Tecmo Etiquette

Due to manner in which Tecmo works, there are certain unwritten rules that Tecmoers must learn to abide by, in the spirit of fair play. They are as follows:

1. No Peeking:
Since much of the game revolves around picking the other player's play, one must resist the temptation to peer over at the other player's controller and see what play he is going to select. This goes for both offense and defense. In some areas of the world it is customary to select your play first when on defense. No matter what the situation, though, don't try to get an edge by looking, even if just with your periferal vision, at the other player's controller.

2. No Lurching:
Okay, some members of the Tecmo community may disagree with this one, but you really shouldn't lurch. What's lurching you ask? It's when you take control of the nose tackle and dive just as the play starts to get an almost assured sack. Now I know it takes skill, but it's just not right, and it really is pretty obnoxious. The lurcher does assume some risks, but overall, it really isn't a fair move, and should be banned from all Tecmo matches.

3. No Running out the Clock:
This is almost a non-issue since only like six seconds can tick away while you wait to pick your play, but in general it is an unclassy move to sit there and wait for those few moments to elapse to pick your play. Tecmo is a fast-paced game, and as such unneccesary pauses like these should be avoided. While the defense chould call a timeout in the appropriate situation, six seconds really shouldn't make a difference in the game, and it is simply a nuisance that can be avoided by minding your manners and calling a damn play.

4. Pick Your Play Quickly:
Along the lines of number three, pick your play quickly. Some people will just sit there and stare and try to figure which play to call, on offense and defense. There are only 8 frickin' plays...it's not that hard! Tecmo only takes about 15 minutes to play, with people like this it can take a half hour. So even if the clock is stopped, pick a play fast, and keep the game going.

5. Don't Skip the Kicker:
If both sides have decided to actually wait out the coin toss and pick who's going to kick and who's going to receive, it's in very poor taste to hit the B-button and skip the kicker scene, in order to hopefully change who is going to receive the kickoff. Everyone knows you can do this, but if you're going to have a coin toss then you might as well have it mean something. Don't skip it, who kicks off and who receives is really pretty inconsequential anyway.

Rule #6: No relieving yourself on Mark Rypien after sacking him, it's not his fault he's slow.