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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
    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.
  3. 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.
  4. 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
  5. 2 points
    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!
  6. 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".
  7. 1 point
    This version of the ROM should work in RetroArch (along with ZSNES). EDIT: Download this new one, I fixed the checksum. NHL94-2on2-xstioph-fix2.smc
  8. 1 point
    When the boys say, "got 3 need need 1 more."
  9. 1 point
    Remember the game is actually based on the 1992-93 Season. This sounds more like a rom based on the 1993-94 Season. Which is a cool idea. I actually think the ratings from NHL 95 are better than the ratings for 94. They were done by Neil Smith of the Rangers as opposed to Igor Kuperman. They would be a good place to start as 95 has all of the tweaks you mentioned and more. I am also glad that at least you, me, and @kingraph care about the player cards. I watch them every single time. One thing about my roms is that I left the ratings and game play untouched so that it plays exactly like the Original , but it looks tons better. I can barely look at the Original rom with the improvements made to Logos, player cards, and splash screens.
  10. 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.
  11. 1 point
    I have done my versions of this. Not everything you posted, but it does have some of it. I have some other versions I have made for guys as well, such as my Mike Modano special. More info can be found here. NHL'93classic.bin NHL'94classic.bin
  12. 1 point
    I've been playing a bunch of 93. I forgot how great a game it is! Super rewarding to pull off the one-timer. Dave Reid feeds Vlad Ruzicka who one times it past Tim Cheveldae, in the Stanley Cup Final vs Boston. DSCF1152.mov
  13. 1 point
  14. 1 point
    Updated May 10, 2012: Updates: Updated results through Spring'12 Classic New charts showing team ranks by each classic season New Overall Team Ratings Individual Player Ratings (top 200) Appendix Reformatted using forum code (no MS Word) NHL'94 Rankings - A Statistical Look A little while back I was reading this thread about an ongoing ladder league and I was intrigued by the idea of including the team rank in determining how much a win was “worth”. Meaning, a win using Edmonton vs. Detroit would mean more than a win using Chicago vs. Ottawa. I wanted to come up with some empirical evidence to support the "what is the best team" discussions that come up from time to time. Chicago and Detroit are always mentioned as the best teams, but could I measure that, or support that notion quantitatively? Below I go through my methods and findings in four sections: Initial Team Rankings Individual Player Rankings Tying Players to Teams Conclusions (Spoiler shows the ranking of teams) SECTION I – Initial Team Ranks The first thing I did was take the ratings from the Building Lines with AJ series to come up with an initial ranking of teams. The ratings come from a respected A-level player (Angryjay93) and it is very thorough/detailed. I highly recommend reading it for all skill levels. I weighted the forwards, defense, and goalies, 3-2-1 respectively, because that represents the number of players on the ice. I thought it was a good starting point in generating a team ranking. The results were as follows: Well, that looked right, but was there anything I can do to support this ranking? I decided to take the results from the classic league regular seasons (Spring'08 - Spring'12), for all divisions, and ranked the teams based on winning percentage. I figured individual skill would be factored out due to the volume of games and the general grouping of players (A,B,C, etc). I decided that the minimum was 100 games played (over 2 seasons). This eliminated anomalies such as IceStorm's season with the NYI (29-11, .745 win percentage, making them the #1 ranked team). The results: The results were pretty amazing when compared to the weighted AJ rankings. Grouping the teams into 6 different tiers, the results matched closely with a few exceptions: The colored tiers make comparisons easier. I decided that TIER I would be the top 5 teams, TIER II would be teams with an AJ rank above 7, TIER III above 6, TIER IV above 5, etc. There were only 2 major discrepancies, and the rest of the teams fell nicely into place. The first discrepancy is CAL, who finished 10th in classic results, as compared to 5th in AJ's ranking and the other is LA, who finished 6th in classic compared to AJ's 12th. What is interesting here is that both teams are defined by very strong forwards, and poor goalies. CAL has a better ranked defense, giving them the higher AJ rank. Theoretically, CAL should do better than LA, however we can't completely eliminate things like user skill and team chemistry. This also does not appear to be an anomoly. The chart below shows the ranks of the team win% for each of the 7 classic seasons included in this analysis. You'll notice that CAL doesn't finish better than 8th in ANY season, while LA finishes in the top 5 in 4 out of 7 seasons! You may notice two other teams that didn't quite fall into place. VAN ranks 4th in classic, while AJ has them 6th. This is obviously very close and only shows up as a discrepancy because of the TIER system. The other is TOR finishing 13th, into TIER III vs AJ 10th (bottom of TIER II). Despite those discrepancies, I felt comfortable with the general team rankings, both from a qualitative (AJ) and quantitative (Classic results) standpoint. SECTION II – Individual Players My next goal was to take this down to the individual player level – what players made these teams so good? More specifically, what player attributes made them so good? I knew the player ratings in the original ROM didn't mean much as one major attribute – weight (the sole determinant of checking ability) -- was not even factored in, so I wanted to create a new player ranking based on attributes that mattered. I used two different methods to figure out player rankings as described below: METHOD 1 - New Player Rankings Using Smozoma's Blitz Player Spreadsheet as a starting point, I modified the formulas to value lower weight (essentially keep the weight bug) and asked YOU, the community, how we should value the different player attributes. The results of the survey can be seen here - GENS Player Attribute Survey Based on those attributes, I created a new player ranking. A quick glance at the top 5 forwards and defense made me feel I was on the right track: METHOD 2 - GDL Average Draft Positions I took the draft results from seasons 5 through 8 of the GDL GENS Draft League and came up with an average draft position (ADP) for all the players. GDL allows owners to draft '94 players using a snake style draft and doesn't alter the original gameplay aside from team rosters. The ADP basically ranks all the players in '94 based indirectly on attributes that we ("we"= GDL team owners) value. Again, a quick glance at the top 5 forwards and defense showed I was on the right track: The next step was to see if the new calculated rankings for the players I came up with correlated to the ADP. The results? Let's start with Defensemen. DEFENSEMEN Weight reigns supreme with D! Out of the top 50 defensemen ranked by the GDL ADP compared to the calculated ratings, there were only 3 notable exceptions that stood out. I classified an exception as a difference of 15 or more spots between ADP and the calculated rank. Patrice Brisebois (ADP 17, Calc 43) and Gord Hynes (ADP 19, Calc 60) were drafted considerably higher on average than their calculated indicated. The reason? Their weights are 5,4 respectively, and the rest of their attributes are pretty weak. Obviously weight is SUPER valued here. Of the top 16, the biggest difference was Petr Svoboda, whose ADP is 4, calc 10. Again, probably a weight bonus as Svoboda is a 5 weight. The only other large variance was James Patrick, who was UNDERvalued at ADP 40, Calc 20. He is a 9 weight, but has other very respectable attributes such as 4 speed, 4 agility, 4 def awareness, 4 shot power, 4 stick handling, and 4 passing. Other than those 3 mentioned, the top 50 defensemen were valued correctly from the survey attribute weights and GDL ADP. FORWARDS After the initial survey results, the following players were drafted higher than their rating indicated: Petr Klima, Russ Courtnall, Cliff Ronning, Tomas Sandstrom, Geoff Sanderson, and Brett Hull Even though Speed and Shot Power were valued the highest in my attribute survey, they were apparently not valued high enough! Meanwhile, other players such as Adam Oates, Gary Roberts, and Steve Larmer were undervalued. The comment element there is they all have strong awareness ratings, but were heavier. Based on that initial result, I tinkered with the attributes values, increasing speed and shot power, and decreasing awareness, etc. and settled on this result: These attribute ratings yielded just 1 variance in the top 50 forwards! That player? Tomas Sandstrom (ADP 25, Calc 41). Obviously Thomas' incredible shot (5/5) was valued over his 9 weight for GDL. (Side note: Increasing the shot power and accuracy attributes also yielded just one outlier, Cliff Ronning, as his speed and pass accuracy were valued over his weaker shot.) My feeling is that we inherently value attributes in a more dynamic way than a static number. Certain combinations of attributes are valued greater (i.e. a player that has 5 shot and 5 accuracy is valued more than the calculation would indicate) and extreme ratings (6 speed, 6 shot power, 3 weight) also command greater value. I'll leave that for a future analysis. Anyway, I was happy that this weighting criterion for forwards provided a good estimate of player ratings as 49 of the top 50 calculated players correlated well with their ADP in GDL. GOALIES Goalies? The GDL and the normal goalie rankings were nearly identical, suggesting that the goalie ratings in the original ROM are accurate, or we just don't know. Either way, this was straightforward. SECTION III – Players to Teams Now that I had a good ranking of teams (SECTION I) and a good ranking of players (SECTION II). The question now was how do I marry the two? This becomes a little tricky as each team has a unique identity that defines how you can use them to win games. This is part of what makes '94 so great! But of course I'll try. =) The goal was to see if there was a way to come up with team rankings based on the player ratings that matched the classic results/AJ rankings. At first I ranked the teams based on the best 5 players (3F, 2D) and goalie, however this didn't make sense as the value of a team is more than the best 5 guys on the ice. I decided that it's important to weigh the #1 forward more than #2 and #3, and the #1 D more than #2. Chicago is the best example -- the reason the team is great on offense is because of Roenick, the #1F, helped by a decent support cast. Take Roenick out and the offense is vastly different. So, after some tinkering, I weighed the positions as follows: 1F (9), 2F (5), 3F (3), 1D (5), 2D (3), G (6) to come up with a total team score. I ended up with these weights because it generated a team rank that came close to the classic/AJ rankings, with the exceptions below. The exceptions make sense when analyzed: Winnipeg - The biggest exception is that Winnipeg vaults into Tier 1, instead of the expected Tier 3. Housley actually ranks as the #1 Defenseman and Selanne the #6 Forward, and weighing those guys 6 and 3 times more is what drives up WPG's ranking. However, they don't have depth, and they are also known to have chemistry issues. From AJ’s analysis, "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." Dallas also drops, mainly due to their abysmal Defense and Goalie ratings. My opinion here is that people do well with Dallas using the "best defense is offense" strategy, mainly utilizing Modano and Courtnall's great speed together. Manual goalie in human play can also help alleviate some of that rating noise. Lastly, Edmonton falls to Tier 4, given the lack of skill outside of Klima. "The main issue with the Oilers forward unit is that every player aside from Klima has a weakness that keeps them from being an upper echelon player". But the dynamic of Klima with Todd (low weight bruiser) and Simpson (big shot wing) do much better than the raw calculations suggest. NYR & PHI also hover around the fringes of their tiers, each calculating to move up one tier -- the NYR being calculated as TIER II and PHI Tier III. Again, these are close enough and will probably continue to shift around as more classic results are added into this analysis. SECTION IV– Results Based on all this data, this is how I break down the NHL'94 teams. The tiers are arbitrary, and open for debate (particularly Tiers II & III), but overall I think this is a solid representation of team ranks: TIER I (the strongest) CHI DET BUF MTL CGY (Classic Results in Tier II) TIER II (strong) VAN (Classic Results in Tier I) BOS DAL WPG TOR (Classic Results in Tier III) TIER III (good teams, competitive) QUE LA (Classic Results in Tier II) EDM NYR TIER IV (flawed, weak teams) PHI HFD PIT STL WSH TIER V (poor teams) NJ NYI SJ TB TIER VI (The worst) FLA OTW ANH Below is the calculated team rankings (they differ from team strength) Appendix - Individual Player Ratings
  15. 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.
  16. 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.
  17. 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.
  18. 1 point
    Did you lend it to my friend Andrew?
  19. 1 point
    Are you modding SNES roms @CoachMac? Not enough to be a Sega NHL94 All-Star?
  20. 1 point
    This is an Original rom with only the Dallas Stars converted back to the Minnesota North Stars and the Playoff settings changed back to when they were Divisional. NHL'94northstars.smc
  21. 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.
  22. 1 point
    Looking into the patch or vaping, right now. Thanks for the support.
  23. 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.
  24. 1 point
    One of the highlights for me at the SNES NHL’94 Kingof94 III 2018 tournament was Jammer’s penalty shot spin goal. Great control of his player! At the end of this video you can hear me say wow! Casey recorded this play so thx Case! Jammer in the playoffs penalty shot spin goal! https://www.dropbox.com/sh/uyg9jq9ydetsf1l/AAAd5oAEUUgRIcumKC2JEshGa?dl=0&preview=Jammer+94+III+Penalty+Shot.mp4
  25. 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.
  26. 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.
  27. 1 point
  28. 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.
  29. 1 point
    "I won't name names" 10 seconds later "Jim" (Schoenfeld)
  30. 1 point
    Hey everyone, I've been working behind the scenes the last month or so to get an NHL '94 Youtube channel and live stream going. On this channel I hope to provide content on the following items: -Live Game Analysis -Team Breakdowns -How to Videos -Challenges vs. Computer -Various other items that may arise While my Youtube channel may not quite be ready to start producing regular content, I have been working on some test footage which I have just posted this morning. This test footage consists chiefly of some games with MikeGartner that I played at CoachMac's house last night. What make this footage different from regular game recordings is that this footage also has Coach and I on camera analyzing the game as it plays out. While we have had commentators at our live events, I don't think we've ever had the game broken down by the person playing it as it goes on. I'm hoping this unique angle of live analysis gives other people better insight of the action. I just uploaded a couple videos; one contains myself and Mike Gartner playing 5 summer league games with the 2nd containing an exhibition game between Coach Mac & Mike Gartner, you can use the links below to view it on Youtube. A lot of this is a work in progress and will improve over time but I think it's a good first step. One thing I would really appreciate in all of this is the input and support of the community. In the end I want this content to be an extension of us and our community so it is vital that you guys get involved. How you can get involved can take various forms. The first thing that can be done is so subscribe to the channel and if you want to go a little further by commenting on my videos or giving a thumbs up (or thumbs down) then that would be really helpful. Also, please feel free to send me a PM, e-mail, or post on the forums requesting a video on a specific subject. I'm open to helping anyone with anything because I want to help the level of play here continue to rise. I also want to help anyone who is either getting back into the game after a long break or who is a total noob. Oh and before I forget, don't fret my SNES buds, I plan on having SNES specific content as well. You will not be forgotten in all of this. So again, things are a work in progress here and it will get better moving forward. If you get the chance, please check out the videos, I would appreciate any support I get from the community here to help this project grow. And oh, one last thing before I go. Coach and I also tested out the live stream by playing our 10 summer league games. Please feel free to check it out and leave a comment! https://youtu.be/02Z3Agp7aHk
  31. 1 point
    try this nose, it should work nose1.2b-2018.zip
  32. 1 point
    So I’m on a conference call at home when my wife shows me this note: So i put put my phone on mute and say “Baby, you get an icestorm everyday of the week”
  33. 1 point
    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! (:
  34. 1 point
    https://krikzz.com/store/ Get an Everdrive. I may need to start making a commission from these guys.
  35. 1 point
  36. 1 point
    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.
  37. 1 point
    yep, that was a rough night let me tell ya.. but thankfully i have had forehead reduction surgery since then
  38. 1 point
    Vancouver Canucks Team Overview: I have good news and I have bad news. First, the bad news, Vancouver’s defensemen are among the worst collective unit in the entire game. Now, for the good news, the forwards might be the best unit in the league on both sides of the puck. The forwards are so good in fact, that they can easily overwhelm any team in the league and be an unstoppable force. Forwards: Even the most insatiable thirst for speed can be quenched by the Vancouver forwards as they are the only team in the league that can ice 3 skaters with 5+ speed. While they aren’t the most skilled unit in the league, there is still plenty of talent to fill the back of the net with great ease. Slash and Burn: Ronning-Bure-Courtnall Cliff Ronning: 5 weight, 5/5 skating, 2/3 shot, 4 sth & pass, 4/3 aware, Shoots: L A plucky winger, Ronning is a pain in any opponents behind because of his ability to check, carry the puck, and skate like the wind. Sure, his shot ratings are pretty lackluster, he’ll never blow a slapper by a legitimate goalie, but he’s got just enough accuracy to be a useful one timer option from inside the face-off dots. Ronning is really the ideal support player for a superstar such as Pavel Bure. He can support Bure on offense with solid passing skills and is easily able to keep up with Bure’s frantic pace. Also, if Bure goes solo, Ronning is very capable of manning the fort on a counter attack and laying waste to the attackers. Pavel Bure: 5 weight, 5/6 skating, 4/4 shot, 5 sth, 4 pass, 5/4 aware, Shoots: L Speed, kills. That attribute alone may make Bure the single most dominant one-on-one force in the league...yes, perhaps even more so than JR. Give me a chance to explain myself here. Only two players in the league can consistently C check Bure, Andrei Kovalenko and Theo Fleury. Aside from that, the best way to stop Bure is with the poke check. It is a lot harder to stop Bure’s 6 speed than Roenick’s 5 speed with a poke, that and that alone is why I think Bure is tougher to stop with the puck on his stick. Bure is much more than just a deker though, he is a very complete player. He has the tools to snipe one timers and slappers from distance as well as play a dominating defensive game, especially against heavier teams. No doubt, Bure is a top 3 player. Geoff Courtnall: 7 weight, 5/5 skating, 3/3 shot, 4 sth & pass, 4/3 aware, Shoots: L The final burner of the line, Courtnall is the least effective of the three, but that isn’t to say he is ineffective. Courtnall can tend to get lost in the grand scheme of things due to Bure’s offensive acumen and Ronnings two-way dominance. He is yet another dangerous option with the puck on his stick due to his superb skating and playmaking abilities. While not the most gifted of goal scorers, he is plenty able to slice through an unsuspecting defense and light the lamp consistently if the opponent focuses too much on Bure and Ronning. Defensively Courtnall isn’t the best defender by any means, but he is plenty able to stay involved in a play or run down breakaways by C checking a heavier player or obstructing a lighter player with a poke check or hold. While some people may see all the speed on this line as a bit redundant, it really isn’t. There is a good reason why every 5 speed player not named Kevin Dineen or Randy Wood get drafted in the first 2-3 rounds of the GDL draft. It’s because speed is a rare commodity in the game, a commodity that can flat out dominate. Having three light, skilled players with 5+ speed can spell doom for the opponent if used competently. Three Pronged Attack: Ronning-Linden-Bure Trevor Linden: 9 weight, 4/4 skating, 4/4 shot, 4 sth & pass, 4/4 aware, Shoots: R Here we have our resident slug for the one-timing crowd out there. Linden isn’t the most adept player in the league in finding the slot, but he does it plenty well enough to give the Canucks a very solid scoring option down the middle while he is flanked by some speedy wingers. You couldn’t really ask for a more ideal situation to put Linden in if Bure and Ronning are used in a playmaking capacity because the defense will have to respect the speed on the wing which should give Linden all the chances he needs to unleash his respectable one-timer. A bit of a black hole on defense, he does at least have decent skating in which to try to keep up and stay involved defensively on the fore check or a C check into the boards. This is a really fun line to use because Bure can now use his slapper to offset his net crash and floating tactics. Also if Bure gets clamped down he can now feed a dangerous shooter, an option the previous line didn’t have before. Ronning plays the same role as before except for maybe focusing a bit more on the defensive side of the puck now due to losing a small weight and speed advantage that was previously had with Courtnall’s presence. Other Options: Vancouver actually has some nice depth here, while these guys may never come into duty during a classic game, they usually come into play in GDL leagues to provide a solid first option off the bench. Murray Craven: 6 weight, 3/3 Skating, 3/4 shot, 3 sth & pass, 4/3 aware, Shoots: L If Craven is starting in the GDL, he is probably being asked to do a little too much, but he just might yet prove useful still due to his ability to set up shop nicely in the offensive zone and use his slightly above average shot. Craven is more ideal as a first option off the bench because he is a little on the slow side and not a super light weight that can throw his body around too aggressively. What makes him even harder to use on Vancouver is that he just does not keep up with the flow of the game at all and will easily be forgotten. Greg Adams: 7 weight, 3/3 skating, 3/5 shot, 3 sth & pass, 4/4 aware, Shoots: L This looks a little familiar to Craven, but this is more of a Chris Kontos wannabe. An able sniper when given the chance, but Adams chances are limited due to his porous skating and non-genius level awareness. He could fill in for Linden if he gets injured, but he might be a little too slow for Bure and Ronning to feed effectively. Again, another useful option off the bench, but some obvious warts keep him out of the starting lineup. Anatoli Semenov: 7 weight, 3/3 skating, 3/3 shot, 3 sth & pass, 3/4 aware, Shoots: L Could there be a more ho-hum player than Semenov? Semenov provides nothing attention grabbing, but he won’t sabotage a team with his play either. He could be a solid penalty killer and depth off the bench in the GDL. Petr Nedved: 5 weight, 2/2 skating, 2/6 shot, 3 sth & pass, 4/3 aware, Shoots: L Likely one of the most uniquely rated players in the entire game, Nedved is the complete all or nothing package. His weight and shot accuracy would give the indication that he could be an extremely useful player, especially in the middle where he could torture opposing goalies. Things really start to fall apart soon though once his speed and shot power are taken into account. Man that shot power is bad, it limits him to being a dead eye from inside the face-off dots, but at that point, who isn’t a dead eye from there? Could be a solid 5th Forward for a GDL team if his wretched skating can be overcome. Dixon Ward: 9 weight, 2/3 skating, 3/5 shot, 2 sth & pass, 3/3 aware, Shoots: R Looking for a non toxic waste sniper to fill the 6th forward slot on your GDL roster? Ward just might be the answer...but let’s not get carried away. Ward’s weight, lack of skating and awareness make him a very mediocre option down the middle, but if your top sniper goes down and you need a 3/5 shot in the middle, Ward could possibly do his best Stephen Lebeau impression for a period. If I’ve said it before, I’ll say it again. Vancouver really has a dynamic front line, this is where the Canucks bread will be buttered if it is to make a championship run. Forwards: 9.5/10 Defense: How about them Canucks forwards huh? Is it ok if I just keep rambling on about them? What’s that you say? Seriously? Fine, I’ll talk about their defense. It isn’t catastrophically bad like say the Isles defense is, but let’s face facts, the Canucks defenders just barely pass the smell test. Lumme-Lidster Jyrki Lumme: 7 weight, 4/3 skating, 2/1 shot, 4 sth & pass, 3/4 aware, Shoots: L Hey!? What's this? All right, this isn’t so bad, a borderline #1 D-man option with some pretty nifty passing ability which will come in handy for those long homerun passes to the speedy forwards. While not a major physical presence, Lumme is fairly positionally sound and is still able to abuse heavyweights with a C check and hopefully hound some of the lighter/faster forwards with his decent agility. Just don’t get too brash with him when he has the puck on his stick. Lumme is a bit on the heavy and slow side for an attacking defenseman. Also, his shot is just plain laughable, Guy Hebert does not fear it. Doug Lidster: 9 weight, 3/3 skating, 3/1 shot, 4 sth & pass, 2/3 aware, Shoots: R Nothing too alluring here, Lidster is a fairly standard heavyweight defenseman minus the booming shot of an Al Iafrate or Dave Manson. Lidster is mainly starting because there just isn't anything that worthwhile behind him to push him out of the lineup. All that can be said here is to try and keep Lidster in a defensive position, he doesn’t have the tools to lead a rush nor should he considering the talent on the rest of the roster. All we ask for is a D-man who treads water and uses his plus passing to start some offense from the back. Ok, so maybe the Canuck defense isn't THAT bad, but you can't help but be a little disappointed that it at least isn't a little closer to the talent of the forwards. If it were, the Canucks would easily be the best team in the game. Lumme-Plavsic Adrien Plavsic: 7 weight, 2/2 skating, 2/2 shot, 2 sth & pass, 3/3 aware, Shoots: L When lined up against a fat goal scoring slug in the middle, Plavsic is a capable defender because of his light weight and propensity to sit back in his own zone. When asked to mark the likes of a Selanne, Roenick, or Mogilny though, Plavsic quickly becomes a turn-style due to his lack of skating and checking power. With the puck, Plavsic is going to have major issues kick starting the offense with his skating or a homerun pass down the ice, he only gets mentioned because he is the lightest option on the Canuck D-corps. While this isn't a heavy hitting duo, they can throw some weight around if the likes of a Turgeon, Sandstrom, or Hull is iced in the middle. Lumme though is the only legitimate option with the puck on his stick and this might slow down the frantic Canuck attack a little more than desirable. Other Options: A couple of average skating, puck pounding fatties round out the useable portion of the Canucks defensive depth chart. Dana Murzyn: 9 weight, 2/3 skating, 4/1 shot, 2 sth & pass, 2/3 aware, Shoots: L The lighter of the two options, Murzyn is a pretty sub-standard option skill wise aside from that powerful shot. If shot power is a major concern, then he may be a very slight upgrade over Doug Lidster in that regard. Gerald Diduck: 10 weight, 3/3 skating, 4/1 shot, 3 sth & pass, 2/3 aware, Shoots: R Despite being the heaviest D-man mentioned, he may prove useful due to his shot and upgraded passing and stick handling ratings over Murzyn. Overall though, Diduck is a major stretch as a starting defenseman and will have to be sheltered by his teammates to cover up his glaring weaknesses. Defense: 5/10 Goalie Zone: The epitome of average, the goaltending situation in Vancouver lies somewhere between the greatness of the forwards and the mediocrity of the defense. Kirk McLean: 8 weight, 4/4 skating, 4/4 aware, 4 puck control, 4/4/3/3 save, Catches: L McLean is a standard goalie, he will occasionally make a quality save and then follow it up with a solid muff dive on a routine shot. There is no reason to make a stretch pick in the GDL for McLean, there are a handful of other goalies that are just like him. Goalie Rating: 6/10 Bottom Line: The Canucks win and lose with their speed. If they can dominate the puck possession and create useful chances on offense, they are an incredibly dangerous team that can become unstoppable. The flipside of that though, is that if the speed isn’t productive, this quickly becomes one of the most disjointed teams in the league and can easily get throttled.
  39. 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.
  40. 1 point
    cr0ssbar was a piece of garbage. He started a proto-GDL league and then killed it because he was garbage.
  41. 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.
  42. 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!
  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
    FAN-tastic! Nice work as usual.
  46. 1 point
  47. 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
  48. 1 point
    what are you waiting for? go get it.. LOL.. http://pixelpuck.com/?p=2157
  49. 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
  50. 1 point
    This ROM is a modified version of NHL '94 with only 3 players on each side of the ice (not counting keepers). To make it work, you have to set penalties and line changes to ON, and I think you have to set 5-minute periods. Teams shouldn't matter. It's good for practicing faceoffs and one-timers, and also for 4-player online play. Enjoy. 2v2.zip