Full Nelson Tecmo and Edge of 94 Midwest are proud to present the 5th qualifier tournament, "The Hustler" NBA JAM T.E. SNES Edition!
Cost of entry is $15 is paid via PayPal to Trojan1979@gmail.com. You MUST use the friends and family method so no fee is applied to us.
50% of collected entries go to the winner of the tournament.
The remaining funds will be split evenly between the 2021 Full Nelson Tecmo Tournament and 2022 Edge of 94 Midwest NHL94 live tournament payouts. The winner of this online tournament also wins free entry to said live event. Because this is our first NBA Jam qualifier tournament, all previous qualifiers of NES/Genesis/SNES tournaments are permitted to enter.(Ice Hockey, NHL94 Heroes, Genesis Hustler, SNES Hustler)
Tournament Goal is to start June 16th and be completed sometime mid July.
Games will be played on the Retroarch SNES emulator found on www.nhl94online.com
(based on 33 entrants, number of players and games played will be adjusted if we do not have 33 players): 33 players will be RANDOMLY drawn(not seeded) into four pools of eight players. They will play a round robin with the top four players advancing to the next round. Players will be ranked, not by record, but by point differential. For the duration of the tournament each player may use each team on the ROM only once. The two players that advance to the finals will use all 27 teams on the ROM exactly once. Round duration will last between 7-10 days per round on average.
Below rounds are based on 33 players, will modify if we do not have 32 players:
Round 1 (Round of 33): 3 pools of 11 players, the top 7 in each pool advance. 10 teams used, 17 remain
Round 2 (Round of 21): 3 pools of 7 players, the top 3 in each pool advance. 6 additional teams used, 11 remain
Round 3 (Round of 9): 1 pool of 9 players, the top two players advance to the finals. 8 additional teams used, 3 remain
Finals: Three-game series (winner determined by point-differential, if point differential is tied the win/loss record in the finals series is the tiebreaker)
Pool Play: Each pool play round will last a maximum of 5 days (each player will have 7 games to complete in 5 days). Tie breakers in the standings will be the H2H result followed by performance vs. the highest finisher in the group (and then the highest after that, etc.).
Round Advancement : Players that advance into rounds with multiple groups will be seeded based on their performance, not their original position. If multiple players with the same group position finish(IE Seeding/rank) for the next round also have the same goal differential, then their win/loss record will be the tie-breaker for said grouping. Please see the graphic below for an example of what this would look like.
Finals: If the point differential is tied after the five game series, then the H2H record will be the tie breaker. Again, the number of games in the series is dependant on a 33 player pool, and may be adjusted to compensate for a different number of competitors.
Here is an example of how the round 2 groups would look. The seeds represent how people finished in round 1.
Additional Tiebreakers for group advancement(if needed):
Out of Group it's W/L Record
Goals Allowed(lower is better)
Goals scored(higher is better)
After that we put it to a Wayne Botsky coin flip
Gameplay Rules :
Game Options must be set to tournament mode with tag mode on with all other default settings. This reduces the built in rubber banding, allowing for greater point differentials.
Before each game there will be a coin toss. The winner of the toss chooses to be P1(home) or P2(away). The player who is P2 then decides which player will select their team first. Players may select any team from the ROM that they have not previously used. Available teams for all players will be viewable on a shared Google Doc. If the available teams on the Google Doc has not been updated prior to a game starting, the players must notify their opponent of any discrepancies (e.g. “The Doc says I have CHI available but I just used them in a game so I cannot use them”).
For the finals a coin toss will take place before the first game only. After that, the “coin toss winner” will alternate each game.
Tournament Theme / Rationale: There are some major deviations here from a standard tournament. The first is that point differential is the deciding factor in advancing, NOT YOUR RECORD! This means you have to play every possession with your point differential in mind. If you’re up at the end of a game then trying to score still makes sense. If you get down big, keep fighting! If you get up big, sweep the leg!
The other major deviation is that matchups are not called, but each player gets to choose their team. When picking your team first you have the option of taking any team at your disposal. When picking second you know what team you’ll be facing, so you get to decide whether to go with an even matchup or perhaps use a lesser team and try to save your better teams for later (or go with a much better team if your opponent has selected a more mediocre team). It may work to your advantage sometimes to go with an imbalanced matchup, but you can’t exactly tank a game (like choosing LA going up against Charlotte), as if you get blown out your point differential may not recover. If you wind up in an imbalanced matchup then scoring as fast as possible or “eating out the clock”(grotesque Toolie quote) could be a key strategy. This format requires a little more planning and strategy than “just win baby!”
We do require use of a wired ethernet connection for this tournament for all players.