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  1. 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
  2. 2 points
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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
  8. 2 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".
  9. 1 point
    With the empty net, Kevin Dineen gets denied by the post, and then his next shot stops right on the goal line. LOL.
  10. 1 point
    When the boys say, "got 3 need need 1 more."
  11. 1 point
    @CoachMac thanks, Coach. I'll take a look at that ROM later on. How did you do all of those? Amazing! @Edge of 94' WI good point and I'm well aware. The original ROM will always be the ROM. Even with all the ROM's I've done, I doubt anyone plays them besides 2on2. @kingraph I definitely take full responsibility for the project, but if members can chip in two cents here or there, if I create a topic about a team and am overhauling ratings, that would be appreciated. This is what I was going to do with pixelpuck.com but it became too time consuming. I don't expect or need anyone to have to open my edit in TM or NOSE and make adjustments. And I know that no one really cares about player cards and such, but they are a nice finishing touch. As an example Brodeur isn't even in the game, yet he won the Calder. I believe Hasek won the Veznia as well but is only rated 50-something. A team like San Jose would get a big bump in forward depth with the additions of Makarov, Larionov and Whitney. Irbe deserves a better rating as well. There are a lot of small adjustments that could shift the tiers to make the game more fun to play. Perhaps it could make for a deeper draft league if anyone had interest in doing something like that.
  12. 1 point
  13. 1 point
    '93 is brutal to play man vs man because of the atrocious auto goalie. '92 was a lot more fun, but if I remember correctly, the main issue there was no b-check. So weight (heavy, no weight bug) became such an insanely important attribute that it also lost it's appeal. I'm waiting for @segathon to start a '95 online league. Need to prepare for Toronto 2020. Anyway, nothing really compares to the beauty of '94 for man vs man play.
  14. 1 point
    Always fun scoring 1-timers in '93. There are a ton in this video that I made over a decade ago: We had a league back then, '06 or thereabouts - I'd have to search for the thread. I know a lot of people love the fighting in 93 but, to me, it really doesn't add anything. There's no way to strategically setup fights. Also, in hockey video games, I like it when the losing fighters team gets a penalty and the winners' team doesn't.
  15. 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.
  16. 1 point
    Andrew is just getting dunked on.
  17. 1 point
    Did you lend it to my friend Andrew?
  18. 1 point
  19. 1 point
    So it looks like the last post I made on here was 2011 so I guess it's been a while I've been playing leagues on here since... 2003-ish? Looks like things have changed a lot! Love that we're now using Discord instead of AIM Once I get my NHL rig setup again for online play I'll be looking for some exhibition games, and then to try to re-learn how to play the game again. I haven't played NHL94 at all in years!
  20. 1 point
    You can always come back. My hope is that we can rebuild a modding community surrounding 2KHS, like the 94 or the 2004 communities. Especially since the new games like NHL19 aren't exactly modder friendly. 2KHS plays much more like a modern game and more realistic aswell. I think there should be a fanbase of hockey gamers that just like me enjoy modding and would like to mod a game as modern as possible. 2KHS is actually very good compared to the current games. We could have graphics modders, Tournament rosters, domestic leagues like KHL, SHL, hackers that research and make tools, etc... I am working on the current roster, but need help with high res graphics, player ingame faces, sticks, equipment and more and would love some help.
  21. 1 point
    Last updated: 12.05.17 This is a list of '94 GENS ROMs that are found all over the forums (and other sites). I linked to the original source to give credit to the authors and sometimes an explanation of the ROM. If you feel something should be added, just reply to this thread and I’ll update this list. I hope you find this helpful. Classic ROMs - Classic (www.nhl94online.com) - Classic Playoffs (99 min OT) (original post) - Weight Bug Fixed (original post) - Weight Bug Fixed + Chk Bonus (original post) - Y Button Goalie Control (original post) - WBF & Y Button Goalie – Survivor S02 (original post) - No Hassle (original post) - Roamin Goalies (original post) - Playstation 2 NHL'06 edition Updated Roster ROMS - 2018 by Skip/slapshot (original post) - 2018 by naples39 (original post) - 2017 by Skip/slapshot (original post) - 2017 by naples39 (original post) - 2016 by naples39 (original post) - 2016 by Skip/slapshot (original post) - 2015 by Skip/nhlpa93easn (original post) - 2014 by Clockwise (original post) - 2014 "user friendly edition" by nhlpa93easn (original post) - 2013 by Clockwise (original post) - 2012 by Clockwise (original post) - 2012 by Slapshot67 (original post) - 2011 by Clockwise (original post)\ - 2010 by swos/mahavishnu (original post) - nhl91.com by Clockwise (original post) - 70's & 80's by Slapshot67 | '71 | '72 | '73 | '74 | '75 | '76 | '77 | '78 | '79 '80 | '81 | '82 | '83 | '84 | '85 | '86 | '87 | '88 | '89 - Historic ROMs by Coach Mac Original Post - Deadline ROMs by Naples39 "Deadline" ROMS 1987 Deadline 1994 Deadline 1995 Deadline Genesis Draft League (GDL) - Season 16 (original post) - Season 15 (original post) - Season 14 (original post) - Season 13 (original post) - Season 12 (original post) - Season 11 (original post) - Season 10 (original post) - Season 09 (original post) - Season 08 (original post) - Season 07 (original post) - Season 06 (original post) - Season 05 (original post) - Season 04 (original post) - Season 03 (original post) - Season 02 (original post) - Season 01 (original post) Blitz League - Season 11 (original post) - Season 10 (original post) - Season 09 (original post) - Season 08 (original post) - Seasons 01 - 07 2 on 2 - 2on2_update (original post) - 2on2.orgfinal (original post) - 2on2 no icing (original post) - Summit 2012 (original post) - Summit 2011 (original post) - Summit 2010 (original post) - Summit 2009 (original post) - Summit 2008 (original post) - 2013 2on2 by Clockwise - 2012 2on2 by Clockwise (original post) - 2007 2on2 (original post) - Pond Hockey League (original post) Miscellaneous - wboy 30 team ROM (original post) - 1v1 (original post) - 3v3 (original post) - 2010 Vancouver Olympics (original post) - 6 Aside Soccer (original post) - Ball Hockey 4v4 (original post) - Ball Hockey 5v5 (original post) - Beer League (original post) - IIHF ’94 (original post) - Minnesota State Tourney 2010 (original post) - Minnesota State Tourney 2011 (original post) - Mutant League Hockey (original post) - TRON Rom (original post) - Canada Cup 1994 (original post)
  22. 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.
  23. 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.
  24. 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.
  25. 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.
  26. 1 point
    Washington Capitals Team Overview: Aside from maligned superstar Peter Bondra, the Caps are a slow, heavy, and inadequately skilled squad that will wreak havoc on making effective line combos. In draft league formats, the Capitals do have some useful players to keep in mind to round out your squad, so don’t completely ignore this roster. Forwards: Creativity will be needed here to construct an effective line. Bondra is easily the best forward available, but his play style is so vastly different from the rest of the roster, that it will make it very hard to incorporate players such as Ridley, Khristich, or anyone else plugged in. Mish-Mash: Khristich-Bondra-Ridley Dimitri Khristich: 7 weight, 3/3 skating, 4/6 shot, 4/4 sth, 4/3 aware, Shoots: R Despite being wonderfully skilled, especially in shooting, Khristich is sort of a boat anchor that drags around the ice. On a regular team, Khristich’s average skating wouldn’t be such a big issue, but with Bondra flying around with reckless abandon, it’s going to be tough to keep Khristich involved. A one-on-one game isn’t ideal for Khristich either as he is a prime target for lightweight forwards to abuse on an aggressive back check. With that said, there aren’t too many better options available to put in over Khristich, when he gets his chances, he should be able to deposit them with consistency as he is a great one-time shooter and is money from inside the face off circles. Peter Bondra: 6 weight, 4/6 skating, 3/ 4 shot, 4 sth, 3 pass, 4/3 aware, Shoots: L As far as players with 6 speed go, Bondra is at the bottom of the food chain due to his lack of agility and subpar skillset when compared to guys like Selanne, Bure, and Mogilny. Bondra is the best chance at instant offence though, he is very tough to bring down in open ice and his speed should do more than enough damage to most defenses on its own. Bondra is a bit of a mixed bag on defense, fast enough to get involved in almost any defensive play, but not agile or light enough to be used as a true human wrecking ball or tactical defensive player. Mike Ridley: 9 weight, 4/4 skating, 3/4 shot, 4 sth & pass, 4/3 aware, Shoots: L A bona fide heavy weight, Ridley is a little under skilled to be consistent force on the ice, but he should be able to assert himself well enough in most instances. A pass first player, Ridley should be on the lookout for a streaking Bondra or for Khristich parking himself in a one-timer spot since his own shooting and skating abilities aren’t tailor made for goal scoring. Typically I don’t suggest that heavyweights be an option for puck handling, but Ridley really does have the best combination of skating skill and playmaking acumen to facilitate a more patient style of offense. Even if he does get knocked off the puck, he is the least able of the Capital forwards on defense, his loss won’t be greatly missed. This line is a clusterfuck, the skills of these players don’t necessarily complement each other well but it does the best job of putting these players in their most natural positions. Bondra can work the one on one game, it just takes a bit more skill and know how to do so then with a typical super speedster. Khristich can snipe and Ridley can distribute. It’s just a matter of getting all these guys on the same page that is the real bugaboo. Bondra-Khristich-Carpenter Bob Carpenter: 7 weight, 4/4 skating, 3/2 shot, 3 sth, 4 pass, 3/3 aware, Shoots: L While not a special player by any means, Carpenter does have some of the more important skills to be a decent assist man, skating and passing ability. Carpenter can dangle a bit more than Ridley and this should be put to use in order to give Khristich the time to lumber up ice and become available for a one timer. The shooting stats are not inspiring though, defenses will likely sag a bit more to the other options since Carpenter doesn’t need to be respected from range. While this line may not have as much high end potential as the first one, it should be a bit more consistent. Khristich can really rip the one-timers, if he gets his chances, he will produce. As for Bondra, putting him on his natural wing still allows him to be a dangerous player as he can use his wide array of dekes and float shots to assault opposing goalies. Also, when the need arises, he will now be on his forehand, which should help him pass the puck with more velocity and accuracy when the defenses converge on him. Other Options: There isn’t a lot of speed or skill on the bench for Washington, most of these guys are fringe GDL draft options. Kelly Miller: 8 weight, 4/4 skating, 3/3 shot, 4 sth & pass, 3/3 aware, Shoots: L Sort of the in between option of Carpenter and Ridley, Miller is more of a plugger than anything else. The plus skills and skating get balanced out by the near heavyweight status, the definition of a fringe player. Pat Elynuik: 6 weight, 3/3 skating, 3/5 shot, 3 sth, 2 pass, 3/3 aware, Shoots: R A one trick pony, Elynuik can snipe the biscuit, not a bad guy to stash in the 6th forward spot and hope never sees the light of day. Michal Pivonka: 8 weight, 3/3 skating, 3/3 shot, 4 sth & pass, 4/3 aware, Shoots: L Another statue with a slightly above average skill set. It’s good to know that if the Caps lose 3 of these guys in a game that there is still another one floating around. Forwards: 6/10 Defense: To further compound the frustrations of the Capitals roster, the two highest rated defenseman are nearly impossible to ice. Luckily, there is still a serviceable pairing to be found. Johansson-Cote Calle Johansson: 9 weight, 4/3 skating, 4/1 shot, 4 sth & pass, 3/ 4 aware, Shoots: L For whatever reason, Johansson seems to get much better reviews then another fellow heavyweight, Igor Kravchuk. Go back and look at Kravchuk’s ratings, I’ll wait. You back now? Pretty damn similar aren’t they? Johansson may not be fleet of foot, but he’s got it where it counts, he can move the puck, he can skate, and he’s a cerebral player that uses the poke check and holding to survive against on rushing forwards. He fits in nicely on his natural side and by not sticking him behind Ridley, it evens out the fatties on the ice by not isolating them together. Sylvain Cote: 6 weight, 3/3 skating, 3/2 shot, 3 sth & pass, 3/ 4 aware, Shoots: R The lone option on the blue line that isn’t at the mercy of the weight bug, Cote is a serviceable defenseman and a perfectly fine #2 option, but he’s stretched a little thin on the Caps. There isn’t a whole lot to say about Cote because of how unremarkable he is. He isn’t slow, but he’s liable to get ditched by speedsters. He isn’t fat, but he can’t exactly dominate the game physically. He won’t kill the team offensively, but he isn’t about to kick start an onslaught either. Cote is just a man, appreciate what he does, you could be a lot worse off. A perfectly capable duo, they just aren’t going to carry this underwhelming team to the promise land. They will need to be on their “A” game though as the goaltending situation isn’t something to be relied upon. Cote-Iafrate Al Iafrate: 11 weight, 4/4 skating, 6/2 shot, 4 sth & pass, 4/4 aware, Shoots: L Who doesn’t love 6 shot power? I know I sure as hell love it, I just wish Iafrate came in a package that made it a bit easier to unleash it on a regular basis. Alas, with his super heavyweight status, Iafrate’s total skill package is very difficult to use as most any forward in the league can dump him on his keyster with a simple body check. As long as he stays on his skates though, Iafrate is easily Washington’s most skilled and dangerous defenseman. This setup leaves Ridley and Iafrate isolated together on the right, but putting Iafrate on his natural side doesn’t make any sense either since he can’t easily unleash his howler of a slapper. Other Options: Kevin Hatcher: 12 weight, 3/3 skating, 5/2 shot, 4 sth & pass, 4/4 aware, Shoots: R Despite owning a well above average skill set for a defenseman, Hatcher is nearly impossible to ice due to his weight and sluggish skating. It’s a real shame, two 5+ slap shot power shooters on the blueline could really cause some problems for opposing goalies. Defense: 5/10 Goalie Zone: In dire need of a rock in net, the Caps have themselves the 2nd worst starting goalie among non-expansion teams. Don Beaupre: 4 weight, 3/ 4 skating, 3 puck control, 3/3/3/3 save, Catches: L A perfectly cromulent goalie, Beaupre is usually passable for a manual control goalie extraordinaire as he is lightweight and fairly mobile. In auto goalie mode though, Beaupre is a prime target for all types of offense and he won’t put up much objection. Goalies: 3.5/10 Bottom Line: Washington is amongst the most frustrating teams to use among the established franchises. A lack of chemistry, plus talent, and goaltending leaves Washington on the sidelines of almost every classic league. Want a challenge, win it all with Washington.
  27. 1 point
    "I won't name names" 10 seconds later "Jim" (Schoenfeld)
  28. 1 point
    Quebec Nordiques Team Breakdown: While not among the top tier of teams in the league, Quebec is a team that can be utterly dangerous in the hands of a skilled and patient player. Despite lacking a player with blinding speed, the Nordiques are among the most adept at working the puck around the ice and finding the twine because of their offensive acumen and awareness. On the flip side, the defense can be utterly frustrating and limits Quebec’s ability to consistently challenge the Chicago’s and Montreal’s of the league Forwards: Led by Joe Sakic, the Nordiques have an impressive mixture of players who can contribute on both ends of the ice in a wide variety of ways. The forwards will have to win the day, finding the right combo is crucial. Young Guns Sundin-Sakic-Kovalenko Mats Sundin: 7 weight, 4/4 skating, 4/5 shot, 4 sth & pass, 5/4 aware, Shoots: R It’s funny how Sundin almost always has to fight for his spot on the starting unit despite his solid ratings across the board. A consistent early 2nd round pick in the GDL draft, Mats brings an impressive all-around offensive package to the table. His skating and awareness allows him to excel in the offensive zone and utilize his fantastic shooting and puck distribution skills to their fullest extent. Sure, he isn’t a speedster, nor does he have a booming shot like Kamensky, but the fact is Sundin produces consistently when given the chance. Joe Sakic: 6 weight, 4/4 skating, 4/5 shot, 4 sth, 5 pass, 5/4 aware, Shoots: L Sakic is an extremely versatile player as he is just as dangerous driving the play in the middle as he is setting up shop on the wing. Sakic works best in the middle with the support around him though as he is the best one-timing and one-on-one option available. No matter the style of offense, Sakic can produce at elite levels as he has had immense success under a wide variety of managers. On defense, Sakic isn’t a world beater, but he’s very respectable, his skating allows him to be relatively easy to handle for whatever the situation calls for. Andrei Kovalenko: 3 weight, 3/4 skating, 3/4 shot, 3 sth & pass, 4/3 aware, Shoots: L Kovalenko, or “The Terminator” as I like to call him, is the only player aside from Theo Fleury who sports a 3 weight among position players. This allows Andrei to barrel down the ice with aplomb on defense and dump truck most anything in his way. Unlike most grinders though, Kovalenko has just enough skill to make him a worthwhile two-way forward. He is a very opportunistic scorer as he has just enough skating, shooting, and awareness to be involved in the play and cash in on his chances. He is easily a top 25 forward and is equally as effective on the wing as he is in center. For a smart and patient player, this line has all the tools to succeed. All three players can play each forward position with great ability; this allows the freedom of lining them up to match up with the other teams forwards while maintaining offensive chemistry. FORE!!! Kamensky-Sakic-Kovalenko Valeri Kamensky: 8 weight, 4/4 skating, 5/3 shot, 4 sth & pass, 4/3 aware, Shoots: R Personally, I don’t get all the hub-bub about Kamensky, but there is no dismissing the contingent of people out there who are in love with his powerful shot. It’s the obvious draw here, at 5 shot power he can score from anywhere inside the blue line, its just a question of if he’ll find the net. Something of a heavyweight, Kamensky is a great option as a release valve on the wing when things get hairy in the slot for Sakic. Keeping Kamensky on his off wing allows him to use his big slapper with greater frequency, just be sure to sub him out for the PK as his defense will quickly give back whatever offense he provides. With Kovalenko running around, Kamensky’s defensive liabilities aren’t as big of a problem as they could be if it were Sundin on the opposite wing. Sakic can really max out his passing abilities here as Kamensky’s shot power bring a different element to the one-timer game. Kovalenko-Sundin-Sakic Other Options: Quebec has probably the most consistent forward group when it comes to finding the back of the net; these guys do nothing to change that fact. Mike Ricci: 7 weight, 4/4 skating, 3/5 shot, 3 sth, 4 pass, 4/3 aware, Shoots: R Ricci is essentially a heavier version of Stephane Lebeau and would start on a team with lesser talent up front. Plug him in the middle or on the wing and he should be able to provide some quality offense. Owen Nolan: 8 weight, 4/4 skating, 4/4 shot, 4 sth, 3 pass, 4/3 aware, Shoots: R With above average ratings in almost every category, it’s hard to believe Nolan is the 6th best forward on the team. But there isn’t enough oomph in his offensive game to cover for the lack of defense he provides. Claude Lapointe: 5 weight, 3/3 skating, 2/2 shot, 3 sth, 2 pass, 3/4 aware, Shoots: L Pure weight bug option, but he isn’t totally helpless out there. Forwards: 9/10 Defense: Looked at individually, the Nordiques seem to have a respectable corps. Unfortunately, their defensive team AI really hinders their ability to work together as a unit and prevent the opponent from getting some golden chances. Foote-Gusarov Adam Foote: 6 weight, 2/2 skating, 1/1 shot, 2 sth & pass, 2/4 aware, Shoots: R Foote is a pure defensive defenseman and he has relished in his role on some GDL teams when plugged into the lineup. Obviously though, Foote is very limited in his offensive production. A lack of skating and puck skills limits him to simply moving the puck to the nearest teammate. If he isn’t sitting back and breaking up plays, don’t be afraid to yank him, all his value lies there. Alexei Gusarov: 6 weight, 3/3 skating, 3/3 shot, 3 sth & pass, 3/3 aware, Shoots: L Steady as she goes, Gusarov provides no nonsense defense and a surprising offensive element to his game. 3 shot accuracy is rather rare for a defenseman, don’t be afraid to catch the opponent by surprise and drive to the net with Gusarov when the chance arises. His finishing ability allows him to capitalize on enough of those plays to make it worth while. Gusarov can struggle on defense when marking a top tier forward, but for the most part, he is able to handle himself well as his skating and weight package allows him to be an efficient defender. Not the fleetest of foot pairing, but the weight advantage here allows them to take advantage of heavyweights and not be terribly overmatched when faced with faster lightweights. The issue though is whether or not the Quebec AI wants them to stay back on defense, if it doesn’t, there isn’t enough speed here to run down a breakaway. Gusarov-Duchesne Steve Duchense: 8 weight, 4/4 skating, 4/2 shot, 4 sth & pass, 4/4 aware, Shoots: L Duchesne has all the making of a solid #2 d-man...if he would just play defense. The mobility and ability to move the puck up the ice quickly are extremely useful tools to have and compliment Gusarov really well. Duchesne is just maddeningly inconsistent in his defensive zone coverage. Foote-Leschyshyn Curtis Leschyshyn: 9 weight, 3/4 skating, 2/3 shot, 2 sth, 3 pass, 3/4 aware, Shoots: L Leschyshyn is one of the lesser skilled 4 speed heavyweight defenseman in the league but he can still sneak his way into the lineup. Leschyshyn tends to play a bit more defense than Duchesne and still keeps a lot of the mobility that he would provide. Other Option: Mikhail Tatarinov: 8 weight, 3/3 skating, 5/1 shot, 4 sth & pass, 2/2 aware, Shoots: L Here’s that sexy 5 shot power again, so mesmerizing. But the weight and average skating ability will make it tough to unleash on a regular basis. Don’t look at the awareness ratings...DAMMIT, I SAID DONT LOOK!!! Tatarinov needs signs to find his way back to the defensive zone. If the wonky defensive AI can be overcome, we got ourselves a fairly good defense. But good gravy, that wonky AI can be relentless some games. Defense: 3.5/10 Goalie Zone: This isn’t your father’s Ron Hextall here. He won’t be winning any Conn Smythe’s. Ron Hextall: 7 weight, 4/4 skating, 4/4 aware, 4 puck control, 4/4/3/3 save, Catches: L Hextall is the average dime a dozen 3rd-4th round GDL type pick. Middleweight, solid mobility and save ratings. Might panic if his net is set on fire, evaluate that as you will. Stephane Fiset: 5 weight, 3/4 skating, 3/3 aware, 2 puck control, 2/2/2/2 save, Catches: L Hello, old friend. I’m sorry, I won’t reminisce in ancient history any more. Fiset is a platoon option in the GDL for the most goalie inept teams. He is light enough to be decent in GC, just make sure to get the chest protector in front of the puck as those save ratings are pretty terrible. Goalies: 6/10 Bottom Line: I don’t care what style you play, you will score goals with Quebec. If the defense can be sorted out, this team can battle with anyone. Just hope your tolerance for defensive ineptitude is high if you can’t.
  29. 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”
  30. 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.
  31. 1 point
    MIAA Women's Hockey 20I5: The Mass Tour (MIAA 女子 ホッケー 20I5 in Japan) is a ROM hack of NHL Hockey '94 that is currently in progress by the people of Royameadow and Co., with the major work being done on it by the team's creator and Top Head Administrator, Roya Rockwood (me). This ROM hack had undergone development at the very beginning of March of 20I5, and will be an ongoing project for a good amount of years, probably even decades; it is notable on The NHL '94 Forum as being the utmost complex and thorough of ROM hacks of NHL '94 that are available as of October 02 of 20I5, and also bears critical acclaim by members who have played and/or tested it from March to October, especially for its quick development time and strong presentation quality. This is the first ROM hack of NHL '94 to feature the Massachusetts Interscholastic Athletic Association (or MIAA, for short) being put into a video game of any form, and also the first Generation IV gaming title to introduce an All~Women's Hockey League. It was inspired to be created thanks to the likes of famed Tewksbury/Methuen Red Rangers player Amanda Conway (Number 02, Forward), who has dominated astoundingly well in the league, having scored 0204 goals and over 0220 points in her three years with the Red Rangers since the team's debut in the 20I2~20I3 season; this ROM hack would have never been created without her influence, so even though Roya is the one who had originally created this project and has been working on it, the lot of the credit for its creation truly deserves to go to her, that is meant entirely. Features and information of the current version of the ROM will include the following that are listed below. ~ The game will be released in 05 parts, or Volumes, as the ROM will say. There are 086 teams in the MIAA, and only 026 Mainstream Teams can be held in the main ROM image, as well as the addition of four Major Bonus Teams, so the first four Volumes divide the teams into groups, and Volume 05 will be a Best of the 20I4~20I5 League installment. There will be four Promoted Teams that will be in all four original Volumes, and these include the Winthrop/Lynn Bulldogs, Saint Mary's (Lynn) Spartans, Beverly/Danvers Panthers, and the Tewksbury/Methuen Red Rangers. This is more or less because the team intends on keeping all of the teams intact, for they do not wish to delete teams from the Thirty Team ROM, and it would be rather lovely to see what little extras that could put into an Assembly Hack; the Promoted Teams are also the ones that make up each of the installments' Title Screen and Boxart (Beverly/Danvers for Volume 0I, Winthrop/Lynn for Volume 02, Saint Mary's (Lynn) for Volume 03, and Tewksbury/Methuen for Volume 04), they are the opening attractions for each Volume and represent the series in full, and are the ones who are recommended to have a go at first to get used to the way that the franchise presents itself. ~ A major graphical overhaul, primarily what may be dealt with at the current time. Most sprites from the Thirty Team ROM remain completely intact, but have been modified for each team so that they match their official palette, based on Genesis and Megadrive standards; The Zana GX Font, originally created by ZanaGB of the Sonic Hacking scene, is being used, in place of the original NHL Hockey font; the Main Menu now scores a slightly more stylish palette and design, Ron Barr scores a new 08 colour look, based on a photo from a more recent time; each player now has a unique Hockey Stick colour for Home and Visitor palettes (rather than every team sharing the same sticks anymore), and the arena sure looks more Blue and Purple, based on what you will view; it's not perfect, but could be improved upon in later revisions. ~ Partially, a Japanese Translation. Given that NHL '94 (Sega GS/Megadrive version) never had reached the hands of the Japanese audience, contrary to the fact that the unmodified original ROM image is indeed Region Free, this is a way of giving the game to them in its own special way. All banners of the MIAA teams and even the Instant Replay Menu are in Japanese now; the Instant Replay Menu is known to partially glitch up the arena if you are playing with Player Records on, so do not play with User Records enabled, no matter how much you might actually want to do so. ~ Anamorphic Widescreen capabilities, of some major sort. Now, naturally, NHL Hockey '92 to NHL '98 were not at all capable of doing this because of the way that the art direction was during their original Genesis/Megadrive versions' development. However, with some slight tweaks to certain graphics, this is indeed possible to come to be, and although this primarily only applies to the Splash Screens, Title Screen, and parts of the arena (you might notice that each Arena Logo is a bit more narrow during gameplay, rather than how NHL '94 had badly stretched the logo images) at this current time, it looks decent for what it be, so hook your PC or console up to a Widescreen Monitor and stretch it out for a fun time! ~ There are two new Time Modes for this ROM hack. Along with the Short Game and Original Game time settings (05 and 020 minutes, respectively), there are now the Blitz Game and Full Game settings. Please note that the Time Estimates provided are based on my knowledge of how the timer works in Realtime. The first estimate is how long a period will go without the whistle blown at all, and the latter of the two estimates is assuming that the whistle is blown and penalties are delivered ample liberally throughout gameplay. ~ Blitz Games are one in~game minute per period, or about 022 seconds in Realtime, if the whistle is not blown. With an Overtime of 05 minutes (0II0 seconds in Realtime), these games are at least 04 to 07 minutes long, on average; this setting is perfect for those who wish to play the game and do not have much time to do so, at certain points, it also serves well for MIAA Women's Hockey Blitz Tournaments, in the event that any are created; it's all up to skill with this setting. ~ Full Games are intended to feel more like an official MIAA Women's Hockey game, of which is usually about 060 to 090 minutes, according to the games that the development team have viewed over the past matter of years. Exclusive to the Volume 0I Demo, Rise of the North Shore, the periods were 050 in~game minutes (0I8 muntues and 020 seconds to 025 minutes), so completing one would take about 055 to 065 minutes, on average. All other releases of this hack have the Full Game setting set to the length of 099 minutes per period (036 minutes and 0I8 seconds to 050 minutes of gameplay per period). Given such a massive length of gameplay for this setting, this means that Full Games would take about 0I08 minutes and 054 seconds to as long as 03 hours, feeling more like the length of an official NHL game, including all of the time that commercial breaks and the Halftime Commentary Show use up, of course. ~ Extra Bugfixes and Features. Bugfixes and structural changes created by SWOS, Clockwise, Kaneda, and Smozoma, among plentiful others, will be noticeable. These fixes and features include Smozoma's Randomized Stats fix for the players who get either a Hot or Cold at the Matchups screen, Six Button Support provided by Clockwise and Kaneda's Goalie Button Patch is now present, SWOS and Smozoma's Music Hacking Guide has now been used to change the sound and mood of the music, and the newer Sprite Patch is also here to modify the sprites of the players and the arena even further, making this title ever more complete in the process of it; these changes are significant to the overall experience of this title, and they truly will be noticeable while taking it on, the players of the game will be able to play with ever more ease and stability, not having as many troubles as one might have in revisions prior. Screenshots of all Volumes may be viewed below. They will more than likely be switched if newer builds produce significant visual changes than what is currently being presented. Volume 0I: Volume 02: Well, for those of you who love a good yet corny I99X style commercial to go with a video game, here be the Launch Trailer that I had made for it. More Launch Trailers will become available as the other Demos and Volumes are released. ~ Launch Trailer (Rise of the North Shore Demo): ~ Launch Trailer (Volume 0I plus Tournament Edition): Preview footage of certain changes to gameplay will be available below. This is for those that would like to take a look at some of the things that this hack has to offer. ~ Blitz Mode: 06 on 06 Battle Demonstration: ~ Palette Modification, "Hot" and "Cold" Japanese Translation, Remixed Music, and Extended Commentary at the Matchups Screen: Known issues (All Volumes): ~ Roster Crash (Main Menu) The game will crash if left at the Main Menu with select teams (Methuen, especially) for long enough that the Player Names and their photos show up. Please switch through the MIAA teams as fast as possible for now; if a bugfix is ever made for dealing with this problem, then this issue will be deleted from the list. ~ Player Card Crash (Post~Game): On very rare occasion, playing a game with certain teams will trigger a glitch in the way that the Player Cards register after the Third Period or Overtime is over, causing a crash on random cards. Please avoid this if possible; if a bugfix for this is ever made, then I will delete this from the list accordingly. ~ The Sweet Rave Party at Home (Main Menu Logo Colouring): I intentionally did this. Certain teams have the "Hyper Sonic" effect, in which their Home Logo palette will match the Visitors' Banner palette. If that is requested to be modified, then I will do so accordingly for Revision 00. ~ Blood is Back! (In~game experience): Blood has been (somewhat) implemented into the game for the first time since that NHL '94 Blood Hack that was released over a decade ago. The blood is only triggered during a Periodical Injury and not a Full Game Injury, making this kind of reminiscent of what NHLPA Hockey '93 had at the time. The blood is not perfect though, its colour will vary based on each individual team's palette. The Waltham Hawks in Volume 0I are the best team to experiment with the Red Blood, while teams such as the Matignon Warriors and Duxbury Dragons (Part 0I) will probably use either Green or Black, for example. Downloads will be available below. Because there will be multiple releases, there will be multiple links; each link will become available upon the release of the next build. Feel more than free to make mirror links from these, if you desire to, anything to help preserve the hack in any form possible. Volume 0I: The Mass Tour ~ Rise of the North Shore Demo (Alpha Release) (Finalization Date: March 025 of 20I5): http://www.mediafire.com/download/innj3dx79icn5w7/MIAA_Women's_Hockey_20I5_~__Volume_0I;_The_Mass_Tour_(Beta)_(UEJ)_[!]_(May_0I0_of_20I5).rar ~ Second Beta Release (Finalization Date: May 030 of 20I5): http://www.mediafire.com/download/6rvscbncfoiff6d/MIAA_Women's_Hockey_20I5_~_Volume_0I;_The_Mass_Tour_(JUE)_[!]_(Revision_00).rar ~ Revision 00a (Finalization Date: July 04 of 20I5): http://www.mediafire.com/download/yeby7v37nw6awnw/MIAA_Women%27s_Hockey_20I5_%7E_Volume_0I%3B_The_Mass_Tour_%28JUE%29_%5B%21%5D_%28Revision_00a%29.rar Revision 00a repairs the logo for the Waltham Hawks and Falmouth Clippers, and fixes any typos that are either in menus or Player Names, as well as upgrades the arena graphics to adapt more towards the modern NHL arenas, give or take a few details that still need to be put in. Any other graphical kinks in text and the arena palette~wise have also been dealt with in this revision, thus delivering a somewhat more desirable view of the game in certain areas. ~ Revision 00b (Finalization Date: July 025 of 20I5): http://www.mediafire.com/download/yp6qinsiht040nz/MIAA_Women%27s_Hockey_20I5_%7E_Volume_0I%3B_The_Mass_Tour_%28JUE%29_%5B%21%5D_%28Revision_00b%29.rar Revision 00b repairs some rough edges in the menus' palettes and also fixes unmodified statistics. The St. Mary's (Lynn) Spartans are also completely fixed, now having all of its players and newly accurate jersey numbers. ~ Revision 00c (Finalization Date: September 027 of 20I5): http://www.mediafire.com/download/stma9dkdbwkv0dg/MIAA+Women%27s+Hockey+20I5+~+Volume+0I%3B+The+Mass+Tour+%28JUE%29+%5B%21%5D+%28Revision+00c%29.rar Revision 00c is the current template for subequent builds of the series, as well as for future projects by the team. This version of Volume 0I overhauls a lot of things: The 20II~20I2 Wilmington Wildcats now have a complete roster, the Sprite Patch has been officially implemented, Six Button Controller Support by Clockwise and Kaneda is now present, information on player lines has been extended for those who will be playing Six on Six Battle games, and the game now has remixed music and organ tracks; all versions of the series beyond this release will be using this template, so now your gameplay will feel a little more optimized in feel and structure. Promoted Player on the Boxart: Kristen McCarthy, Number 05 of the Beverly Danvers Panthers, and the team's Alternate Captain for the 20I4~20I5 season. Volume 02: Skaters of the East West ~ Battle of the Bay State Demo (Finalization Date: July 025 of 20I5): http://www.mediafire.com/download/ac87zapiy61qse7/MIAA_Women's_Hockey_20I5%3B_Battle_of_the_Bay_State_Demo_(JUE)_[!].rar ~ Revision 00 (Finalization Date: October 0I of 20I5): http://www.mediafire.com/download/o51g1f6hmotvgcn/MIAA+Women%27s+Hockey+20I5+~+Volume+02%3B+Skaters+of+the+East+West+%28JUE%29+%5B%21%5D+%28Revision+00%29.rar ~ Special Caroline Brewer Edition: Promoted Players on the Boxart: Annie Mahoney and Caroline McKinnon, Number 0I0 and 0II of the Winthrop/Lynn Bulldogs. Volume 03: Hockey Pilgrims ~ Revision 00: Link will become present upon release. ~ In~House Nas Edition: Link will become available upon release. Promoted Players on the Boxart: Lauren Skinnion, Number 030 of the Saint Mary's (Lynn) Spartans from 20II to 20I4, Brittany McPherson, Number 035 of the Spartans from 20I2 to 20I7, and Emily Stephenson, formerly Number 03 (now Number 0I) of the Spartans from 20I3 to 20I7 (exclusive to Volume 03's alternate boxart). Volume 04: Lady Hockey Heroes ~ Revision 00: Link will become present upon release. Promoted Player on the Boxart: Amanda Conway, Number 02 of the Tewksbury/Methuen Red Rangers from 20I2 to 20I5. Volume 05: Bay State All~Stars (Best of the 20I4~20I5 League) ~ Revision 00: Link will become present upon release. Given that I do intend to extend this game far beyond the normal standards of the original 05 Volumes, you will also be obtaining the following installments later on. You might view these coming towards your emulator a few months following SHC (not including the latter two installments, those might take a matter of years, depending on how things go from Late August in the NHL scene), so do stay tuned for these to come at some point in Future~Time. MIAA Women's Hockey 20I5: Tournament Edition Note: The Tournament Edition of MIAA 20I5 is a series of ROM Hacks of NHLPA Hockey '93, delivering to you the same experience as the original game but using '93's mechanics and structure. This version of the game has slightly modified stats for each team, as it uses the 0I5 Statistic Number system rather than the original's 06 Number system; it is also a way for those who would rather play '93, as opposed to '94, to have such an opportunity, so that way, players have the best of both worlds in this series. ~ Volume 0I (Revision 00) (Original Finalization Date: September 0I4 of 20I5): http://www.mediafire.com/download/ownpp1gs8qrfvbv/MIAA+Women%27s+Hockey+20I5%3B+Tournament+Edition+~+Volume+0I+%28JUE%29+%5B%21%5D+%28Revision+00%29.rar ~ Volume 0I (SHC Build) (Finalization Date: September 027 of 20I5): http://www.mediafire.com/download/h7jddb6w3hxkkab/MIAA+Women%27s+Hockey+20I5%3B+Tournament+Edition+~+Volume+0I+%28JUE%29+%5B%21%5D+%28Revision+00%29+%28SHC+Build%29.rar ~ Volume 0I (Revision 00a): Link will become available upon release. ~ Volume 02: Link will become available upon release. ~ Volume 03: Link will become available upon release. ~ Volume 04: Link will become available upon release. ~ Volume 05: Link will become available upon release. MIAA Women's Hockey 20I5 ~ 02 on 02: Hardcore and Personal Note: This installment will have each team in 02 on 02 form, with each player line set with the players and goalies who have the highest statistics. Now, the difficulty level might be ample high due to this, especially with players such as Amanda Conway and Jane Farrell having a Player Rating of 0I20, but if you know what you are doing against Max Rating players, then please do not be alarmed by this by any probable means. All 05 Volumes of Hardcore and Personal will not have new teams, they will instead be created from Volumes 0I to 05, respectively. in the event that difficulty balances need to be made to assure that no team is too weak, then I will have done so accordingly. ~ Volume 0I: Link will become available upon release. ~ Volume 02: Link will become available upon release. ~ Volume 03: Link will become available upon release. ~ Volume 04: Link will become available upon release. ~ Volume 05: Link will become available upon release. MIAA Women's Hockey 20I5 ~ 06 on 06: The Blitz Tour Note: This installment will be dedicated towards exactly what the ROM states: Pure and speedy 06 on 06 gameplay with only a short amount of time to endure the odds of lacking a goalie to defend your net. All teams will not have their goalies in play, thus bringing out the Extra Attacker for the 06 on 06 battles; the timer will also not go any shorter than 030 in~game seconds (0II seconds without the whistle blown) and no longer than 02 in~game minutes (044 seconds without the whistle), thus resulting in faster gameplay and the utmost powerful of outcomes, especially against teams with a higher difficulty. ~ Volume 0I: Link will become available upon release. ~ Volume 02: Link will become available upon release. ~ Volume 03: Link will become available upon release. ~ Volume 04: Link will become available upon release. ~ Volume 05: Link will become available upon release. MIAA Women's Hockey 20I5: The Super 08 at TD Banknorth Garden (020 Team Tournament ROM) Note: This installment will deliver to you the top 0I6 teams of the MIAA that would compete for their spot in The Super 08 Tournament. Originally, Division 0I and Division 02 had done their respective tournaments separately, with Division 0I having 022 teams, and Division 02 having 025; Single Elimination Preliminary Matches were done with the bottom 0I2 teams of Division 0I and the bottom 0I8 teams of Division 02 to assure that there were only a Top 0I6 going into the main playoffs, of which would be Single Elimination games up to the finals at their respective arenas, and the final game would be a Best of 03 series that would take place at TD Banknorth Garden, home of the Boston Bruins. Of course, however, NHL '94 is not made with Preliminary Matches or teams having multiple arenas in mind, so instead, The Super 08 at TD Banknorth Garden will only deliver to you the Top 0I6 of Division 0I and the Top 0I6 of Division 02 for Volumes 0I and 02, respectively; Volume 03 will be a ROM that delivers to you the teams that made it to the Quarterfinals in both playoffs, even though this never actually happened in the official MIAA tournament series, this is just so that those that wonder what could have come from this tournament with this What If? Scenario may obtain some closure on that topic; Volume 04 will be based on the Player Ratings for the Top 0I6 of Volume 05, consider this to be a Bonus ROM of sorts from me. The four Bonus Teams from Revision 00 of Volume 05 will be playable outside of the Playoff Mode, and since my sprite editing skills are currently unable to replicate the MIAA Women's Hockey Trophy properly, the teams will instead be aiming to get Lord Stanley's Cup; the Original Game time setting will instead be referred to as the Tournament Game time setting, and that will be 0I5 in~game minutes (0330 to 0500 seconds) per period, which is the MIAA standard for all of their actual games, that is being done for accuracy purposes. In the event that you are legitimately curious about who had won the actual MIAA Women's Hockey Tournaments on March 0I5 of 20I5 at TD Banknorth Garden, then I will gladly tell you that the Reading Rockets had gone to win it all against the Acton~Boxborough Colonials with a 03 to 00 final score in the Division 0I finals, and the Falmouth Clippers had obtained their trophy defeating the Wellesley Raiders with a score of 03 to 02 in Overtime for Division 02. I will gladly re~enact those games whenever I get the opportunity, those truly were games to witness on screen or in person, if possible. ~ Volume 0I: Link will become available upon release. ~ Volume 02: Link will become available upon release. ~ Volume 03: Link will become available upon release. ~ Volume 04: Link will become available upon release. MIAA Women's Hockey 20I5: The Complete Experience Note: This installment will only be created if a 0I00 (or more) Team ROM is to ever be created and available to work from. The Complete Experience will be the ROM to combine all of the teams from Volumes 0I to 05 of the original release, so that those installments may become obsoleted; this ROM would also include the Bonus Teams from Volume 04 and 05, as well as an extra team to fill in for Team Slot 0I00, of which might be a Maximum Difficulty Challenge for the casual players; in the event that I am able to implement things from Hardcore and Personal or The Super 08 at TD Banknorth Garden, then do expect those to be in the game as well, although I would probably have to know how to extend the ROM for that first, but I digress. Given that a 0I00 Team ROM does not exist, please do not expect this installment to be worked on anytime soon, especially not following the Revision 00 releases, I will work on this if it ever becomes a reality though. In the event that this is ever created and finalized, then the below installment will be created as well. MIAA Women's Hockey 20I5 HD: The Definitive Experience (Sega CD and Super 032X) Note: As mentioned above, MIAA Women's Hockey 20I5 HD: The Definitive Experience will only become a reality if MIAA Women's Hockey 20I5: The Complete Experience is ever possible to create and complete. This will be the Definitive Edition of the game, scoring all 099 teams from Volumes 0I to 05, and if possible, probably a few extras to the mix of things as well. There are plentiful major features and changes that I will gladly add into this version of the game, such as adding in features from NHL Hockey '92 to NHL '98, as well as true Anamorphic Widescreen capabilities and even Play~by~Play Commentary by means of the then free DAC channel and the Sega CD's Mode 0I capabilities, in the event that it is ever created, but I do not want to get far too ahead of myself right now, so I will just say to please hold your applause for the project until the creation and release of what would become the true final version of MIAA 20I5. Once this gem is finalized and released, I feel that this title will be as complete as it will probably ever have to be, I do not feel as if anything else will have to be done to this title beyond that point aside from making sequels from it; this final version will more than likely be the optimal quality hockey title that the Generation IV consoles will ever view, and wishfully, many people will continue to play it for many decades to come, The Definitive Experience will be my masterpiece at that respective time, in the event that it be ever created, the only thing that will top it will be a sequel or update. MIAA Women's Hockey 20I5: The Bulk Set This is a compressed file that delivers to you the recent builds of every installment (including Special Editions) available, this file will be updated whenever a new installment is released. This will allow for those that want to get every title together, rather than alone, so that way, they are not missing anything from the series one single bit; as of May of 20I7, this bulk set will be expanded upon to have all major and/or publicly released prototype builds and promotional media present for the sake of keeping all the ROM images in one place, please refer to this link at around that time and beyond if this is your first time downloading from here to assure that you have virtually every copy that you must. ~ Download Link (ZIP): http://www.mediafire.com/download/psj1du99hti2oo7/MIAA+Women%27s+Hockey+20I5%3B+The+Bulk+Set.zip Credits (Original Series): ~ Roya Rockwood (me): Project Creator, Sprite Editor, Text Editor, Technical Direction, Japanese Translation, Roster Editor, Player Ratings, Gameplay Testing, Researcher, and Executive in Charge of Production. ~ Hailey Martin: Alpha Version Testing. ~ Amanda Conway: Influence for the ROM hack's creation. ~ Wboy: Sprite Editor and Player Cards. ~ Smozoma: Hacking Assistance, Advice, and Bugfixes. ~ SWOS: Music Hacking Guidance. ~ Clockwise: Production of Gameplay and Graphical Patches. ~ Kaneda: Production of Six Button Support. ~ Ana Gallardo (ZanaGB): Creator of The Zana GX Font: Volume 0I & II. ~ Nikki Lizotte: Concept Direction and Behind the Scenes Assistance. ~ The MIAA: Team Logos. ~ MyHockey LIVE: Providing of the Player Rosters. Special Thanks to: ~ NHLPA93EASN: Technical Advice. ~ Wboy: Creation of NHL '94: The Thirty Team ROM. ~ Smozoma: Creation of select utilities used for this project. ~ Luna Marie: Extra motivation to work on the project. ~ Hailey Martin: Personal review of the Volume 0I Demo. ~ Kingraph: Technical Advice. ~ Destiny White: Top recommender for the return of blood caused from injuries, this was well desired by her. ~ The Players of the Hack: Of course, those that play the hack deserve my thanks. After all, it is a ROM hack for an audience. (: ~ NHL94.com and its beloved forum: Pretty much for everything that I have learned here in almost a month of being here on the forum. ~ The Players of the MIAA: I might not know the lot of them personally, but hey, this hack is for them as well. I am forever glad to be working on this in dedication to them. ~ Amanda Conway: Once more, this ROM hack would not exist without her influence. She is truly the primary reason for this project's creation, she deserves all of the possible praise for this and her merit. ~ And you!: Both for having a view of this topic and/or playing the hack. Any attention to this is well appreciated. Credits (Tournament Edition): ~ Roya Rockwood (me): Project Creator, Sprite Editor, Text Editor, Technical Direction, Japanese Translation, Roster Editor, Player Ratings, Gameplay Testing, Researcher, and Executive in Charge of Production. ~ Hailey Martin: Alpha Version Testing. ~ Amanda Conway: Influence for the ROM hack's creation. ~ Wboy: Creator of NHLPA Hockey '93: Thirty Team ROM. ~ Smozoma: Hacking Assistance, Advice, and Bugfixes. ~ Slapshot67: Expansion of the editing liberties for NHLPA Hockey '93: Thirty Team ROM. ~ Ana Gallardo (ZanaGB): Creator of The Zana GX Font: Volume 0I & II. ~ Nikki Lizotte: Concept Direction and Behind the Scenes Assistance. ~ The MIAA: Brand Concept. ~ MyHockey LIVE and MassHS Hockey: Providing of the Player Rosters. Special Thanks to: ~ NHLPA93EASN: Technical Advice. ~ Wboy: Creation of NHLPA Hockey '93: The Thirty Team ROM. ~ Smozoma: Creation of select utilities used for this project. ~ Luna Marie: Extra motivation to work on the project. ~ Hailey Martin: Personal review of the Volume 0I Demo. ~ Kingraph: Technical Advice. ~ The Players of the Hack from the Forum: Of course, those that play the hack deserve the thanks. After all, it is a ROM hack for an audience, it would not be here without them. (: ~ NHL94.com and its beloved forum: Pretty much for everything that was learned there in almost a month of being here on the forum. ~ The Players of the MIAA: Those here in Royameadow and Co. might not know the lot of them personally, but hey, this hack is for them as well. We are forever glad to be working on this in dedication to them, they truly do deserve it. ~ Amanda Conway: Once more, this ROM hack would not exist without her influence. She is truly the primary reason for this project's creation, she deserves all of the possible praise for this and her merit. ~ And you!: Both for having a view of this topic and/or playing the hack. Any attention to this is well appreciated at all points in time. Wishfully, I hope that you folks will follow this ROM hack, as I work more on it. MIAA Women's Hockey 20I5 will be a lovely title to play in wherever your computer or console is, once this project is entirely completed; I truly will be glad once it is all ready for you to play, it be all for you in the long run. Stay tuned to this project's thread for further updates, as I work more on the project. There will be much to view, as the months and years go by, it's Women's Hockey at its finest! (:
  32. 1 point
    https://krikzz.com/store/ Get an Everdrive. I may need to start making a commission from these guys.
  33. 1 point
  34. 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.
  35. 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/
  36. 1 point
    yep, that was a rough night let me tell ya.. but thankfully i have had forehead reduction surgery since then
  37. 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.
  38. 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.
  39. 1 point
    cr0ssbar was a piece of garbage. He started a proto-GDL league and then killed it because he was garbage.
  40. 1 point
    San Jose Sharks Team Overview: One of the more beloved expansion franchises, the Sharks enjoy the benefit of having a couple decent skaters and some solid defensive options. Despite this fact though, the Sharks have a legitimate lack of skill, especially up front. Couple a lack of skill with subpar goaltending and the Sharks strengths don’t quite have enough gusto to carry them much beyond a mediocre team. Forwards: One of the typical issues encountered with an expansion team is finding a way to make the offense dangerous enough to be respected. Since San Jose doesn’t quite have the puck skills to be respected, their skating strengths must be utilized to an even greater degree. With that in mind, Kelly Kisio, the most skilled player, will now become a spectator on the bench due to his woeful 2/2 skating. Crash the Net: Gaudreau-Falloon-Berezan Or Berezan-Gaudreau-Falloon Or Falloon-Gaudreau-Berezan Why 3 combos you ask? Depends on your style of play, the first combo is designed for users who are deke masters and slashers. The second combo is more for one timer specialists who like to use speed on the wings to generate offense. Lastly, the third line is much like the second, but puts the bigger slap shot on the off wing with Falloon. Pat Falloon: 7 weight, 4/4 skating, 3/2 shot, 4 sth, 3 pass, 3/2 aware, Shoots: R The most dangerous of these 3 forwards is Pat Falloon, he has the speed, 4/4 skating to attack the opposing defense and hopefully create some space for himself and his teammates. While not the most hearty player coming in at 7 weight, Falloon is still able enough to either be used as a sniper in the middle or a playmaker in the wing. The issue with either of these strategies though is Falloons porous skills. With only a 3/2 shot he really has to come up with some nifty moves to score consistently, thankfully he has the 4 stick handling to aid him. Conversely, Falloon has a merely average 3 pass rating, he can use his superior handling skills to dance around on the outside and hopefully he can make a nice tape to tape pass to feed the open man. Perry Berezan: 7 weight, 4/4 skating, 2/2 shot, 2 sth, 3 pass, 2/2 aware, Shoots: R Perry Berezan is much the same as Falloon, in respect to being right handed, 7 weight, and 4/4 speed. Berezan though, is even less skilled than Falloon, with a 2/2 shot, 2 o aware, 2 stick handle, and 3 passing. On most teams Perry wouldn’t warrant any consideration at all, but San Jose doesn’t have another skater of the same caliber as him and no other player aside from Kisio has substantially better skills. What Berezan brings to the table though is a second guy who can lead the offensive push with respectable speed. Rob Gaudreau: 6 weight, 3/3 skating, 3/3 shot, 2 sth, 3 pass, 3/3 aware, Shoots: R A 3rd right handed shot on this line, Rob Gaudreau supplies steady 3/3 skating and 3/3 shot at 6 weight. Due to his lack of skating and deke skills, Gaudreau is best used on the off wing for in close slap shots and slam dunk one timers. For one timing specialists though, he has the most consistent shot on the ice and may be best utilized in the middle where most of the premium one timing opportunities pop up. Defensively, these three aren’t much to talk about. Falloon and Berezan will typically be the ones carrying the puck up the ice, if one of them gets rubbed out and the puck is turned over, there is only one other player who might be able to run down the opposition from behind. Gaudreau, while light, isn’t much of a skater and that will limit his effectiveness. Other Options: Kelly Kisio: 6 weight, 2/2 skating, 3/4 shot, 3 sth, 3 pass, 4/4 aware, Shoots: R Despite being painfully slow, Kisio can still be worth icing because he does possess some good puck and mental skills on a team that is bereft of both. Try to avoid the one on one game though, Kisio isn't about to break anybodies ankles out there. Johan Garpenlov: 7 weight, 3/3 skating, 2/3 shot, 3 sth, 2 pass, 4/2 aware, Shoots: L Garpenlov may be the best of a shoddy selection of 3 speed subs on the Sharks, but that doesn't mean hes useful. Hopefully he sets up on the back post often enough to slam home some easy one-timer, otherwise Garpenlov's skill set isn't tailor made for any other sort of game plan. Mike Sullivan: 6 weight, 2/3 skating, 2/1 shot, 2 sth & pass, 2/3 aware, Shoots: L 6 weight, 3 speed, expansion team sub, has a pulse, could be worse. John Carter: 4 weight, 2/2 speed, 2/1 shot, 2 sth & pass, 2/2 aware, Shoots: L I found something worse, moving right along... Forwrad Rating: 3/10 Defense: While not star studded, Doug Wilson, Sandis Ozolinsh, Neil Wilkinson, and Tom Pederson give the user a plethora of options to choose from and construct a defense to suit their style. Balanced Defense: Wilkinson-Wilson Doug Wilson: 7 weight, 4/3 skating, 6/1 shot, 4 sth & pass, 3/3 aware, Shoots: L Wilson’s biggest strength is his 6/1 shot, it’s a weapon that must be used on this team due to the forwards lack of shooting acumen. Thus, it is paramount to have Wilson on the right side of the ice so he can unleash his left handed laser beam. With 4/3 skating and 4 passing, Wilson is an excellent offensive weapon on a team in desperate need of one. While not a big hitter with his 7 weight, Wilson can be a fine defenseman in his own zone as well when he isn’t focusing on rushing the play up the ice. Neil Wilkinson: 7 weight, 3/3 skating, 2/0 shot, 3 sth, 4 pass, 1/3 aware, Shoots: R Although right handed and playing left defense, Wilkinson is the most balanced option to be Wilson’s counterpart. Wilkinson’s main strengths are his solid 3/3 skating, 1/3 awareness, and 4 passing. That 4 passing helps make up for him being on his off side and allows him to still dish the puck effectively for breakout passes. Another 7 weight option, Wilkinson doesn’t bring big hitting to the table, but he is typically in fairly decent position to break up passes and apply the poke check. Rush the puck: Ozolinsh-Wilson Sandis Ozolinsh: 7 weight, 3/3 skating, 3/2 shot, 3 sth & pass, 3/3 aware, Shoots: R Ozolinsh is much more offensive minded than Wilkinson, but that doesn’t mean Ozolinsh is a major offensive weapon. Ozolinsh has the same skating and weight as Wilkinson, but Ozolinsh isn’t as attentive on defense as his 3 o aware will keep him in the offensive mindset more often. Ozolinsh also only posses 3 passing and a 3/2 shot, neither are big enough weapons to make an average skating defenseman a true offensive weapon. Smash Brothers: Pederson-Wilson Tom Pederson: 4 weight, 1/2 skating, 2/2 shot, 2 sth, 3 pass, 3/2 aware, Shoots: R One smashes the puck, the other smashes skulls. Pederson is a flyweight option at 4 for the biggest weight bug whores of us all. That’s all the good news about Pederson though, the bad news is that Pederson has pathetic 1/2 skating, 2/2 shot, and 2 defensive awareness. But if you cant get enough of the weight buggers, this is your guy. Other Options: Jay More: 7 weight, 3/2 skating, 4/1 shot, 3 sth & pass, 1/3 aware, Shoots: R A bit of a lead foot, but a secondary puck pounder on the back line could come in handy for a forward unit that is incapable of such feats. Defense Rating: 5/10 Goalie Zone: Arturs Irbe: 5 weight, 2/4 skating, 3 puck control, 3/3/2/2 save, Catches: L Being the 23-25th best rated goalie in the game, Irbe always seems to be a starting option on the most goalie inept teams in the GDL. Ultimately, users find his 2/4 skating to be too hard to handle in the goal crease as Irbe tends to move around like a semi-truck. Irbe doesn’t really have a saving grace, so typically he loses his starting job and becomes a platoon guy at best. On the Sharks though he is by far the best option, just don’t expect too many game saving stops from him. Goalie Rating: 2.5/10 Bottom Line: The Sharks are vastly under skilled, but they do posses decent skating, decent weight, and a puck pounding defenseman that all opponents must respect. If the user can maximize their assets, the Sharks can be a somewhat dangerous team and steal some wins from some of the better teams in the league.
  41. 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!
  42. 1 point
  43. 1 point
    Yay! I was mentioned! On that note, here are the final standings of the NHL '94 Cup Chase, closed March 26, 2006: Ranking Player AIM G W L Pct. GF GA GD Streak GP Titles Ben in54time 24 17 7 0.682 69 48 21 - 37 2 TC Tickenest Tickenest 30 21 9 0.7 98 55 43 - 35 0 3 tk11 canadiensfan66 22 16 6 0.727 77 46 31 -2 39 3 4 Carse snoboarder3211 9 6 3 0.667 27 17 10 3 13 0 5 Nick nickk222222 11 7 4 0.636 20 19 -1 -1 14 0 6 Ken kbermangv 18 10 8 0.556 54 47 7 -3 21 0 7 clockwise jesusplaysnhl94 12 6 6 0.5 25 27 -2 4 16 0 8 McMarkis mcmarkis 12 6 6 0.5 30 33 -3 -1 17 0 9 bobeto42 bobeto42 19 9 10 0.474 52 55 -3 2 26 0 10 aepurniet aepurniet 11 5 6 0.455 31 36 -5 -2 18 0 11 thegr8199 thegr8199kings 24 10 14 0.417 53 69 -16 1 24 0 12 cr0ssbar cr0ssbar 15 6 9 0.4 40 42 -2 3 18 0 13 James Vocally Caged 12 4 8 0.333 32 34 -2 -3 15 0 14 Girabbit girabbitwastaken 12 4 8 0.333 17 30 -13 -3 15 0 15 Matt Hurray matthurray 10 3 7 0.3 22 30 -9 -3 16 0 16 Michaelsroka1981 Michaelsroka1981 9 0 9 0 15 47 -32 -5 12 0 17 roccopan NHL94Nostalgia 0 0 0 0 0 0 0 0 5 0
  44. 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
  45. 1 point
    Haha yeah it must have been you. I fixed my page up there. Lol Hokkee I remember you were in control of maybe 4 or 5 teams in that one league. I still think the funniest memory I have from this wonderful forum is when my brother (Carse) calls me and is semi freaking out because "frekezoid" aka Hokkee's alt #4 called his cell phone. (Carse had his phone number in his AIM profile lol) Carse was like "DUDE THAT FREKEZOID GUY CALLED ME! LIKE FROM P1ZZA'S LEAGUE! He's some crazy Canadian guy!" Mr Pizza and Cares were and still are slack-ass bums.
  46. 1 point
    FAN-tastic! Nice work as usual.
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  48. 1 point
    Thanks to one of the members to NHL94.com, Clockwise, Wboy and others hacked perhaps the best nhl94 gens hack in history of all games. The Gens Version Of NHL 11 there is a player photo on all of the team cards, the overall ratings are through the roof, and teams like montreal, philadelphia, san jose and others have their original helmet colors. I just finished playing an intense playoff mode using my habs, and let me tell all of you people because of the player ratings that are so high i find the game pretty difficult to play. so as a token of my respect to the great men who hacked this game to perfection i decided that other people should try this game out, trust me it'll be worth it! enjoy it and please comment to Clockwise And Wboy NHL 11 by clockwise.bin
  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
    (Carse/SOH USA 11 - 10 CAN (HABS/MONDEY-FREYDEY) USA 2 - 4 Can USA 6 - 5 CAN OT USA 2 - 7 CAN (HABS/ZALEX) USA 3 - 2 CAN USA 100 CAN NOT 100 USA USA USA USA