, 2 sth & pass, 3/3 aware, Shoots: R If all you wanted in your life was another guy just like Kasper, but less skilled, then you can stop your search. Strictly a weight bug option, DiMaio provides a bit more defensive edge then Andersson which could come in handy in an attempt to slow the game down and turn the neutral zone into a wasteland of turnovers and mutilated bodies. With the puck on his stick DiMaio is as unskilled as they come, but if he’s allowed to waltz right in on the goalie, he’s bound to convert on some of his chances. While this is in the running for slowest line in the league, it is an effective trap line because not many teams can match a line of 5-4-5 weight. It essentially eliminates the body check for the opponent as they are now reduced to poke checks and holds which may provide some problems. The scoring touch isn’t reduced all that much by a change from Andersson to DiMaio as Bradley is still the obvious go to player. Who’s the Fattie? Bradley-Kontos-Andersson/Kasper Chris Kontos: 8 weight, 3/3 skating, 3/5 shot, 3 sth & pass, 4/3 aware, Shoots: L While it may be a difficult decision to give up such a superior weight advantage, sometimes it’s useful plugging a little extra offense into the lineup against a heavier team if things start to go awry. Kontos greatest and only strength is his ability to finish. Kontos isn’t unfamiliar with the concept of filling the slot, and with a pair of flyweight options on the wing, they should be able to feed him enough chances to make him worth icing. Using Kontos in a one-on-one fashion is likely to end unsuccessfully as he has neither the skating ability or weight advantage to work his way into the danger areas, if this is a main mode of attack for the user, it’s likely best to put Kontos on the wing or just leave him on the bench entirely. No other expansion team has one player with a 3/5 shot or better, Tampa has two. If they can get chances, they are going to put some goals on the board. The defense takes a hit though, but against a heavier or slower team, it’s a trade off worth considering. Other Options: None of the players remaining on the roster are worth GDL consideration, hell; Kasper, Andersson, and DiMaio never get drafted. Still, it doesn’t hurt to talk about a couple of other bums. Marc Bureau: 7 weight, 3/3 skating, 2/2 shot, 3 sth, 2 pass, 3/3 aware, Shoots: R Average skating middle weight with a sub par skill set, you didn’t expect anything good did you? Danton Cole: 7 weight, 3/3 skating, 2/2 shot, 2 sth & pass, 3/3 aware, Shoots: R The thing about Danton Cole is... Forwards: 5/10 Defense: On paper, the Lightning have the worst rated and most unimpressive defense in the entire game...and they don’t play far from it. While not crippled by a brigade of heavyweights, the Lightning have the slowest top pairing defense in the league that is compensated by no other skill. Roman Hamrlik: 7 weight, 3/2 skating, 3/1 shot, 3 sth, 2 pass, 2/3 aware, Shoots: L Hamrlik garners nothing more than a shoulder shrug from me. He’s slow, isn’t a threat offensively, doesn’t give a good breakout pass, and he doesn’t do a good job of containing a light weight bearing down on him with speed. This is the Lightning’s #1 defenseman though, the price of having a legitimate forward on an expansion team is rather steep it seems. Marc Bergevin: 6 weight, 2/2 skating, 3/0 shot, 2 sth & pass, 2/2 aware, Shoots: L Things have already degraded down to this? Damn, that was fast. Bergevin is light and he is also light. Ignore his shot, he’s never going to use it and if he does, well, I don’t need to tell you how it’ll end. Bergevin is pretty good at dealing with slugs, mainly because he is light. Have I mentioned that Bergevin is light yet? Good, I just wanted to make it clear that Bergevin is indeed light. The main objective of the Lightning defenders is this. Don’t get caught out of your own zone, slow down the attack, and allow the forwards to mop up. If breakaways are limited and the Lightning defenders stay home, Bergevin and Hamrlik can do a fairly bang up job and contribute to the defensive game plan. If they get caught though, they won’t be able to do a thing about it. Also, don’t let them carry the puck for too long, they won’t intimidate anyone with their abilities. Other Options: The rest of the pairings I can suggest are of equal stink, so I’m not even going to bother breaking them down. Bob Beers: 9 weight, 3/3 skating, 2/2 shot, 2 sth & pass, 3/3 aware, Shoots: R Bad ass name, bad player. If a heavy defenseman is going to be iced he has to have some skills, Beers possesses nothing worth mentioning though. Bergevin provides a similar skill set in a slimmer package, don’t keep this Beers on ice. Shawn Chambers: 9 weight, 2/2 skating, 2/1 shot, 2 sth & pass, 3/3 aware, Shoots: L Hey, this is a major improvement from when he was rated a 1 overall in NHL 93, take what you can get. Chris Lipuma: 6 weight, 1/1 skating, 1/0 shot, 1 sth & pass, 2/1 aware, Shoots: L I mention Lipuma because he is a default sub, I’d suggest subbing him, but honestly, what’s the difference? At least Lipuma is light. Why does this sound familiar? Defense: .5/10 Goalie Zone: Wendell Young is not Glenn Healy, I can’t get much more positive than that without lying through my teeth. Wendell Young: 6 weight, 3/3 skating, 2/2 aware, 3 puck control, 3/2/3/3 save, Catches: L Young occasionally gets starting consideration in the GDL and Blitz leagues, he typically platoons at best though. Be prepared to use a lot of goalie control with Young, he isn’t very strong against most scoring tactics although he may provide a few surprising saves from time to time. Goalie: 2.5/10 Bottom Line: Despite a horribly rated defense and below average goaltending, the Lightning ought to be respected. Their ability to score and play team defense allows them to play a few different styles and adjust to their opponent as needed. Against a superior team in the hands of a skilled player, the uphill climb to victory will still be a daunting, yet not impossible task.
  27. 1 point
    St. Louis Blues Team Overview: One of the more overrated teams in the league, the Blues don’t have a single player on the roster that is free of a major weakness. The likes of Brett Hull, Brendan Shanahan, Nelson Emerson and Jeff Brown all have obvious deficiencies as players, but finding the right mix of these players with the other options on the bench can provide the Blues with a competitive line up that will frustrate opponents. Forwards: One main issue the Blues forwards are confronted with is a total lack of speed, which rules out using a one man slashing offense as an effective strategy. They also lack a masterful set up man and top tier sniper, making a traditional one –timer offense difficult to pull off. All that can be done is either submit to the weight bug strategy, or construct a jack of all trades line. Jack of All Trades: Shanahan-Hull-Emerson Brendan Shanahan: 10 weight 3/3 skating, 4/5 shot, 4 sth & pass, 5/4 aware, Shoots: R The fact that Shanahan has made the starting line up says more about the lack of skill on the bench then Shanahan himself. Lets not throw him completely under the bus though, in the right system, under the right circumstances, Shanahan can be a pleasant surprise as a scoring option from the off wing. He has 5 o aware, and will often times make a home in prime scoring areas along the wing leaving him wide open for easy one timers that he can convert with his 4/5 shot. What kills Shanahan though is his 10 weight and 3/3 skating, which makes him a weak puck carrier and defensive option, hopefully he provides enough offense to offset these flaws. Brett Hull: 9 weight, 4/4 skating, 6/3 shot, 5 sth, 3 pass, 5/3 aware, Shoots: R Due to the fact that the Blues don’t have a dangerous 1 on 1 forward, it becomes essential to put either Hull or Shanahan in the middle due to their shooting skills. But thanks to Hull’s 4/4 skating and 5 stick handle, he has some legitimate deke ability despite being saddled with 9 weight. Hull has some very high end offensive skills in his 5 o aware and his 6 shot power. One thing (aside from his weight) holds Hull back from being mentioned among the elite snipers, its his 3 shot acc. Because of that, Hull has very wild hot and cold streaks that can prove maddeningly frustrating and put the Blues in prolonged slumps on offense. Nelson Emerson: 4 weight, 4/4 skating, 3/3 shot, 4 sth, 3 pass, 4/3 aware, Shoots: R Aside from Emerson’s 4 weight and 4/4 skating, he is a rather ordinary option. Emerson has had some successful seasons but he has to be inserted into the right place. He is not a number one option due to his 3/3 shooting and 3 passing, he is a defensive specialist who can be pressed into playmaking duties when need be because of his ability to withstand punishment in the open ice. It is suggested that when the Blues are on the PK, that Emerson gets shifted over to the left in order to keep a defensive presence on the ice. The key to this line is letting Emerson carry the puck up the ice and finding the open option. He is merely competent on offense, but he is the best 1 on 1 option the team has. The problem with this though is if Emerson gets cut down deep in the offensive zone, the opponent can quickly counter attack on a team with no big hitting presence anywhere else on the ice. Finding the balance between creating with Emerson and keeping him available on defense is paramount. Bug Line: Bassen-Hull-Emerson Bob Bassen: 4 weight, 3/4 skating, 2/3 shot, 3 sth, 2 pass, 2/2 aware, Shoots: L Bassen is pure grit on the wing, at 4 weight and 3/4 skating, he provides more of the defensive tenacity that the Blues lack. The cost of having the extra defense is a huge drop off in offense from Shanahan. Unless your name is Kgman, then Bassen’s 2/3 shot and 2 o aware will make it a monumental task to light the lamp on a regular basis with Bassen. This is a faster line, more defensively conscious, but it takes the most consistent shooter off the ice. If Hull can pot 3 goals a game or so, then the extra defense added by Bassen to go along with Emerson makes it an intimidating line to go against. Other Options: Craig Janney: 7 weight, 4/3 skating, 3/4 shot, 4 sth & pass, 5/4 aware, Shoots: L Craig Janney is available off the bench, but he got shafted on his passing rating by receiving only a 4, couple that with lackluster 4/3 skating and you have player that possesses no unique skills to bring to either line and is better used as a depth option when injuries or penalties arise. Ron Sutter: 6 weight, 3/3 skating, 2/3 shot, 3 sth, 4 pass, 3/4 aware, Shoots: R A last resort option, Sutter brings some offensive acumen to the table that Bassen could only dream of having, but the downgrade in speed and checking power isn't really something St. Louis can afford to give up too much of. Forward Rating: (6/10) Defense: Aside from Jeff Brown, the Blues are truly expansion like along the blue line. A lack of mobility, skill, and checking leave the Blues with a below average defensive corps that has very few alternatives to make the situation better. Brown-Butcher Jeff Brown: 9 weight, 3/3 skating, 5/3 shot, 4 sth & pass, 4/4 aware, Shoots: R A rare combination of two right handed shooters that goes against the grain of my typical defensive philosophy. If Shanahan is inserted on the left, this leaves Brown, an offensive minded d-man as his backup. Typically I’d steer clear of such a combination, but there isn’t an attractive enough alternative to shift Brown over to his natural right side. Despite Brown’s plodding 3/3 speed, he does posses a 5/3 shot and 4 passing ability that make him a legitimate threat inside the opposing blue line. Garth Butcher: 9 weight, 2/3 skating, 2/1 shot, 3 sth & pass, 2/4 aware, Shoots: R Butcher provides nothing special on the right, hes a competent 4 d aware and possesses 2/3 skating which is as good as it gets for a 2nd option on this team. The main issue with Butcher is that he is a 9 weight, he isn’t very effective in covering for Brown when he goes on his offensive rushes and hes not much of a puck handler in his own zone. Other Options: Doug Crossman: 7 weight, 2/2 skating, 2/3 shot, 2 sth, 3 pass, 3/3 aware, Shoots: L A rather unappealing option off the bench, Crossman gives a slight weight advantage over Butcher, with neither being particularly skilled, this may be enough to warrant icing Crossman. Curt Giles: 5 weight, 3/2 skating, 1/0 shot, 2 sth, 1 pass, 1/3 aware, Shoots: L Despite appearing like a checking beast, Giles offensive skills are among the worst in the game. He could be playing a LOT of defense. Defense Rating: (4/10) Goalie Zone: Curtis Joseph: 6 weight, 4/4 skating, 4 puck control, 3/3/4/4 save There is a lot to like about Joseph, 4/4 speed, 6 weight, 4 puck control. It all looks pretty good until his save ratings are considered, 3/3/4/4 is fairly average for a goalie with a top 5 overall rating. More often than not, Joseph has surprisingly occupied the bottom levels of the goalie leader board in the stat keeping leagues around the community. Goalie Rating: (5/10) The Final Word: The problem with St. Louis is that they don’t truly excel in any one area, that problem is further compounded by the fact that Blues do have some legitimate weaknesses (speed, skating, defense). Quite simply a choice must be made, picking a line built around precision offense or defensive tenacity.
  28. 1 point
    Toronto Maple Leafs Team Overview: An often overlooked team, Toronto doesn’t catch the eye of most people due to their lack of an elite speedster, bone crushing d-man, or stone wall goaltender. What they do have though, is a top 10 forward with a serious mean streak, some slick wingers, a couple of booming slap shots, and a very competent goaltender that when all put together, creates a nice little squad. Forwards: The forward unit here has a handful of very useful options at the disposal of the user. None is more important than Doug Gilmour of course, he will be the centerpiece of any line created and should be a major force offensively and defensively. The last four options are Nikolai Borshevsky, Glenn Anderson, John Cullen, and Wendell Clark. None of these players are necessarily better than any of the others, which makes user preferences all the more important when constructing a line. Triple Threat: Borshevsky-Gilmour-Clark Nikolai Borshevsky: 6 weight, 4/4 skating, 3/4 shot, 4 sth & pass, 4/2 aware, Shoots: L While not spectacular, Borshevsky is a solid support guy on the left. Possessing a respectable 3/4 shot, he is better used on the left where he can use his 4/4 skating and 4 passing to distribute the puck to Gilmour lying in wait in the slot or to deke an unsuspecting goalie. Borshevsky is no slouch on defense either, at 6 weight, he can effectively throw his weight around on the fore check to create turnovers and hopefully create an easy scoring chance. Doug Gilmour: 4 weight, 5/4 skating, 4/4 shot, 4 sth & pass, 5/5 aware, Shoots: L “Killer” is one of my most favorite players in the entire game because he can do it all. 5/4 skating, 5/5 aware, 4/4 shot, 4 pass, stick handle, and weight. No one is quite as balanced as Gilmour, he can play wing just as effectively as the middle and he will be a force all over the ice. His user friendly 5/4 skating means he will be fast enough to run down anyone, but no so fast that he is difficult to control in tight spaces. On offense, Gilmour is equally adept at one timers as he is slashing through another teams defense. The only negative Gilmour has is his penchant for taking penalties, lots of penalties, using him with discretion is advised. Wendel Clark: 8 weight, 3/3 skating, 5/3 shot, 4 sth & pass, 3/3 aware, Shoots: L While I’m typically not a fan of plodding (3/3 skating), heavy (8 weight), and inaccurate power shooters (5/3 shot), there isn’t a much better place for a Wendel Clark to be inserted into a lineup. Clark, a left handed shot, is best suited on the right wing so he can unleash his cannon like slapper to rip twine and smash glass alike. While he may a bit on the hefty side, Clark can effectively dish the puck with his 4 passing to help keep the offensive breakout alive. Clark’s main weakness though is his defense, he isn’t going to lay many people out or run them down to apply the poke check, this problem is further compounded by the fact that Ellett is the ideal right defenseman, which leaves two heavy offensive minded players on the right. Every player on this line is a threat to score, which makes focusing the defense on Gilmour a bit risky for the opposing player. The issue here though is if Gilmour can help a defensively porous right side, if he can, then this line is in really good shape. Slow but Steady: Cullen-Gilmour-Borshevsky John Cullen: 7 weight, 4/3 skating, 3/4 shot, 4 sth & pass, 4/3 aware, Shoots: R Something about Cullen makes this line really click. A lot of users can get really carried away with Gilmour and just try to play smash mouth hockey every time up the ice. Giving the puck to Cullen, can throw a massive change up into that game plan and keep the defense guessing a whole lot more. Cullen posses 4/3 skating, he is very nimble in close quarters, he can pull off a multitude of dekes, including being surprisingly adept at the backhand floater and he can finish those dekes off with his respectable 3/4 shot. Also, another thing to love about Cullen is that he can slow the pace of the game down to a crawl, which is perfect to Toronto’s typically frantic offensive pace. With his 4 passing, Cullen is very adept at feeding Gilmour or Borshevsky premium passes for easy scoring chances. While Cullen may be a bit of a middle weight (7 rating), he is resilient to far more players than Clark because of the amount of 6 weight players in the game. Cullen can handle a check from Joe Sakic, Clark cant. Other Options: Glenn Anderson: 7 weight, 4/4 skating, 3/3 shot, 4 sth & pass, 4/3 aware, Shoots: L Glenn Anderson is another perfectly acceptable player on this line in place of Cullen, at 4/4 speed Anderson is the better skater, but with that trade comes a less accurate 3/3 shot. The reason though that I prefer Cullen over Anderson though is Cullen is a bigger change of pace, with all the forwards going the same speed, it can be a bit easier for a defense to hone in and time their body and poke checks. Mike Krushelski: 9 weight, 3/3 skating, 2/4 shot, 3 sth, 2 pass, 3/4 aware, Shoots: L Being Gilmour's default sub, Krushelski could see a lot of playing time if Killer looses his cool out there. It would probably be best though to put a sub in since Mike is a plodding heavyweight who wont take advantage of too many short handed situations. Forward Rating: (7.5/10) Defense: While not in possession of a de facto stud on the back line, the Leafs do have a respectable enough trio of defenseman in Dave Ellett, Todd Gill, and Jamie Macoun to allow user’s to play a solid defensive game. Gill-Ellett Dave Ellett: 9 weight, 4/4 skating, 5/1 shot, 4 sth & pass, 3/4 aware, Shoots: L This is the more preferred pairing league wide, and with good reason. Ellett, although heavy with his 9 weight, is a solid d-man. 4/4 skating, 4 passing and a blistering 5/1 shot allow this left handed defenseman ample chance to unleash his howitzer whether it be off the rush or an offensive zone face-off. While not among the elite, Ellett is a very good option to have and is a must for any Toronto defensive pairing. Todd Gill: 6 weight, 3/3 skating, 2/2 shot, 2 sth & pass, 3/3 aware, Shoots: L What he lacks in skills, Gill more than makes up for hit in hitting ability. While being woeful with the puck in all categories (2 across the board), his 6 weight, 3/3 skating and 4 checking allow Gill to not only be a hitting presence with user control, his computer AI also will put him into rampage mode as he is liable to lay anyone out in the defensive zone. Macoun-Ellett Jamie Macoun: 8 weight, 3/3 skating, 4/1 shot, 3 sth, 4 pass, 2/4 aware, Shoots: L Macoun is a solid sub, he is a far more gifted player than Gill, with his 4/1 shooting and 4 passing. But at 8 weight, he is more of the same mold of an Ellett, just slower 3/3 skating. If you don’t mind a bit more heft in order to get premium puck moving ability from the backend, then Macoun is a very solid option. Other Option: Dmitri Mironov: 7 weight, 3/2 skating, 3/2 shot, 3 sth & pass, 3/3 aware, Shoots: L A default sub, Mironov is a pretty steady defenseman. Just don't try and get into too many foot races with him and he should be able to hold his own in spurts. Defense Rating: (7/10) Goalie Zone: Felix Potvin: 6 weight, 4/4 skating, 4 puck control, 4/4/4/4 save, Glove: L Potvin is always in the debate among top 5 goalies in the league, his 6 weight allows him to be nimble, but also be fairly resiliant to the ram tactic. With 4 and 5 ratings across the board, Potvin will typically play a fairly consistent brand of hockey that may steal a game on his own from time to time. Daren Puppa: 9 weight, 3/4 skating, 2 puck control, 2/2/3/3, Catches: R While Puppa may not see much time in classic with the Leafs, he is a 1A-1B option in the GDL. Puppa is a bit tricky to get a good game out of though. With such lackluster save ratings its really important to get his body in front of the puck, his clumsy skating and wretched rebound control do not aid him in this battle. Goalie Rating: (8/10) Bottom Line: I’m really very surprised that Toronto doesn’t get selected in more leagues, they are solid in all areas. Perhaps they just aren’t sexy enough because they don’t possess the ultimate speedster, pure sniper, or bone crushing d-man. Don’t let that fool you though the next time you play with them.
  29. 1 point
  30. 1 point
    "I won't name names" 10 seconds later "Jim" (Schoenfeld)
  31. 1 point
    Don't make me fire up my account at tecmoworld again....
  32. 1 point
    So I’m on a conference call at home when my wife shows me this note: So i put put my phone on mute and say “Baby, you get an icestorm everyday of the week”
  33. 1 point
    I'm a big fan of the PC DOS version of 94, named just NHL Hockey. It had its quirks, but the presentation was phenomenal if you had a sound blaster(gotta hear Ron Bar and all the sound effects), the game play decent for its time, and the ability to do full seasons was very appealing. I never became proficient at it, but it was enough to keep me interested in a sport I couldn't watch on TV till many years later.
  34. 1 point
    https://krikzz.com/store/ Get an Everdrive. I may need to start making a commission from these guys.
  35. 1 point
  36. 1 point
    I played NHL 98 to NHL 2006 on PC. My favourite was 2003 (with Iginla on the front). That game was so much fun. I used to do fantasy drafts all the time. I loved the player icons (target icon for shot accuracy, hammer icon for big hitter, stick for hard shot). I think you could redirect shots and bat in rebounds out of the air. Good times.
  37. 1 point
    I was waiting to announce this, but me and my team of artists I have completely re-done the game in unreal engine with polygonal graphics. With a little extra work, we will also have photorealistic coaches on the bench, 4 officials on the ice, and accurate team goal horns. Also adding AHL, KHL, SHL, and national teams. 50/50 if we can have every NCAA team as well. ROM will be free and 512kb download.
  38. 1 point
    http://www.segathon.com/nhl-95-genesis-strategy/ NHL 95 Strategy Want to be the Greatest NHL 95 Genesis Player of All Time? Here are all the Scoring Tips, Tricks and Cheats against top players. We play the wide open style of “Offsides Off” and “no line changes” Players don’t get tired and the game is much smoother without Drones going offside every 10 seconds. Note this is been updated numerous times, so it’s worth a reread, although it’s getting longer than the Unibombers Manifesto The Line UP: Normally you have a guy on your bench that is better than a starter, sometimes there are a few. Teams can change drastically with the right guys in. See NHL 95 team rating for player ratings and line ups if the below isn’t nerdy enough for you. Hot & Cold – Your players attributes can vary 10% up are down each game. So if Pixelated Dino Ciccarelli is COLD because he may of drank too many pixelated beers and showed his pixilated privates to the neighbor, let him ride the pine. The Big 5: These are the attributes that actually matter in NHL 95: Speed, Agility, Stickhandling, Shot Power, Shot Accuracy Speed Kills – NHL 95 is the fastest NHL game on the Genesis by far, scoring windows open and close quickly. When in doubt go with fastest guys, especially Defensemen where that is at a premium. Speed should be called Top Speed, how fast the player Accelerates is figured from Agility & Weight. He won’t go down! – Speed kills but Agility and Stick Handling are the best when you are getting checked. Dale Hawercheck, Gretzky, Lemieux are examples of slower but steady scorers. FUN FACT: If the players Agility rating is in 90s, that player always goes at their top speed. Center Skillz – Shot Power/Shot Accuracy are important because the Center gets 95% of one-timer attempts. If both ratings are in 90’s, you got a monster and can score anywhere in front of the net. When it dips into the 70’s it is still a threat in most spots. Even the worst rated players get a onetime shot boost and can score in the sweet spot, but just at a lower success rate. The lower the rating the puck is not on target or goalie catches up to shot. Wings – “Handedness” Backhand shots are the easiest to score on cross crease cheese so put Rightys on Right Wing and Lefties on Left Wing Defensive Pairing – Your Left Defender is the roamer, he will chase after the puck when opponent is in your zone. Right Defense just stays put in front of goalie guarding the net (normally not that well). So you probably want your quicker defender at the Left spot. Inflation: Offensive & Defensive Awareness inflate the Players Overall Rating a little too much. Some say McSorley’s Psycho D Awareness outweighs his overall shitty stats but I’ll take a raw scorer like Alexei Zhitnik every time. Also Endurance (we play line changes off), Passing, Checking, Aggressiveness are pretty suspect if they really add any value. Watch subs on penalties – Right Wing always goes off ice when on penalty kill, then Left Wing on 2nd penalty. Even if your Defender gets called and serves the penalty your Right Wing goes off ice as well. For example: Ray Bourque gets a penalty for Boston, he serves penalty but now Cam Neely is also off ice. If your Center gets a penalty, a sub comes in instead of the Left Wing moving over. Its good to manual sub at that point if your bench player is mediocre. Just remember to put him back it original spot after penalty. Offense: This game is tilted Offensively and there are many way to scores in NHL 95. Attack of the Drones – How computer AI controls the players on Offense Defensemen – Left Defender stays near Blue Line on Left side, and Right Defender does the same on Right Side. Not really in position to score Wings – They set up low in a great position to do a cross crease or pass to Center for One-timer. This position has a drawback as they have no chance of scoring on a one-timer themselves Center – Always in the center ready to blast a onetimer, sometimes they will set up in a sweet spot other times they go in a spot that’s not so sweet. Chickens come home to roost – After switching control of a player, that player will always go back to the “their spot” The Cross Crease Cheese – If you played any version of NHL for EA 16 bit, the “Cut Across” is a go to move. Sometimes called the “Cheater Move” or “Drive By” as Auto Goalie gives up the goal easily. The Player starts at one of the circles in opponents zone and skates across in front of goalie and shoot a backhander after passing goalie. Can be shot as a wrister too but is tough to pull off. One Timer – The “correct” way to score since NHL 94. 95% is normally a Wing passing to Center but it sometimes a Winger or D can score. Also if you pull your goalie the extra attacker will set up in the sweet spot for a one timer. If playing doubles, the one timers are a thing of beauty. Like Pamela Anderson pre Hep C. The Deke – Just like in Mighty Ducks, Skating right at goalie, go one side than to other and shoot. This is a tougher shot in 95 because of the speed. Works well against Manual Goalie. Down & B – Sometimes called the Pass Shot, player passes it to opposing Goalie around center ice and will go right through the Goalie’s 5- hole. Most common way for opposing Goalie to score. Down & B is deadly, but Up & B barely works because pressing up gives the puck some lift and it hits the Goalie in the breadbasket instead of the 5 hole. Rebound – shoot it off the Goalie and if puck bounces right you have an open net on 2nd shot. Also another great move against a Manual Goalie. Wrap Around : 3 versions Skate around goal and turn it into a cross crease cheese If the Player is much quicker than Goalie you can just score on an open net. Drone Obstruction: Defensive drones will go after you, but end up ramming own goalie in process Crash the Net – Just run into Goalie and hope the puck drips in and no interference call. Button Mashers preferred way to score. Dead Man – Coined by rival NHL 95 Hockey League. If Player has puck in his own zone and is laid out by a check. That Player can’t switch to another Player until they stand up. Works great against Manual Goalie when Player can’t cycle back to Goalie. Manual Goalie Surprise – Manual Goalie can be pretty tough to beat in right hands. One timers and cross crease are pretty much nerfed when controlling Goalie. A weak slapper or pass shot to the pipes can catch the Goalie by surprise. Big D Slapper – Button hook curl at between blue line and top of face-off circle and shoot a big slapper. Big slap shot guys like Macinnis can send a shot that goes true. Seldom done in game. Penalty Shot Pass Trick – On a shoot out with Manual Goalie defending, Player will pass puck and bounce off pads, Goalie will think play is over but puck is still live and can be shot again Score after Whistle on Dead Puck Penalty – in rare occasions right after play is called dead on a penalty you can shoot puck and score, if Goalie is Auto Goalie, they wont defend shot. Sometimes opposing team still get a Player in the box after score. Hail Mary Over Goalies Head – sometimes an errant clearing of puck will be on net and go right over Goalies head into net. Pretty rare and I believe can only happen when shooting up Doubles Obstruction – when playing doubles other Player will screen Goalie. You run risk of interference penalty, but sometimes refs swallow their whistles. Weak Ass Moves Drop Shot – Hit A and Dpad in opponents zone and it will leave the puck to player behind. Looks pretty but can see it coming from a mile away and does not trick Drones. Directional Passing – Passing takes a step back from NHL 94, normally hitting B pass it passes to closest player, but if you do not hold D pad, then hold down B and then press direction of D pad and then let go of B it will do a directional pass. Again it looks better but takes to long. Fake Shot – if you hit A in your opponents zone you can do a fake shot. It works good against a Drone as they may drop to ice. But does not work against a human. Deep Slapshots that aren’t One Timers – Unless you are going for a rebound almost all slappers from Blue Line are not going in. Defense – NHL HITZ Attack of the Drones – How computer AI controls the players on Defense Right Defense – He just stays in front of net, sometimes he will break up the cross crease, but mostly just watches the opponent score. Left Defense – He does all the work chasing and attacking when the opponent gets close in Take these Broken Wings – your wings on D are your best defenders as Drones, if you can push your opponent to the corners. They will be there to lay them out. Center – basically does the same thing as Left Defender but higher up Speed Killz on D too – Joel Otto’s a tank but the little speedy Theo Fleury lays out more people. When big slow guys like Otto can’t get a running start, their checks are weak like Busch Light. Check Anything that Moves – You won’t get called for blowing up guys without puck. Do it! Even Gretzky can lay out Lindros easily in this game. But if the Penalties Pile Up…- You need to lay off the C a bit. Don’t go total Hanson Brothers on the Ice. C Speed Burst – With line changes off mash the C. Your guy’s legs won’t turn to rubber. Clog the Middle with Defender – There are is about a 5 foot pixel radius of scoring on Cross Crease /Dekes. If it’s not a onetimer variety, slap shots won’t go in, let them shoot. Don’t Take the Bait – goes with clogging the middle. You chase the puck handler to the corners, you may get burned, or even worse get the puck and then “Dead Manned” Check the Center even without puck -that’s the one-timer guy, if he’s laying on ice he can’t shoot the one timer Down & B – The Down and B pass shot is deadly from center ice, don’t fall asleep on that. Fun Fact: Up & B works about 10% of the time, compared to a 50% chance when doing Down & B on South end of ice. Which means the visiting team really has an advantage. (Going down in 1st & 3rd Period) Knock the net off – if you are beat you can sometimes knock the net off to get a whistle blown B poke check – You can poke check with B button if you are closest to skater with puck, which works great in 94, not so much in 95. Just blow them up with a C check Don’t use A Button; just leave it alone Hold Opponent – You can grab opponent and hold for a half a second. Don’t do it, just don’t, most likely get called for penalty and does not work that well even when it doesn’t get called Laydown to Block Puck – Looks cool, if someone is shooting you can hit A and your player will drop to try to block puck, Drones do it well sometimes, but never seen it used successfully by a human. Ice Puck – You can hit A to ice the puck when in your zone, but C works just as well and sometimes you can score with a hail mary shot with C. Manual Goalie– Some purist think Auto Goalie should be the only way to play. Choosing Manual Goalie is the best way to keep the puck out of your net. The Delay – It takes an extra second to get Goalie control by holding B, make sure to hold B before offense gets into a scoring position. You Don’t Have Press Buttons – Don’t have to press C button to make saves, puck will bounce right off Goalie. Pressing C will make a Save Motion that riles up the crowd and sometimes you can catch the puck but that Save Motion also slows down the Goalie. The A Button – Again the A button can get you into trouble. Hitting A with the puck clears it, but you are better off using B to pass to teammate. Hitting A and D pad without Puck you can Dive and Take out Skater, but this puts you in a bad position if you miss. Too Much Manual Goalie is Bad –If you stay too long in Manual Goalie, your Drones will get called for a Penalty. Auto Goalie work fine with great D Incredible Hulk: If your grab puck a bit outside the crease, you can skate with puck up ice for a couple seconds before the play is whistled dead. Your Goalie is an uncheckable wrecking ball but you are really out of position if you pass puck to wrong guy. Hold the Puck – A large percentage of goals are scored on sloppy puck passing from Goalie. If you feel the heat hold the puck and take the face-off instead. Defending Moves win Manual Goalie Cross Crease Cheese – Basically follow skater to shut down, you can also bump skater if they get too close One Timer – stay in middle, almost all one timers hit the middle or miss net completely Deke – a litter tougher to stop. Need to pick a side to defend at end. Try to bump if they get too close or if you are really risky Dive for puck by hitting A Weak Shots are Deadly – Pay Attention! Little soft shots or passes on pipes that Computer Goalie would stop are now the easiest way to score Dead Man – if you get caught with a Dead Man you better hope they choke on shot Don’t be that guy: Not many rules of what you can’t do but these are frowned upon Pausing – Don’t pause the game during action. Do it on dead pucks or faceoffs. If you pause during an opponents scoring attempt you probably will get fucked with when you pass out. Skating with the Puck to Kill Time – if you are up, you still always have to try to score. No skating around your zone for minutes to kill time Line Up Lingerers – You can change your line up but don’t audit every stat line by line. Pull Goalie of Opposing Player: We all did it as kids, your opponents goes to piss and you pull their Goalie, in 1995 there was no higher form of comedy. But now you get booted “its a league game Smokey” You’re not drinking enough! – when we were 22 it was fun to say, but now we are middle aged, you can have as many pops as you want. Just no Gatorade, that has electrolytes that plants crave. The UNKNOWN – Ratings and bugs in game we may never understand. The Weight – No not the great song by The Band. Weight has certain effects on players. The heavier the guy, the slower they accelerate, but more importantly it could determine how well they check. No solid evidence in 95, but in NHL 91-94, SNES players with heavier weight check with more power and are can withstand being checked. But it is reversed in NHL 94. Making Roenick and Fleury Monsters. Other Attributes Offensive Awareness – Smart people like kingraph say it is thought to give AI better positioning for one-timers. High awareness means players are more likely to stay outside of defensive zone, positioned for breakaways. I have not found much difference between high and low awareness players on Offense. Defensive Awareness– Again from kingraph, Believed to cause AI players close down to their own net, play closer in the defensive zone. The likelihood of Checking is thought to be determined from the Checking Rating. I’ve seen 30 rated D Aware / Checking still knock the crap out of people. Passing – Passing speed and direction seem the same between players, thought it may be if player passes as drone. Higher passing rating the more likely they will pass. Checking – Thought How often AI checks. The higher the check rating, the more frequently your AI person will attempt a check. Faster Players are better checkers when man controlled. Aggressiveness – This is a leftover attribute from ’93. Determines how likely a player is to fight. No clue if it has anything to do in NHL 95 Hidden Stat Roughness – There is a hidden attribute in the code that is not displayed in the game. It’s believed to be passing bias for the AI — the higher the stat, the more passing the AI will attempt. NOSE calls this stat “Roughness”. All those Goalie Attributes – No Clue what specific attribute makes a good Goalie, but Great Goalies are rated high in everything. Some swear going stick side instead of glove side you will score more goals Hot / Cold Ratings – Your players attributes can vary 10% up are down each game, but there is talk that this is just fluff and they stay the same. Can’t confirm. But I feel a Cold player seems to play worse
  39. 1 point
    Where's jesus? Creator of 2on2, would stay til 3 am to tell you weird stories about life and 94 wtga? http://jesusplaysnhl94.ytmnd.com/
  40. 1 point
    Cmon already ,houly smokes ,we need people who are in love with 94 to keep this site going for 50 more years or til whenever the apocalypse comes hehe. Free Drp1zza you lovely buncha kissable care bears LETS HAVE A VOTE !! POST IT HERE !! 1. The guy will play all of this games whether it's GENS, SNES or Both.. 2. He is good enough to play in A in Gens, SNES or Both... Not too many people that play '94 meet this criteria.. Should let him in. If you don't know who DrP1zza is, then you're probably a post 2010 guy. Consider this: he was commissioner of an NHL94 2010 league he was in GDL or classic i think too. Maybe. he used to do commentary on games and he did commentary on sungod's dynasty or some ex-mod's horrible abortion of a league but then the aforementioned mod banned him for swearing too much during his games which got him super mad he then decided to play habs or kgman or some a**hole AngryJay who promptly beat the piss out of him and then rubbed his nose in it. P1zza got mad. Then whoever it was just started ripping on him which made him post all this disgusting crap on the forums and delete the 2010 league (which i was like 19-1 or something with the LA Kings) and become BANNED FOR LIFE! Not to mention he's famous! https://encyclopediadramatica.se/Drp1zza Think about the kind of fame this will bring us having the internet's version of AIDS back among us! I mean come on... you post some of the most vile and disgusting things ever including pain olympics, tubgirl, goatse, gary leeman party aka lemon party, and probably other things just one time and everybody bans you? What happened to the American way! 3 Strikes and you're out! P1zza deserves his 2nd and then a 3rd chance. Because come on, we're all American here. Unless you're Canadian. Or Mexican. Or Swiss. Or Finnish. Or Jamaican. Or Quebecian. Or somewhere else. Either way he deserves more chances.
  41. 1 point
    Winnipeg Jets Team Overview: Although front loaded with superstars such as Phil Housley and Teemu Selanne, the Jets are not a premier team in the league. Their lack of depth and chemistry, chiefly at the forward position, allow opponents to key in on the speedy duo in an attempt to limit their damage. In the hands of a one on one specialist though, Housley and Selanne are as potent as any duo in the league. Forwards: After Selanne, the pickings get mighty thin in constructing a solid line. Most of the forwards are hampered by some skill that severely limits their effectiveness and possible chemistry with Selanne. With that in mind, building a line with the Jets isn't so much about building a line to work with Selanne, its more about building a line to cover for Selanne since he is one of the more potent weapons in the game. All Day Selanne: Davydov-Selanne-Borsato Evgeny Davydov: 6 weight, 4/4 speed, 4/4 shot, 3 sth & pass, 3/3 aware, Shoots: R Evgeny Davydov is the man riding shotgun with Selanne, he is the only forward who has a chance of keeping up with Selanne's mad dashes because of his 4/4 speed. Pair that with a 4/4 shot and 6 weight, Davydov is actually a somewhat decent option because he can unload his right handed shot from his off wing and also lead an attack if the defense focuses too much on Selanne. The main issue with Davydov is that he just isn't very smart, he doesn't set up in the offensive zone too well, he isn't defensive minded, and his 3 passing leaves a lot to be desired. Teemu Selanne: 6 weight, 5/6 skating, 4/5 shot, 4 sth & pass, 5/3 aware, Shoots: R Let's face the facts, if Housley isn't carrying the puck up ice, Selanne likely will, and with good reason. With 5/6 skating and 6 weight, Selanne is able to slice and dice his way through some of the more stingy defenses in the league. Only true lightweights such as Don Sweeney, Gord Hynes, and Jeremy Roenick can knock down Selanne in the open ice. Selanne is also a pain to line up with the poke check due to his superior skating; he should really be the main puck handler in any and all situations. If he wasn't already dangerous enough, his 4/5 shot makes him a threat from just about anywhere inside the blue line, a valuable weapon that should keep defenses on there toes as he wont need to get on the door step to light the lamp. Luciano Borsato: 4 weight, 3/3 skating, 2/4 shot, 3 sth & pass, 3/3 aware, Shoots: R The most surprising element of this line is Luciano Borsato. Modestly skilled, 3/3 skating, 3/3 awareness, 2/4 shot, 3 passing, Borsato wont make his mark on the score sheet. Where he will make his mark is on defense, with 4 weight, Borsato is able to knock down most any 6 or heavier player on a consistent basis. This skill can't be overvalued; Selanne will typically be off making offensive charges, as well as Housley. What better option to have on the right wing than to have a player who can throw his weight around and help out on defense? This is the most balanced line possible with the Jets for a one on one, deke specialist. While Alexei Zhamnov and Thomas Steen are more skilled than Borsato, neither are fleet footed enough to keep up with Selanne, nor will their puck handling and passing skills be needed because Selanne and Housley will be leading the rush so much. Team Concept: Davydov-Selanne-Zhamnov Alexei Zhamnov: 7 weight, 5/3 skating, 3/4 shot, 5 sth & pass, 4/3 aware, Shoots: L For those of us who are one-timing junkies and cant find success slashing through the other team with Selanne; this line will have to do the trick. Zhamnov is a skilled distributor of the biscuit with his 5 passing and stick handling; the trick though is finding a way to set up a one-timer with this combo. Zhamnov's 5/3 skating and 7 weight means he's fairly easy to handle, but an average straight line skater. Typically, once Zhamnov has entered the zone with the puck, Davydov is skating around aimlessly and Selanne has already skated through the prime one-timing areas and has to reset himself. With only a 3/4 shot, Zhamnov isn't quite dangerous enough in terms of skating or shooting to be a major goal scorer. There is also the temptation to put Selanne on the wing and allow Davydov to be the center for one timers, but there are some inherent problems with that strategy. Selanne is not a playmaker, he is a goal scorer, due to his speed, the other forwards lag behind him and thus Selanne will be waiting around for them to catch up and set up, not a great way to run an offense. Also, because of Davydov's low awareness, he doesn't set up well enough to be a major one-timing threat. Lastly, by putting Selanne on a wing, its easier for him to get isolated on one side of the ice and become more predictable when it comes to attacking the net, keeping him in the middle allows him to use the whole ice more effectively. Other Options: Thomas Steen: 8 weight, 4/3 skating, 3/4 shot, 4 sth, 5 pass, 4/3 aware, Shoots: L A second passing wizard, Steen suffers from the same exact problems as Zhamnov. Slow of foot, a tad bit too heavy for his skill set, and a non-intimidating shooter. It takes a very special touch to milk the offense needed out of Steen to offset his porous defense. Stu Barnes: 5 weight, 2/3 skating, 2/3 shot, 2 sth & pass, 3/3 aware, Shoots: R If Borsato goes down, this is the weight bug back up option. Probably best to steer clear of Barnes since he doesn't seem too interested in offense. Forwards: (6.5/10) Defense: Winnipeg provides a unique set of defenseman that can be used effectively in a myriad of ways, because of this though; it can be a bit tougher to find the right combination to get the most out of the team. Balancing Act: Numminen-Housley Teppo Numminen: 7 weight, 4/3 skating, 3/2 shot, 4 sth, 3 pass, 3/5 aware, Shoots: R Aside from being right handed, Numminen is really ideal as a LD, his 5 d aware and 4/3 skating is sufficient enough for him to be considered a solid defenseman despite his middling 7 weight. The great thing about Numminen is that he is in good position quite often, which is critical considering who his partner is. Typically, the idea of the defense with Winnipeg is to either use Borsato or Housley, who ever is in defensive position to either shove the opponent off the puck or guide them into a situation where Numminen is lying in wait to either pick off a pass or apply a quick poke check. The key to Numminen is to never use him on offense, he does have decent skills, but his presence is so vital to the defense, that it would be very dangerous to get aggressive with him. Phil Housley: 6 weight, 6/5 skating, 3/2 shot, 6 sth & pass, 4/3 aware, Shoots: L I'm not the biggest fan of Housley, furthest thing from it probably, but many more people love him than loathe him and thus he must be a recommendation. Housley is one of the more unique defenseman in the game with his 6/5 skating, 6 weight, 6 passing and stick handling. He can really push the pace of the game whether it be rushing the puck up the ice or sending a perfect laser type pass to a streaking forward. On the downside, Housley is a pretty lackluster defender, he has 4/3 awareness, not too often does a d-man have better offensive awareness. Furthermore, due to his offensive excursions, Housley will typically be well out of position and unable to help out on defense. Housley's only offensive weakness is his pitiful 3/2 shot, meaning he can only deke the goalie and sneak a slapper by some of the softer goalies in the league. Use Housley at your own discretion and hope that by putting him on the right side of the ice with Borsato, that Borsato will be able to cover him enough to not cripple the defense. Physical Presence: Bautin-Housley Sergei Bautin: 6 weight, 3/3 skating, 3/1 shot, 3 sth & pass, 2/4 aware, Shoots: L Sergei Bautin is cut from a similar cloth as Numminen; he is a steady, defensive minded defenseman who has an acceptable skill set. Bautin has average 3/3 skating, 6 weight, and 4 d aware. The main reason to go with Bautin over Numminen would be to get that extra little weight advantage on defense, but it comes at the cost of a little bit of skating and defensive awareness. Say What!!!???: Bautin-Numminen The main complaint about Housley is that he is too fast to control on defense, this recommendation is tailor maid for users who don't like to use their defenders as offensive weapons. Bautin and Numminen are the best two options in respect to defense, why not put them out there together if that's all a user is looking for? Also, this allows a user to insert Zhamnov on the right wing because Housley wont be taking away from his touches. Although the Davydov-Selanne-Zhamnov-Bautin-Numminen isn't great in terms of gaining advantage through the weight bug, it can be an effective lineup for users looking to use a more traditional strategy. Other Options: Fredrik Olausson: 9 weight, 4/3 skating, 4/2 shot, 4 sth & pass, 4/3 aware, Shoots: R A very unique player, Olausson brings a respectable offensive skillset to the table at a pace that may be a lot easier to handle than Housley's. He could be a great #2 man to Housley in an all out attack formation or the #1 O-dman with one of the bangers at his side. The weight is a bit of a concern, but Winnipeg isn't a very heavy team, so he should be ok out there. Defense Rating: (7.5/10) Goalie Zone: Bob Essenssa: 3 weight, 4/4 skating, 4 puck control, 4/4/4/4 save, Catches: L Bob Essensa is one of the more coveted middle-tier goalies in the game because he is solid across the board. 4/4 skating, 4 save ratings in all categories, and 4 puck handling. The only thing to be wary of is the crash the crease strategy, at only 3 weight Essensa has a tendency to get pushed back into his goal. Goalie Rating: (7/10) Bottom Line: Winnipeg has top end skill that can compare with most other teams in the league, if balance can be found in the other positions, then Winnipeg is a solid team. If the support players struggle, things can get ugly in a hurry.
  42. 1 point
    cr0ssbar was a piece of garbage. He started a proto-GDL league and then killed it because he was garbage.
  43. 1 point
    Complete with the feel of Royameadow: Generation 0I, Revision 00 has been made available for Volume 0I. Originally, I was intending to release it first at the first annual Sega Homebrew Competition, but given that I had to deal with specific details in Volume 0I before getting to Volume 02 to 05, I had felt that this was necessary to finish up and get out before releasing a later Volume with such changes, so this will not be a trouble in the long run for the project, I am positive. Volume 0I (Revision 00) introduces five minor and major modifications. ~ Palette corrections for Volume 0I have been defined now. The Main Menu and all team logos do not have any improper colours anymore. ~ The Medway/Ashland Mustangs and Duxbury Dragons now have their entire rosters implemented. Originally, I had only had half of each team in Volume 0I (Second Beta) because of my prior lack of knowledge on the Arrange Free Bytes feature that editors may use in NOSE to add in more players based on the amount of free bytes left. Medway, however, has 027 players, one more than the game engine allows you to insert into any roster. Due to this flaw in the game, Caroline Smith of the Mustangs had to be drafted to the Martha's Vineyard Vineyarders; do bear this in mind, while you are playing this, Caroline is a worthy player indeed, it just be a shame that she had to be drafted to another team in this ROM due to data restraints. The Complete Experience and MIAA Women's Hockey 20I5 HD: The Definitive Experience will expand the game to store more than 026 players per team, in order to assure that Caroline Smith is on the correct team, I promise that this will be dealt with at that point in time. ~ Player Ratings have been properly fixed. I had apparently gotten the improper mean values for each team in Volume 0I (Second Beta), so I had to fix that; all numbers are where they are supposed to be now, and will only be modified for the Post~Season installments, which will include Volume 05 and The Super 08 at TD Banknorth Garden. ~ Player Card orders have also been fixed. You will not crash right away at the Main Menu this time around; teams that will still crash the game at the Main Menu are those who do not have 020 or more players in their roster, do bear that in mind. Lastly, there are four major Bonus Teams that will be in all of the ROM images beyond this point. Those four teams are all ranked at 099, and they happen to have rosters based on those that I have known over the years; you may read up a little bit on them and their playing setup below. ~ Team Name: Royameadow Royans (Generation 0I). ~ Arena: Home Base (2008). ~ Gameplay Difficulty (Human): Balanced. ~ Gameplay Difficulty (Computer): Balanced. ~ Starting Lineup: The Top Head and Co~Heads of Royameadow: Generation 0I (as of May of 20I7). The Generation 0I Royameadow Royans are what had started it all. This is a set of 026 of the best to have existed within Royameadow and Co. during the Generation 0I phase of the team, myself included, and are considerably some of the group's most notable; they are also some of my utmost major influences and closest friends of the generation, and given their positive sense of prosperity and merit around me, I had felt that it be only proper to pay tribute to them in one of the ways that I happen to know of best: implementing them into a ROM hack of my own creation. Royameadow: Generation 0I is considered a Balanced team, when compared to the other 029. As a Level 099 team, the Royans are utmost powerful in coordination; they have some of the best Pass and Shot Accuracy, and are not overly aggressive or defensive; basically, we make a decent flow of gameplay for Legend and Master level players. ~ Team Name: BrainScratch Commies. ~ Arena: Skype Call. ~ Gameplay Difficulty (Human): Advanced. ~ Gameplay Difficulty (Computer): Moderately Hard. ~ Starting Lineup: The creators and top folk in BrainScratch Comms. The BrainScratch Commies are the people who made the scene of BrainScratch Commentaries what it happens to be today. Now, do not let the name fool you, as BSC is, in no particular way, a group of communists; these gaming commentators (commies, for short) have been going at it since April 04 of 2009, recording games and talking over them (as well as talking over shows and movies, occasionally), as well as developing artwork for their respective channel on YouTube; I have been a part of the BrainScratch scene since as early as May of 2009, so I am considered one of the legends of the scene as a result, they are the reason that my gaming life had excelled tenfold from 20I0 to now, and they are debatably some of the best folks that I have known up to now; give them a view, whenever you are more than able to, they will be more than glad to have your reception and support. (: BrainScratch Comms is considered the heaviest team in the game, and that is what will serve as your highest level of difficulty when playing against them. With at least 06 players rocking the 0200+ pound mark, they are ultimately and completely capable of wiping the floor with the regular teams, and they are also able to give your team the beatdown; their Roughness levels are some of the highest, especially for the heavier players, so do tread carefully, if you are playing against them; they will especially give you a hard time in Blitz Mode, I kid you not, do play strongly if you have to duke out with them in Playoff Mode under such a situation, you will require it. ~ Team Name: Sonic Retro Hackers. ~ Arena: Retro Channel. ~ Gameplay Difficulty (Human): Advanced. ~ Gameplay Difficulty (Computer): Balanced. ~ Starting Lineup: The more notable folks of all generations of the Sonic Hacking scene. The Sonic Retro Hackers are a group of famed ROM hackers from all generations of the Sonic Hacking scene, spanning from folks such as Cyan Helkaraxe and Esrael to modern revolutionizers such as Stealth and Markey Jester. These folks have been working on ROM hacks, ports, PC mods, and Disassemblies, among other things, since the Late I99X decade, and they are the reason why I had undergone ROM hacking of Genesis and Megadrive titles as early as August of 2006; they truly do present their skill and ability at all times, and if you have yet to know about what they do, then go to Sonic Retro, Sonic Games Dimension, SSRG, and plentiful other sites where they thrive strongly upon. Sonic Retro is a team that is primarily based on Sonic the Hedgehog's setup: They are a team that is filled to the rim with purely strong and unadulterated agility and speed. Because of this truth, it is best for an Advanced player to give them a go, especially if you folks intend on using them for any tournaments and/or leagues that you make out of this title; for a fun time, put them up against the slowest teams, you will score ridiculously with them that way. ~ Team Name: NHL94.com Forum ~ Arena: NHL Forums League Arena. ~ Gameplay Difficulty (Human): Easy. ~ Gameplay Difficulty (Computer): Critically Hard. ~ Starting Lineup: You will have to play to find out! The NHL '94 Forum is a forum that is dedicated to the entire NHL scene as a whole, primarily with NHL Hockey '94 being their basis for the forum and main area of discussion. Having been around for a rather lengthy amount of time, the forum has delivered lovely discussion on the NHL Hockey series as a whole; they have delivered to us plentiful utilities and ROM hacks to entertain us where EA Sports just could not do so; without their influence and their knowledge, this ROM hack would have never been created, so I feel that it only feels completely mandatory and proper to have them be a bonus team as a result; players will include those that are either notable or have a massively high post count on here, I truly hope that you folks enjoy this Bonus Team due to that. The NHL94.com Forum is considered to be a mixture of Royameadow, BrainScratch, and Sonic Retro's gameplay types, so they have the easiest time learning how to play as. They also rock that lovely Jaws Theme organ cue to give them far more intensity against their opponents, you are rarely ever able to lose a game whenever you are playing as them; unlike the other major Bonus Teams, the Forum is the team that will rack up the penalties far faster than any other team in the game, and you will notice this expressively in Full Game Mode, where you could get tens to hundreds of penalties as them per game, truly is a sight and experience to view; either way, they are completely well worth your time, you will always have a fun time playing as the NHL '94 Forum in this title at all times, no matter how you play your game. And that is about it for Volume 0I, I could get into Volumes 02 to 04 right away. Wishfully, the addition of the game revisions and major Bonus Teams will be able to allow you to feel entertained while you wait for the later installments to come out; I have a lot of work to do to get the other four Volumes ready for SHC, so do expect me to take my time with this for as long as probable. For those who are wondering how Demos in Volumes 02 to 04 will be, those will basically just have the Division 0I teams for that Volume, but have the remaining teams from the prior Volume so that Playoff Mode and team diversity still remain to be completely functional without error. Given that I will be able to work on this faster, since we are now approaching what I love to refer to as Summer Madness, do expect these demos to be released faster than how I had handled Volume 0I, you will get them in far quicker succession from here, I guarantee that entirely. With that said, enjoy the now complete Volume 0I, I truly hope that you will enjoy it. As always, you may get it from the link in the Downloads section in the first post above; in the event that you have any questions about the game or even the major Bonus Teams, then by all means, please do pose your questions below, I am more than glad to respond to you and answer any questions that you have. Anywho, enjoy!
  44. 1 point
  45. 1 point
    Ive voted both buggs add something to the game since your talking about emulation play here and the weight bug can be fixed anytime in gens, thanks to smoz. However, I really don't get how the weight bug could ruin the game now that we all know how it works. I think it really adds something to the strategic part of the game, especially for the draft: who will have enough balls to pick guys like hull or muller? Its just inverted goonage at the end. Major SNES bug: when u go behind your own net in gens, I really like to use the lob the puck button because it allows you to get the rebound from the net and start a rush..tried this couple of times on the SNES, from behind my own net and the puck mysteriously managed to get thought the netting, the whole play ending in an own goal....and this is the only reason why king won snes H lg....YEAH SERIOUSLY
  46. 1 point
    The Real NHL '94 (2009) This rom is based on the actual 1993-94 season, while the game itself was roughly based on the rosters from the 92-93 season, with a pretty much fictional Florida Panters and a very inaccurate San Jose Sharks. I've based my stats mainly from EA's NHL '95 with a mix of my own. I calculated stats based on players performances from the 94 season. You could consider this a roster update, hehe. I mainly made it for my own personal use, but when I was gonna put the "Ice Hockey" rom here I decided to finish up this one as well. -Reworked rosters, jerseys (almost all jerseys has been at least a little bit altered), all new player stats. -Brodeaur, Osgood, Yashin and more rookies that debuted during the 94 season. -Over all more even teams, and even third lines are pretty decent. Detailed readme: http://forum.nhl94.com/index.php?showtopic=4213&view=findpost&p=73663 Preview of the new uniforms and rosters: Ice Hockey Edition (2009) Features small, medium and large players. Just as in the NES classic Ice Hockey. Though not visually noticeable, you'll sure notice the difference when you play. There are a few way's you'll be able to keep track of which type of player is which while playing. All necessary info can be found in the readme, if you have any questions, just ask. There are only two teams, with all fictional players (thought it might be most fun). The All Star teams are the ones replaced, so the default NHL teams are still there. Detailed readme: http://forum.nhl94.com/index.php?showtopic=4213&view=findpost&p=73663 2 on 5 Contains one hacked rom per team. Each rom gives the specific team only two players! Perfect for two friends to battle through the Stanley Cup, or just to give a more challenging single player experience. In case you're stuck with an old version of this, along with misc fixes, these are some additions: -All Star teams are included (still not available in playoff) -Works with line changes -Default home team is the same as the selected rom 1 on 1, 2 on 2 and the 3 on 3 roms Jeff wanted a 2on2 rom, so I've put one together, I made a 1on1 rom as well, in case it would get requested later. 1on1 features only one center on each team, 2on2 is C+LW and 3on3 is all three forwards, no defenders, so it's all offense baby! NHL.94.2k6-SE (predecessor to the "juiced" rom) This is a rom I worked on last year.. All players have 100 on all stats, so expect some fast paced hockey with great passing and hard shots! The thing is I made custom rosters, a kind of All Stars rom, with the great players that played for each team during the past decade or so. I might have favored swedes in this rom, for that I apologize. I'm not sure if I ever intended to release this rom. But I figured, why not. I know I had a lot of fun with these "perfect" players. I recommend playing with line changes on/auto 2007 All Star Teams I made this in spring, not sure why I didn't release it at that point. Well it's the two All Star teams from the 2007 season. They should be correct as far as it's possible. Uniforms etc. Although I had to improvise on the second set of uniforms as there was only one per team. NHL.94.1on1_xstioph.zip NHL.94.2on2_xstioph.zip NHL.94.2k6_SE.zip NHL.94.2007.All.Stars_xstioph.zip NHL.94.3on3_v1.1_xstioph.zip NHL.94_2on5.zip NHL.94.Olympic.Hockey.2006.zip NHL.94.Ice.Hockey.Edition_xstioph.zip NHL.94.The.Real.NHL.94_xstioph.zip
  47. 1 point
    FAN-tastic! Nice work as usual.
  48. 1 point
    what are you waiting for? go get it.. LOL.. http://pixelpuck.com/?p=2157
  49. 1 point
    An answer is long overdue here and this is my short answer...depends. Now, for a far more detailed answer. What it depends on for me personally is, whats my personnel? Do i have a big shooter in the middle, a powerful shot on the wing, gifted skaters, a combo, defensive specialist, etc.? Here are some examples I've used over time and my reasoning for doing so. GDL 1: Carson (R )-Turgeon(L)-Recchi(L) All 3 have 4/5 shots, Carson and Turgeon are 4/4 skaters, Recchi a 5/4. I have a big shooter in the middle, and big shooter on each wing. Carson is a bit heavier, its tough to get to the net with him consistently, so its more useful to be able to feed him where its easier to do one-timers and let go of his slap shot. I liked Recchi on his forehand as well because he carried the puck a lot, so i wanted the slapshot as an option to keep the defense honest, also, hes fast enough to deke and his shot is strong enough to where the backhander isnt an issue. GDL 3: Hawerchuk (L)-Sandstrom(L)-Robitaille(L) Hawerchuk is a playmaker, not much of a shooter, so its pretty useless to keep him on his off wing to utitlize his slapper. Guys would typically sag off of Hawerchuk, try to take away passing lanes to my two snipers, so when there was open ice it was much easier and efficient to attack the net on hawerchuks natural side. Another strength to him playing his natural side was that he could use his forwhand pass to feed Sandstroms forehand...5 passer to 5/5 shooter can be devestating. Robitiaille was used on his off wing for similar reasons to Recchi/Carson. Blitz 1: Kelly Miller(L)-Kontos(L)-Holik (R ) Miller had 4/4 speed and 3/3 shot, again, fairly useless to try and utilize his slapper a lot, much easier to use his skating to either crash the net or feed Kontos. Also, if i wanted to cut into the middle for a floater, i could do so, or i could fake the floater and stuff it in far post with a quick backhander. As for Holik, he was just a guy who could take and give a hit, and skate a little, he had no stand out skills with the puck. The most effective thing with Holik was crash the net and get a near post deke goal, much easier to do on his forehand than his back. Classic Spring 09: Turgeon(L)-Baker(L)-Smail(L)/Lazaro(L)/Lamb(L) Some different reasoning here then the other all Lefty line. Turgeon has 4/4 speed and 3/2 shot, not much reason for him to be on his off wing or in the middle. Easier for him to have the room to use his speed and make plays on his natural wing. Baker has the best shot, thus he goes into the middle. The other 3 are more or less the same player, average skaters, lack of shooting. The reason to put them on their off wing? Due to their inability to slap shot effectively or deke consistently, its easier to feed them one-timers if they get into position since theoretically, they are shooting on a goalie who will more likely be out of position than not. In general, what my constant goal was with my offense was being able to attack in as many ways as possible. If you got a big shooter who can go on a wing, put him there, open that option up, but, if there is a dearth of shooters on the wing, dont pigeon hole your self into difficult situations by putting them on their off wing.
  50. 1 point
    This ROM is a modified version of NHL '94 with only 3 players on each side of the ice (not counting keepers). To make it work, you have to set penalties and line changes to ON, and I think you have to set 5-minute periods. Teams shouldn't matter. It's good for practicing faceoffs and one-timers, and also for 4-player online play. Enjoy. 2v2.zip