The first code is a sound-test code. When you get to the Tecmo
Super Bowl "Start Game" screen hold Left and press the B button. This
will allow you to listen to all the music and sound effects in the game.
Tecmo's a great game, but if you really want to you can change some
things about it. One of the only really useful ones is changing the time
- so you
can play longer quarters against opponents. Most of the code pages I
found only told you how to change the quarters to 2, 10, 15 and 20
minutes, but I decided to go a step further and figure out how to do if
for almost any time. The other
codes are pretty useless, but I included them just to be comprehensive.
You can use these in Nesticle by going to Rom Patch, typing the code into
the code line and hitting enter, then highlighting the code and pressing
toggle so it flashes.
APESOT - gives everyone a 100 Rating in every category
ZXTIOT - all starting offensive positions are played by the starting
QB
The time code is pretty simple. You enter a two-digit code followed by
UXLZIA to change the time. The second digit changes the first digit in the
number of minutes per quarter, and the first one changes the second digit
in time: so 15 minutes would be coded as 51. The code assignments go like
this:
CODE:
A P Z L G I T Y | |
DIGIT: 0 1 2 3 4 5 6 7 |
Unfortunately you can only use digits 0-7, so no 8 or 9
minute quarters are possible.
So AP would be 10 minute quarters, YY would be 77 minute quarters, and ZL
would be 32 minute quarters. I personally like using 6 minute
quarters, but many prefer 7. Here are some useful examples:
PAUXLZIA - 1 min ZAUXLZIA - 2 min
LAUXLZIA - 3 min GAUXLZIA - 4 min TAUXLZIA - 6
min YAUXLZIA - 7 min PAUXLZIE - 9 min
APUXLZIA - 10 min PPUXLZIA - 11 min
ZPUXLZIA - 12 min LPUXLZIA - 13 min GPUXLZIA - 14 min
IPUXLZIA - 15 min APUXLZIE - 18 min
AZUXLZIA - 20 min
|
I'm sure you can figure the rest out. You can also freeze the timer for
continuous play by using SXNXPZVG. I guess this is if you just want to
practice for a long time. The remaining codes simply have
to do with the point scoring, which I find to be pretty worthless. The one
interesting thing you theoretically could do is ban field goals by making
them worth nothing. Otherwise, these don't really do anything all that
useful:
AAOATTTA - TD=0 for Player 1
AEOEVITA - TD=0 for Player 2
LAOATTTA - TD=3 for Player 1
LEOEVITA - TD=3 for Player 2
PAOATTTE - TD=9 for Player 1
PEOEVITE - TD=9 for Player 2
GAOATTTE - TD=12 for Player 1
GEOEVITE - TD=12 for Player 2
AAEALYPA - XP=0 for Player 1
AEEEUTPA - XP=0 for Player 2
ZAEALYPA - XP=2 for Player 1
ZEEEUTPA - XP=2 for Player 2
LAEALYPA - XP=3 for Player 1
LEEEUTPA - XP=3 for Player 2
TAEALYPA - XP=6 for Player 1
TEEEUTPA - XP=6 for Player 2
AEKAGGLA - FG=0 for Player 1
AAKEKGLA - FG=0 for Player 2
PEKAGGLA - FG=1 for Player 1
PAKEKGLA - FG=1 for Player 2
TEKAGGLA - FG=6 for Player 1
TAKEKGLA - FG=6 for Player 2
PEKAGGLE - FG=9 for Player 1
PAKEKGLA - FG=9 for Player 2
AASASIZA - S=0 for Player 1
AEKEIIZA - S=0 for Player 2
PASASIZA - S=1 for Player 1
PEKEIIZA - S=1 for Player 2
GASASIZA - S=4 for Player 1
GEKEIIZA - S=4 for Player 2
TASASIZA - S=6 for Player 1
TEKEIIZA - S=6 for Player 2
|
For this TD=touchdown, FG=field goal, XP=extra point and S=safety. Player
2 also applies to the computer player, if it's a one player game.
And of course you can use multiple codes as long as they don't conflict,
so you can change time and scoring, and make it so scoring rules apply to
both teams equally.