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Tickenest

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Everything posted by Tickenest

  1. Below you will find a bunch of graphs and figures regarding the Classic Fall 2020 GENS-B-WEST regular season. Classic_Fall2020_GENS-C.csv Classic_Fall2020_GENS-C_allPlayersSummary.csv
  2. Below you will find a bunch of graphs and figures regarding the Classic Fall 2020 GENS-B-WEST regular season. Classic_Fall2020_GENS-B-WEST.csv Classic_Fall2020_GENS-B-WEST_allPlayersSummary.csv
  3. Below you will find a bunch of graphs and figures regarding the Classic Fall 2020 GENS-B-EAST regular season. Classic_Fall2020_SNES-B-EAST.csv Classic_Fall2020_SNES-B-EAST_allPlayersSummary.csv
  4. Below you will find a bunch of graphs and figures regarding the Classic Fall 2020 SNES-C regular season. Classic_Fall2020_SNES-C.csv Classic_Fall2020_SNES-C_allPlayersSummary.csv
  5. Below you will find a bunch of graphs and figures regarding the Classic Fall 2020 SNES-A regular season. Classic_Fall2020_SNES-A.csv Classic_Fall2020_SNES-A_allPlayersSummary.csv
  6. Below you will find a bunch of graphs and figures regarding the Classic Fall 2020 SNES-B-WEST regular season. Classic_Fall2020_SNES-B-WEST.csv Classic_Fall2020_SNES-B-WEST_allPlayersSummary.csv
  7. Below you will find a bunch of graphs and figures regarding the Classic Fall 2020 SNES-B-EAST regular season. Classic_Fall2020_SNES-B-EAST.csv Classic_Fall2020_SNES-B-EAST_allPlayersSummary.csv
  8. Below you will find a bunch of graphs and figures regarding the Classic Fall 2020 GENS-A regular season. Classic_Fall2020_GENS-A.csv Classic_Fall2020_GENS-A_allPlayersSummary.csv
  9. Dan that is a social life these days with COVID.
  10. Did you use the IP address of the computer on your network to connect to it directly? If so, your IP address may have changed overnight.
  11. If you're interested in the player ratings that Dan mentioned up above, here is my version of all-time (since Spring 2013) ELO-based player ratings. These are (I think) based upon regular-season performance and are current through Classic Summer 2020. Several of us put our heads together and decided that it made the most sense to give players who appeared in multiple levels different ratings for each level. We also estimate that A level should start at ELO 1700, B at 1500, and C (or equivalent) at 1300. Classic GENS: Classic SNES:
  12. NEVER IN DOUBT WTF I WAS UP 1-0 IN THE FINALS
  13. You know actually I lost in the semifinals against tk11 the first season. I lost in the finals against kgman the second season. I don't know which is the greater regret, because I forget who was in the finals of season 1 but I probably would have won, while I probably would have won season 2 if I hadn't been the one who dragged kgman into our league in the first place!!!
  14. No I was actually able to recover my password somehow but the NHL '94 forums are "permission denied".
  15. Where the fudge did you find that‽‽‽‽‽
  16. I posted in the Facebook group earlier today but here are a few Wayback Machine links: https://web.archive.org/web/20051224193612/http://www.nhl94online.com/ - The oldest archive for www.nhl94online.com on the site, it shows the (probably) final regular season results for the first season. Hah, first names instead of AIM nicknames. https://web.archive.org/web/20060821055758/http://www.nhl94online.com/ - This one comes after the Spring 2006 league (kgman's debut and first win as well as the first SNES season) and before the Fall 2006 league. Things to note include 1) the announcement of a split into A and B leagues 2) Evan stating that we'll be using the regular ROM again because keeping up with 80 guys' trades would be too difficult (so there was discussion over allowing roster moves back in 2006) 3) the May 2006 announcement that the website was now database driven, meaning that you could manually enter scores into the website instead of posting them in the forums (save state processing came along much later...2013, I think). https://web.archive.org/web/20060822045400/http://www.nhl94online.com/html/rules.shtml - rules for the Fall 2006 leagues. Notably, Evan included a reminder about good sportsmanship being expected. https://web.archive.org/web/20070222124912/http://nhl94online.com/ - Fall 2006 results, including a couple of winners who are still around today.
  17. On Wednesday, 5 October 2005, the very first nhl94online.com Classic season kicked off. That makes the Fall 2020 Classic season the 15th anniversary season. It is simply stunning that the community has stuck together (even if old-timers like me went away for a long, long time...) for this long, as there is certainly no divinely ordained reason for this community to exist. So let's all thank Evan Eldredge once again for having the crazy idea back in the mid-2000s of devoting an *entire website and forums* to a decade-old video game and then the even crazier idea of organizing an online league. Tecmo Super Bowl did it first......but NHL '94 does it best.
  18. We spotted that a couple of weeks ago, but the community's prevailing theory at this point is that they just took the listing for NHL '21 and reused it for this. I seriously doubt that they could pull off 12 players simultaneously in NHL '94 Rewind. But you never know.
  19. As this is "all-time", I bet Leonardo Da Vinci had great goalie control.
  20. After getting sufficient positive feedback, I'm going to attempt to launch the SNES NHL '94 Cup Chase. We'll run it out of the NHL '94 Discord to start, #cup-chase is the channel. Please contact me in that channel or directly on Discord if you want to play. Quick Version i.e. Just Tell Me What’s Expected of Me If I Join SNES version. Plan on playing 4-6 games in every 10 day period. You’ll be assigned opponents by the commissioner. Match setup is standard: 5 minute periods, penalties, no offsides, no line changes. You earn points for playing, winning, and playing well. You also earn currency from playing that can be used to purchase advantages. Worse players earn more money and can buy advantages more frequently. It’s possible that an opponent may purchase an advantage to use against you-limit your team selection or force you to start with goalie pulled. Those are the breaks. You’re accumulating points over time to try to make it to the Chase championship. Win there, and you win the title. Then you defend it against new challengers until you lose. Then you start climbing the mountain again. Repeat forever. Tentative rules (I'm open to ideas): NHL ’94 Cup Chase Rules 1. Purposes The purposes of the NHL ’94 Cup Chase are: 1) Establish an ongoing competition that can be joined or departed at any time. This allows the community to point new players to an existing competition for signup rather than possibly having to tell them that there are no competitions available for them 2) Establish a competition that gives newer/weaker players advantages in order to increase the possibility that they remain within the community 3) Give everyone a realistic shot at becoming champion (as the championship changes hands frequently) 4) Introduce elements to an NHL ’94 competition that aren’t found in contemporary competitions 5) Have fun 2. Quick Version i.e. Just Tell Me What’s Expected of Me If I Join SNES version. Plan on playing 4-6 games in every 10 day period. You’ll be assigned opponents by the commissioner. Match setup is standard: 5 minute periods, penalties, no offsides, no line changes. You earn points for playing, winning, and playing well. You also earn currency from playing that can be used to purchase advantages. Worse players earn more money and can buy advantages more frequently. It’s possible that an opponent may purchase an advantage to use against you-limit your team selection or force you to start with goalie pulled. Those are the breaks. You’re accumulating points over time to try to make it to the Chase championship. Win there, and you win the title. Then you defend it against new challengers until you lose. Then you start climbing the mountain again. Repeat forever. 3. Competition Format The NHL ’94 Cup Chase does not use the typical seasonal format with a crowned champion at the end but instead is an ongoing format closer to how professional boxing operates, with a current champion who must regularly defend his title from challengers. The Chase operates as a continuous series of rounds. Each round will be about 10 days long at the discretion of the commissioner. Every round, players will be assigned to a pod of approximately 4 players (the size of a pod may vary slightly based upon Chase needs at the moment and players may be added to or removed from a pod during a round if players join or quit the Chase.) One pod will be the championship pod, which includes the defending champion and the players who will be attempting to win the championship during that round. The non-championship pods give players who are not contesting the championship have the opportunity to accumulate points in an attempt to reach the championship pod. Each round, players play against the opponents in their pod in an attempt to earn points. Points are earned for playing and for performance as specified in the Points section below. The guiding principles in the assignment of points are: 1) Everyone gets points for playing 2) Players who play better get more points 3) Points can be earned up to the final whistle (even in a blowout) Championship Pod In the championship pod, all players are attempting to accumulate the most points in the championship pod that round. The player who accumulates the most points in the championship pod in a given round wins (or retains) the championship and will defend it in the next round’s championship pod. The other players will cycle back into the regular player pool. (Exception: if a player who has never won the championship arrives in the championship pod and finishes second in the pod, he will remain in the championship pod for an additional round (“second chance”). At that point, he either wins the championship and remains in the championship pod as champion, or cycles back into the regular player pool.) Every time a player successfully wins or defends the championship, the player begins the next round in the championship pod with an accumulating -5 point penalty to start the round, up to -15 points (so a player who first wins the championship in round 4 starts the round 5 championship pod at -5 points and if the player continues to defend successfully the player would start the round 6 championship pod at -10 points and rounds 7 and beyond at -15 points. Upon losing the championship and later returning to the championship pod, the player would start with no penalty.) Defending the NHL ’94 Cup Chase championship is not supposed to be easy. A round’s championship pod consists of four players: the defending champion (the player who won the previous round’s championship), the “second chance” player if there is one, and the X number of players in the regular player pool who have the most accumulated points. Accumulating points during non-championship pod play is the primary way to gain access to the championship pod. Non-Championship Pods In the non-championship pods, players accumulate points in the standings. At the start of every round, these points are used to determine who will be in that round’s championship pod (the top X players making the championship pod that week). Once a player reaches the championship pod and then loses, that player’s points are reset to 0 starting in the next round, and the player begins the climb back to the championship anew. The assignments for non-championship pods are at the discretion of the commissioner. The commissioner will assign players to their pods randomly and then tweak the assignments with the goal of preventing players from playing repeat matchups too frequently. The commissioner will also tweak the pod assignments depending upon whether any player used the Buy An Opponent advantage (see the Golden Pucks section below.) Schedule The plan is for a round to last about 10 days. The commissioner feels that 1 week is too short and 2 weeks is too long. The plan is to aim for Tuesday-Friday (~10 days) and then Friday-Tuesday (~11 days) rounds. The goal is to maintain a moderate pace of playing that prevents players who get their games in quickly from being too bored while helping players who have less availability get their games in as much as possible. The commissioner may tweak the scheduling, primarily in cases where a pair or small group of players request an additional day to get their matches in, or if a round appears to have been wrapped up early, allowing the next round to begin. 4. Match Format Players are expected to play a match against at least 2 of their pod opponents each round (and are expected to attempt to play every opponent in their pod each round.) A “match” is a two-game series against an opponent. Match rules are as follows: 1) Original SNES NHL ’94 ROM 2) Players should alternate home and away but players can play two home or two away games by agreement 3) Penalties On, No Off-Sides 4) Line Changes Off 5) Manual Goalie 6) 5-Minute Periods 7) Players may choose any team they like except an All-Star team or a team that has been banned by an opponent who has purchased the Ban Teams advantage (see the Golden Pucks section below) 8) If a game ends in regulation tied, then overtime is played. If the overtime ends tied, then the game ends in a tie. 5. Points Players earn points based upon their playing performance as follows: 1) Game outcome – a player earns 10 points for winning a game in regulation or overtime 2) Period performance – if a player loses or ties a game, then points are earned for per-period performance: 3 points for winning a period, 2 points for tying a period, 1 point for losing a period. In this way, a player earns a minimum of 3 points per game played. 3) Achievements – A player earns points for the following achievements in a game: a. 1 point for every period with 2+ goals scored b. 1 point for every period in which the opponent was shut out c. 2 points for every penalty shot scored d. 1 point for every opposing penalty shot stopped e. 1 point for every 2 breakaway goals (limit 2 points per game) f. 1 point for every 2 one-timer goals (limit 2 points per game) g. 1 point for committing no penalties in a game* h. 2 points for committing 4+ penalties in a game (not counting interference penalties)* i. 1 point for having the Start with Pulled Goalie advantage used against you (see the Golden Pucks section below) j. 1 point for scoring the last goal of the game *only penalties that caused a power play count for g and h. If a delayed penalty is negated by a goal being scored or by the game ending, it does not count for g and h. 6. Golden Pucks Players are paid for playing games in the Chase. The Chase’s currency is the Golden Puck (GP). GP is earned as follows: 1) Win a game: 3 GP 2) Tie a game: 4 GP 3) Lose a game by less than 6 goals: 6 GP 4) Lose a game by 6 goals or more: 8 GP 5) Opponent purchases an advantage against the player: see the list of advantages below GP can be spent on the following advantages: 1) Use An All-Star Team – 5 GP – A player may use an All-Star team for one game. This advantage can be purchased as many times as desired. 2) Light Ban Teams for Opponent – 8 GP – A player may ban the opponent from using up to 5 teams of the player’s choosing for one game. If the opponent previously purchased Use An All-Star Team, that purchase is nullified and refunded. The opponent receives 3 GP. 3) Heavy Ban Teams for Opponent – 20 GP – A player may force the opponent to use one of at least 10 teams chosen by the player for one game. As this advantage is intended to force the opponent to use a weaker team, the player and opponent may simply agree on a weak team for the opponent to use without the player having to produce the entire list. The opponent receives 7 GP. 4) Buy An Opponent – 5 GP – A player may buy the right to be matched up against any opponent of their choosing for the next round. This purchase must be made for a round before the previous round ends. If the player or the intended opponent winds up in the next round’s championship pod for any reason, this purchase is nullified and refunded. The opponent receives 2 GP. 5) Buy a Championship Pod Spot – 75 GP – A player may buy the right to be placed in the next round’s championship pod. Upon purchasing this, a player complete 6 rounds in a non-championship pod before the player can purchase this advantage again. This purchase must be made for a round before the previous round ends. Only one player can purchase this advantage per round, and a queue will be formed if multiple players intended to purchase this advantage. If the player was going to end up in the championship pod based upon the standings, this purchase is nullified and refunded. A player who misses out on reaching the championship pod in a given round because another player purchased this advantage receives 20 GP. All other players in non-championship pods that round receive 3 GP. 6) Force Goalie Pull – 15 GP – A player may force an opponent to pull the goalie at the start of a game. The goalie must remain pulled until either the player scores or period 1 ends. The opponent receives 1 point and 3 GP. The commissioner reserves the right to impose a cap on the number of GP that a player can keep and/or an expiration date on GP. 7. Veteran Status Once a player has completed 6 rounds of Chase play in good standing, that player achieves Veteran status and receives an extra payout of 4 GP each round. 8. Communication To begin with, the competition will be run using the #cup-chase channel in the NHL ’94 Discord and possibly using the nhl94.com forum (I’m not knocking myself on creating a website if this thing is going to flop within a month.) Players should coordinate matches through Discord and post results (scores, period performance, and accomplishments) in the Discord channel. Advantage purchases should be posted in the Discord channel (purchases are not secret) and should tag the commissioner so that he sees them. 9. Player Expectations This competition succeeds only if players play enough matches. A previous incarnation of the NHL ’94 Cup Chase failed after a few months due to unplayed matches. This incarnation plans to use pods of ~4 players in order to reduce the chances that players are not able to find enough opponents. Players have lives and aren’t expected to be available all of the time, but they are expected to make an honest effort to play their games. Players are not necessarily expected to play every opponent in their pod in a round, but it is to their benefit to do so. Preferably, all games in the championship pod are played, though this is not mandatory. Players are expected to have fun. In particular, players are expected to have a good attitude about having advantages purchased against them (and players should keep in mind that they earn GP and possibly standings points as compensation). 10. The House The commissioner intends to participate in the league (at first) not as a regular player but as The House. Basically, if a round is nearing completion and a player has tried but not been able to complete the assigned matches, the player can ask The House to play in order to help the player complete the week.
  21. Years ago, I ran an ongoing NHL '94 competition called the NHL '94 Cup Chase. It was an ongoing competition, structured more like boxing than anything else. The idea was that you had one player who was the title holder and everyone else was trying to take it from him. Every week, the title holder had to defend it from the challenger, while everyone else was trying to climb the mountain by winning games against their assigned opponents. It failed because not enough guys were able to play their games each week, which is understandable because life and technology sometimes get in the way. That said, I am considering bringing the competition back soon, significantly reworked in order to try to fix the flaws. To that end, I would like to gauge the general level of interest in participation. If you think you'd be interested in: -an ongoing competition, rather than a seasonal league -play between 4 and 6 games (tentative) every round, with rounds lasting about 10 days (tentative) -SNES (I may do a GENS version if the SNES version is a success) -points are earned in the standings for winning, but also for smaller things such as per-period performance -a minimum number of points are earned for each game played, so even if you get demolished you've still earning something from playing -getting *paid* (in Golden Pucks) for playing, currency that can be spent to gain advantages in future matches -fame and glory for climbing the mountain and staying there please respond to this thread. If I get enough interest (I think 14 players is the absolute minimum I'm looking for to start) then we'll see about getting it started (preferably sooner rather than later so that we can take a break around Christmas without blunting any accumulated momentum). Tentative format: Every week, each player gets assigned to a pod of 4 players. Each player is expected to play 2 games against at least 2 opponents in his pod. 5-minute periods, penalties on, offsides off, line changes off. Original NHL'94 ROM, be whichever non-All Star team you want (both players can be the same team). You earn points in the standings for your performance. I haven't finalized anything but I'm envisioning something like: *10 points for winning a game. If you lose a game, you earn 3 points for every period you won, 2 points for every period you tied, 1 point for every period you lost (so a minimum of 3 points earned for a loss) *1 point for every period in which you scored 2+ goals *1 point for every period in which you shut out your opponent *1 point for a successful penalty shot (up to 2 per game) *1 point for a successful penalty shot save (up to 2 per game) *1 point for 2+ breakaway goals in a game *1 point for 2+ one-timer goals in a game *1 point for committing no penalties in a game *2 points for committing 4+ non-interference penalties in a game Regarding GP, let's say you earn 2 for winning a game and 4 for losing a game (cuz the better players don't need the advantages as much ). Perhaps you could buy advantages such as: *use an All-Star team *ban 4 teams of your choosing for your opponent *your opponent has to start a game with goalie pulled and can't put him back until you've scored a goal *buy a matchup against a specific opponent *buy your way into the championship pod (better make this one expensive and accessible to only one guy each week) So players accumulate points as they play and the idea is that each round, you've got last week's champ and new challengers (the guys who have accumulated the most points) enter the championship pod, and the guy who earns the most points in the championship pod that round takes (or keeps) the title, and the other guys cycle back into the regular pool and start with 0 points, having to climb the mountain again. This way, even the worst player can steadily accumulate points and earn his shot at the title, but at the same time the strongest players will tend to climb to the top more frequently. So that's the (tentative) vision. Suggestions and interest welcome.
  22. Thanks for joining, man! Don't be shy about posting, we're always interested in hearing from people. And join us in our Discord server (link is on the main page) if you like!
  23. Kind of a big ask, don't you think?
  24. There's no forum for this league so I figured I'd post here. This is the statistical summary of The Real NHL94 SNES League regular season. Before I add the bar charts, here are a few overall facts about the league:
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