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The Rules

#1 - Set in 1995

Have Fun, It's The Most Important Rule, quitters are not to be tolerated, remember it is a game, and games are fun. Everyone gets screwed from time to time, so let it go, there are plenty of more games in the future.


#2 - Set in 1995

ZSNES 1.36 is the emulator of choice, there are other versions of ZSNES out there, but this one is deemed the most reliable for netplay.


#3 - Set in 1995

All games will be played in season mode.


#4 - Set in 1995

5 Minute Quarters are needed for this league. We installed a hack that speeds the clock so it is quicker.


#5 - Set in 1995

Injuries are to be turned ON during league games. This league keeps track of injuries through the save ram file. There are a couple of guidelines with the injuries and conditions.

1. When changing out an injured player, only change or substitute once, if you want to change another player, exit the change player screen and go back in. ONLY ONE CHANGE PER SCREEN PULL UP DURING THE GAME. Failure to do so will mess up stats and a host of other things. If you need clarification, ask me, THIS IS IMPORTANT

2. Players who have injuries will not get carried over to multiple weeks. The player will just be out for the remainder of the game.


#6 - Set in 1995

Please say GL and GG. Those stand for Good Luck and Good Game.


#7 - Set in 1995

The winner is responsible for getting the .zst file. The site will not accept any losers entering in states.


#8 - Set in 1995

Save states frequently during the game. These can be used in the event of a disconnect, error, or dispute.


#9 - Set in 1995

Playbook Changes: Before the game please check your playbooks, you can change both playbooks during the week on the website. You can change 2 times during the actual game, and there is no limit to how many plays you can change during your change.


#10 - Set in 1995

You can only go to the do substitutuions or check conditions once per quarter.


#11 - Set in 1995

Please allow the team on defense to pick their defender before the ball is snapped.


#12 - Set in 1995

Onside kicks are allowed under the following conditions:

A team can never onside when in the lead or in the first 3 quarters regardless of who is in the lead. If game is tied or team is trailing onsides are legal ONLY IN THE 4TH QUARTER. If a leading team accidentally kicks onsides and recovers, they must kick the field goal. If you are worried about kicking stats please let the admins know how many field goals you attempted on this format so we are able to correct them.


#13 - Set in 1995

You CAN be a defensive lineman and you CAN be the fourth man down on XP and FG. You must either try and go around the tackle box with the DL or try and wrestle the OL off, no lurching.


#14 - Set in 1995

WR and TE can be used as running backs and can run in any style you choose. RB's can also be used as WR's, and used however you want to use them.


#15 - Set in 1995

Known glitches are part of the game, play them to your advantage. The most well known glitches are:

a. If you get the ball before FUMBLE is announced you are basically the other team, instead of scoring a TD you will get a safety, and instead of a turnover you will get a much bigger sack.

b. While running on the far side sideline if the ball carrier jumps while tightroping the line, he will be counted as out of bounds.

c. The fake run and pass on the extra point only count as one point, for a successful 2 point conversion you need to pull up the menu during the extra point screen.

d. Also do not change players or pull up the menu on the 2 point conversion screen, it can freeze, and you would have to restart the game.

e. At times during a blocked punt or fumble you will not be able to recover it EVER. In that case you will need to restart the game, it is unrecoverable.

f. If you choose to audible only do so if the other team is not doing one also. It can freeze the game, and you would have to restart.


#16 - Set in 1995

The max speed of a kick returner is 50 MS in average condition. Punt returner can be any speed. If you team has a player that is set to return kicks that is higher than 50 MS you must change him.


#17 - Set in 1995

Playoffs are dependent on how many teams there are. If there are 12 teams or lower, 6 in each conference, the conferences top 3 teams on each side will make the playoffs, the higher seed will get a bye and will play a conference championship against the winner of the two lower seeds, the winners will advance to the Super Bowl.

If there are 14-18 teams there will be a 4 team playoff in each conference. The two division winners in each conference will play the two wildcards first and last, second and third type format, and we will eliminate from there.

20 or more teams is a 6 team playoff, 6 divisions the top two division winners get a bye. Wild cards are the next three best teams. This will follow the NFL style except 2nd round matchups are static, not dynamic like the current system.


#18 - Set in 1995

Schedule will vary depending on number of owners. If participation dips below 5 in each conference the league will go into meatspin mode. If interest balloons, we will kick it back out of meatspin mode.

Meatspin Mode: Anyone plays with any team, just get the games done. The remaining players than divy out the teams to perform GM duties for those teams in the offseason.


#20 - Set in 1995

This is a dynasty league with a different twist. Starting in 1995 everything has a component to it. Salaries, Aging/Progression, Drafts, Retirements, Free Agency, Formation Changes, MVP, Hall Of Fame, and of course Full Stats


#21 - Set in 1995

Players salaries start with multiplied Free Agency Values in Tecmo Super Bowl 3. Those values are matched with the attributes. The length of the contracts are the time the players played for that particular team. The attributes are than compared, in tiers, in our Arbitration Table. The salary cap is $41,000,000 per team.

A. When drafting, the code ramdomly looks in the tier that the player attributes are supposed to be in, and assigns what the player will want in a salary. You could get great value, or you could overpay, you will not know the exact attributes before signing, only the tier. The tiers get larger the farther down you go, so you could possible end up paying pennies on the dollar for a Bam Morris equivelant.

B. Trading is a straight swap of salary if it happens before Week 10. If after week 10, no trading will be allowed.

C. Releasing a player works as follows: the remaining amount left due, as its shown on the players salary, divided by two will be due at the time of release. For example, you sign a player for 10 years at 1 million per year and you are in year 3. It will still show that you owe him 8 million, when you release him you will take a 8 million dollar cap hit for the current season.

D. Free Agency is a bid system, when you bid a player, the system will notify everyone and you can come in and up the bid. You cannot bid less than the arbitration table says there value is. And if you win the bid, you cannot release the player for that season.

E. Resigning a player early will cost more money depending on how many years are left in the contract. For each resigning year and each year left on his current deal, you will pay $300,000. For example, if you resign a player that gets $1,000,000 a year in the 2nd year of his 3 year deal and you want to resign him to a new 4 year deal, the player will get $2,500,000 per year on his new contract, and the old contract will be voided. There are no extensions, only new deals. You cannot renegotiate and only give a one year deal. The only way you will pay market value for the player again is if you let him test the waters in free agency and no one signs him. But the later you wait, the less he will cost.


#22 - Set in 1995

Drafting is a high risk high reward activity. Again the arbitration table will be your scouting report. Lets say Keyshawn Johnson is scouted as a Tier 1 player, he will rank anywhere in the Tier 1 attribute table randomly.


#23 - Set in 1995

Aging and Progression is Not Performance based. It is instead done through coaching effort.

A. The more games you get in on time, the more points you recieve as a coach. You can than assign those points in the offseason to players, to coach them up. When a player is assigned a coach point, they are randomly assigned a new attribute in their tier. It is not necessarily going to be better, after all players respond differently to coaches. 7 points assigned to the player at once will move the player up a tier and they can get randomly assigned an attribute in their new tier.

B. Aging works similarly only it is more detrimental. At age 28, the player will have a 20% chance of going down one tier, and a 10% chance of retiring. At age 32 there is a 50% chance of going down one tier and a 50% chance of retiring. At age 36 there is a 75% chance of retiring and a 75% chance of going down one tier. At 40 the player is 100% retired.

C. Aging is done first, the points are than assigned after the player has aged. You cannot assign points to prevent someone from aging.

D. You have 1 Diva point per season, or Brett Favre Points. Those points can be used to try and talk your player into unretiring, after the retirement announcement, you can use the point to get a 50% chance of unretiring the player.


#24 - Set in 1995

MVP and Hall Of Fame will be voted on by the owners of the league. Most votes in MVP wins, there is both a Offensive and Defensive MVP. Hall of Fame allows owners to vote for as many finalists as they want, but the players will have to get 75% of the votes of the owners to get inducted.

All Pro will be assigned to one owner, and he will create the roster.


#25 - Set in 1995

Passion Bucket is how we will be determining how to be lenient on booting players. It will be based off of your coach points. So lets say you have played 1 and 1/2 seasons. Overall that is 24 games, including playoffs, because you didn't make it to the playoffs. 16 of those you got in on time, your Passion Bucket is 66% filled and you haven't played in 5 straight weeks, your pathetic and probably will be booted. Lets say example two is 23 out of 24 (96% filled) and he hasn't played in 5 straight weeks, as long as we get a response, we will probably be lenient and work with him. Bottom line is, we don't want those owners that play bunches of games every 8 weeks, we want the involved ones who really want to be in the league, regardless of talent.

Feel free to get a new username if you have been booted and try again, it will reset your passion bucket.


#26 - Set in 1995

In the Coaching Style/Coaches menu you will be able to edit between 3-4 and 4-3 on defense, and you can declare that you play mostly quarters (dime), cover 3 (nickel), cover 2 (base), or 46 (goal line). Give your defense a different name if you want, it will show up on your team page. Also you will be able to edit your offensive default formation. You can also give your offense a different name if you want, it will show up on your team page also.


#27 - Set in 1995

Moving teams and expanding the teams is a little different than normal. The new team will have an expansion draft, and get to pick from the expansion draft. Extra players will be added for the expansion draft. You will not keep your same players if you change teams, you will have to go through an expansion draft.