John Madden Football - Manual
CONTENTS
PLAYING JOHN MADDEN FOOTBALL
Fire off the Lines, Starting the Game.............................2
The Kickoff.......................................................6
In the Huddle.....................................................8
Offense...........................................................9
Running Plays...............................................12
Passing Plays...............................................12
Defense..........................................................13
BIG TIME Playoffs................................................16
Statistics.......................................................19
JOHN MADDEN'S FOOTBALL TALK
Audibles.........................................................20
Snap.............................................................31
Time Out.........................................................31
Offense Sets, Formations, and Plays..............................32
Offensive Alignments.............................................34
Defense Formations, Sets, and Plays..............................37
Defensive Alignments.............................................39
PLAYER RATINGS...................................................43
--------------------------------------------------------------[ 1 ]
FIRE OFF THE LINE: STARTING UP THE GAME
To play John Madden Football, you need an Amiga with a minimum 512k
of free memory. If your computer has 1MB or more of free memory,
you'll also hear special music features during the game.
NOTE: John Madden Football is not hard drive installable!
Before loading, make copies of your disks. You'll need two, blank,
formatted floppy disks.
To make copies of your disks:
1. Turn on your Amiga (Amiga 1000 owners, insert Kickstart 1.2 or
1.3.)
2. Insert Workbench into drive DF0:.
3. Users With One Disk Drive: Remove Workbench and insert your
original Program Disk into the drive. Users With Two Disk
Drives: Insert the Madden Program Disk into the other drive.
4. Place the mouse pointer on the Disk0 icon and left-click to
highlight it.
5. Pull down the Icon menu from the menu bar, drag the highlighted
bar down to Copy, and release the mouse button. (Users with
Workbench 1.2 - 1.3, select the Duplicate option from the
Workbench menu.)
6. You may have to swap disks from time to time. Follow the
onscreen instructions.
7. The Amiga will automatically name your disk "Copy of Disk0,"
however, it must be named "Disk0" in order to work properly.
Remove "Copy of" and the space following them using the
Rename command (on Workbench 1.3 it's on the Workbench menu;
on 2.0 it's on the Icon menu).
8. Label the copy "Madden Program Disk."
9. Once you've copied the Madden Program Disk, repeat the above
procedure for the Data Disk. Label this copy "Madden Data
Disk."
To load the game:
1. If your Amiga is on, turn it off.
2. Insert your copy of the Program Disk into drive DF0:.
3. Turn your Amiga on.
4. The EASN intro appears, followed by a Title screen and game
credits. Press a mouse or joystick button to exit the
current screen and load the game.
5. Users With One Disk Drive: You're prompted to insert the Data
Disk. Remove the Program Disk from DF0: and insert your copy
of the Data Disk. Users With Two Disk Drives: Insert your copy
of the Data Disk into any drive.
--------------------------------------------------------------[ 2 ]
Note To Users With Only 1MB of Free Memory
If your computer has only 1MB of free memory, the game could
take a few minutes to load. If your computer has more than 1MB,
the "You've got it, we've used it" screen appears to let you
know that the program is taking advantage of your extra memory.
COPY PROTECTION SCREEN
You're asked to enter a statistic for a particular position on a
certain team.
Turn on the PLAYER RATINGS section in this manual and look up the
team name you see on the screen. Find the player position and type
the statistics called for. Press Return.
SO YOU DON'T KNOW A HAIL MARY FROM A HALFBACK...
Football can be confusing for those unfortunates who have never
seen the game played before. If you count yourself among the
pigskin illiterate, you can review the basic concepts of the game
by turning to Appendix A: Quick Guide to Football.
--------------------------------------------------------------[ 3 ]
GAME SETUP SCREEN
Once you've answered the copy protection question and the game has
loaded, the Game Setup screen appears. The Game Setup screen
options let you choose season modes, teams, weather, stadium type,
quarter lengths, and control devices.
Season Modes
Regular Season - Single game.
Sudden Death - The first team to score, wins.
New Playoff/Continue Playoff - See BIG TIME PLAYOFFS before
choosing either of these modes.
Visiting and Home Teams
There are 16 teams to choose from plus the All-Madden team (in
Regular Season and Sudden Death only).
Team Control
Teams can be controlled with a joystick, the keyboard, or by the
computer. Click on the football icons to change each team's control
setting. The top team is the visitor and always kicks off to start
the game.
[1-Joystick] Control Team using joystick plugged into Joystick
Port 2.
[2-Joystick] Control team using joystick plugged into Joystick
Port 1.
[3-SomeKeys] Control team using the keyboard.
--------------------------------------------------------------[ 4 ]
[Large M] Team controlled by Madden (your computer). Madden's
skill and knowledge are built into the game - he's
a very aggressive and savvy opponent.
Stadium
Plays on Open Grass, Open Turf, Dome Grass or Dome Turf (Regular
Season and Sudden Death only). Dome stadiums are covered; Open
stadiums aren't. Grass playing fields are covered with natural
grass - players have better traction on grass but move slower.
Turf fields are covered with artificial turf - players can move
slightly faster on artificial surfaces.
Weather
Play in Fair weather, Rain/Mud or Snow/Ice (Regular Season or
Sudden Death only). Adverse weather conditions can impede player
movement. If the stadium you're playing in is covered by a dome,
weather has no effect. Note: In playoff mode, weather is
selected by the computer.
Quarter Time
Select 5, 10 or 15 minute quarters.
By default, you're San Francisco playing against the Madden-coached
Denver team in a Regular Season game with fair weather, open grass
stadium, and five minute quarters. The Madden team (Team 1) is
controlled by the computer, and your team (Team 2) is controlled
by joystick 1 (the joystick plugged into Joystick Port 2).
o You may want to change some of the settings. Use the mouse or
joystick to point the Selection Arrow at the various options.
If you're using the mouse, it must be plugged into Joystick
Port 1; if you're using a joystick, it must be plugged into
Joystick Port 2. To change the setting, move the cursor to
the football icon and press the joystick button or click the
mouse button. Note: The left mouse button cycles forward
through the settings; the right mouse button cycles in the
other direction.
Note: The mouse is used only for selecting options in the
Setup screen; it cannot be used during the game.
o When you've set up the game you want to play, fasten your
chin strap, and select START.
--------------------------------------------------------------[ 5 ]
Alright! Here comes my evaluation of both teams, who's got a go-to
guy, who's weak up the middle, who's got players that aren't
afraid of getting dirt on their pants, you know what I mean? These
scouting reports are terrific and will help you play a better
game. But if you don't think you need them, press the joystick
button again. [john madden]
GAME CONTROLS
You can control your team with a joystick or the keyboard. Which
you use depends on the Control Device setting you chose on the
Game Setup screen.
Keys
----------------
Z - Left
X - Right
' - Up
/ - Down
The FIRE Button
The instructions in this manual refer to the FIRE button. If you're
controlling your team with a joystick, FIRE is the joystick button.
If you're controlling your team with the keyboard, FIRE is Return.
There are two ways in which you use FIRE. When the instructions
tell you to tap the FIRE button, quickly press and release it. When
they tell you to hold the FIRE button, press the button and keep it
held down until you're told to release it.
QUITTING A GAME
Once a game has started, you can quit and return to the setup menu
by pressing Shift-Esc. If you want to quit Madden altogether,
simply turn off your Amiga.
THE KICKOFF
The visiting team always kicks off. If you're the home team and are
playing against Madden (the computer), the kickoff takes place
automatically. If this is the case, skip to the RECEIVING TEAM
section below. If you're the visiting team, read on.
--------------------------------------------------------------[ 6 ]
KICKING TEAM
After the referee spots the ball and the teams line up, press the
Fire button. This starts yoru kicker moving toward the ball and
brings up the Kick Metter on the screen. The Kick Meter helps you
kick with accuracy and power. [see JohnMadden.p7.iff]
The white marker in the strength gauge begins to move up as the
kicker approaches the ball.
o When the marker reaches the very top of the gauge, press the
joystick button to kick the ball.
If you want to aim your kick:
o As the kciker advances toward the ball, move the joystick left
or right to move the direction marker either left or right.
When the marker indicates where you want the ball to go,
release the joystick.
Once the kick is away, your team automatically moves out to break
the wedge and tackle your opponent's return man.
o After the return man catches the ball, tap FIRE to take control
of the defensive guy closest to the ballcarrier.
The player you control is standing on the four-arrow symbol
so you can recognize him even with his helmet on.
To tackle the ballcarrier:
1. Tap fire to take control of the defensive guy closest to the
ballcarrier.
2. Use the joystick to guide your guy into the ballcarrier. If
you run into him at the correct angle, chances are he'll go
down.
For a diving tackle (more powerful, but sometimes less accurate):
1. Use the joystick to guide your guy straight at the ballcarrier.
2. Hold FIRE to send him diving in for a tackle.
--------------------------------------------------------------[ 7 ]
NOTE: Uf your timing is right, you'll bury the runner in his
tracks. If your timing's a bit off, your guy goes sailing out of
the picture empty handed. No big deal. Just tap FIRE to get
control of the defensive guy who's closest and try to bring down
the ballcarrier again.
RECEIVING TEAM
Your deep return man catches the ball and begins to move up field.
Either let the computer pick his route for you, or control him
using the joystick.
The player you control is standing on the four-arrow symbol
so you can recognize him.
o Tap FIRE to dive for an extra yard or so in the direction the
joystick is currently pushed.
o To spin and possibly avoid being tackled by pursuing defenders,
center the joystick and hold FIRE.
o With the joystick pushed in any direction, hold down the FIRE
button for extra umph, a boost of extra power and strength
that might help you drive through the opposition.
When a kickoff or punt goes into the End Zone, it may be
better to down the ball rather than try to return it. Don't
run out of the End Zone if you wish to down the ball. This
is a touchback. The return teams gets the ball on its own
20 yeard line, and play begins from there.
IN THE HUDDLE
At the end of the kickoff return, both teams huddle up. The game
clock on the right side of the screen shows the time left in the
quarter. The 45-second clock on the left shows how much time the
offense has to start the next play.
Offense: Don't worry if the 45-second click runs down to 0
before the snap in a Regular Season game. Your team will
NOT get penalized. The clock is there so you can practice
getting off your plays in 45 seconds. In the Playoffs you'll
get a 5-yeard Delay of Game penalty if you go over 45
seconds.
The Play Calling Screen and scoreboard appear above the field. When
you're on offense, the Play Calling Screen (PCS) shows your team
name and says Choose Set. When your team is on defense the PCS
says Choose Formation.
--------------------------------------------------------------[ 8 ]
Hey, some of my lingo might be new to you but it's football talk.
If you want a full explanation of the words in ITALICIZED CAPITAL
letters, look em up in JOHN MADDEN'S FOOTBALL TALK. [john madden]
OFFENSE
In the offensive huddle you're the quarterback. Play calling is as
simple as 1, 2, 3. Just like the pros, you call a set, then a
formation, and then a play.
1. CHOOSE A SET
A Set is football talk for the group of players who will run
your play. The names of three sets appear in windows A, B, and
C above the field. There are six sets to choose from: NORMAL,
HANDS, BIG, FAST, and two SPECIAL TEAMS. Each set represents a
different group of offensive guys.
To see the other three sets, push the joystick left or right.
o When the set you want is in a window, select it like this:
--------------------------------------------------------------[ 9 ]
NOTE: Don't release the joystick until after you've released FIRE.
After you've selected a set, three formations are displayed in the
A, B and C windows. The name of the set you chose is displayed
briefly on the screen.
If you want to change your mind and move back to the Set
windows to alter your Set, push the joystick down.
2. CHOOSE A FORMATION
A formation tells your player set how to line up before the
snap. There are five formations to choose from: GOAL LINE,
FAR, NEAR, PRO-FORM, and SHOTGUN.
To see the other offensive formations in the windows, push the
joystick left or right.
o When the formation you want is in the window, choose it like
you chose a set:
A FIRE + Left + Release FIRE
B FIRE + Up + Release FIRE
C FIRE + Right + Release FIRE
-------------------------------------------------------------[ 10 ]
Note: Don't release the joystick until after you've released FIRE.
If you want to move back to the Formation windows, push the
joystick down.
3. CHOOSE A PLAY
Coach Madden designed six different plays for each formation.
Their names appear (three at a time) in the windows along
with a graphic that shows what happens in each play.
In general, plays whose names have yellow backgrounds are
running plays. Plays with brown backgrounds are passing plays.
Only players with white routes have been designed to carry
the ball or receive a pass.
o When the play you want is in a window, use the appropriate
joystick combination described above to select it.
Once you've chosen a play, the only way to change it is
by calling an AUDIBLE or a TIME-OUT. For details on
calling these, see AUDIBLES and TIME-OUTS in JOHN
MADDEN'S FOOTBALL TALK.
o When your players get set in their stance at the line of
scrimmage, tap the FIRE button to SNAP the ball.
Call plays that exploit the strengths of your best players. Or
Choose plays that expose the weaknesses of the guys chewing
their mouth guards. You know, the defense. [john madden]
-------------------------------------------------------------[ 11 ]
RUNNING PLAYS
Handoffs on running plays happen automatically. You take control
AFTER the handoff. Use the joystick to move the ballcarrier through
the defense, or watch the computer execute the play you just
called.
During a running play, you can:
o Tap FIRE to dive for an extra yard or so in the direction the
joystick in currently pushed.
o To spin and possibly avoid being tackled by pursuing defenders,
center the joystick and hold FIRE.
o With the joystick pushed in any direction, hold down the FIRE
button for extra umph, a boost of extra power and strength
that might help you drive through the opposition.
The defensive guys are not a bunch of stiffs impersonating fire
hydrants. They try to run you down. If you can't avoid the
contact, you don;t have to fall down in a heap and give up. Keep
fighting or yeardage, any way you can!
PASSING PLAYS
When you call a pass, tap FIRE to snap the ball. At this point, you
can let the computer execute the play, or you can use the joystick
to move the quarterback backwards after he receives the snap. This
gives him some time to get the pass off.
o Move the joystick down and tap FIRE to bring up the passing
windows. They show which receivers are eligible. (If you're
letting your computer control the quarterbak for you, the
passing windows come up automatically as soon as the
quarterback is ready to throw.)
-------------------------------------------------------------[ 12 ]
o Select your receiver by using the same window-choosing routine
as in play section:
A FIRE + Left + Release FIRE
B FIRE + Up + Release FIRE
C FIRE + Right + Release FIRE
Note: Don't release the joystick until after you've released FIRE.
Use the joystick to move the receiver to the target circle.
(He's doing his best to get there on hos own.) If he
doesn't have the speed to get to that exact spot, tap FIRE
so he can dive for the ball, or hold FIRE down so he can
jump for it.
HINT: When you're just learning the game, let the receivers run
the routes (patterns) automatically. After watching a few
times, you can take full control. Whatever you decide to
do, keep a finger near the FIRE button - holding down
FIRE at the right time can really increase your chances
of catching the ball.
Once the receiver has caught the ball, he becomes a runner and he
can do what any other runner can do (see Running Plays above).
If you pass the line of scrimmage when the pass windows
are visible, the play automatically becomes a running
play. You may not pass once your quarterback has passed
the line of scrimmage.
DEFENSE
Look at the down, the field position, and the offensive set, which
flashes on the screen when the offense chooses it. Then call a
play in three simple steps.
1. Choose a formation
2. Choose a set
3. Choose a play
1. CHOOSE A FORMATION
On defense a formation is the group of players who will run
your play. There are five defensive formations to choose from:
BIG, 4-3, NICKEL, DIME, and SPECIAL TEAMS. Each formation
represents a different group of defensive guys.
-------------------------------------------------------------[ 13 ]
The names of three formations appear in the windows marked A,
B, and C above the field. To see the other formations, push the
joystick left or right.
o When the FORMATION you want is in the window, choose it using
the same window selection system as before:
A FIRE + Left + Release FIRE
B FIRE + Up + Release FIRE
C FIRE + Right + Release FIRE
NOTE: Don't release the joystick until after you've released FIRE.
If you want to move back to the formation windows and make
a change, push the joystick down.
2. CHOOSE A SET
A set specifies the personnel in yoru defensive formation and
tells them how to play the offense. There are three basic sets:
COVER, READ, and CONTROL.
You can use any available set with any formation. But you'll
find that certain formations work better with some sets that
with others.
o When the set you want is in a window, choose it like you chose
a Formation. This selects a set and shows the available
defensive plays in the windows.
If you want to move back to the Set or Formation windows,
push the joystick down.
3. CHOOSE A PLAY
You've got a lot of choices here. To BLITZ, or stay homel ZONE
or MAN-TO-MAN coverage; PREVENT or BUMP AND RUN. That's what makes
the game so great - the possibilities. Out-foxing the other guy,
figuring out what he's going to do, or making him do something
he thinks he thought up for himself. That's really fooling him.
[john madden]
o When the PLAY you want is in a window, choose it like you chose
a Set.
-------------------------------------------------------------[ 14 ]
Once you've chosen a play, the only way to change it is by
calling an AUDIBLE or a TIME-OUT. For details calling
these, see AUDIBLES and TIME-OUTS in JOHN MADDEN'S FOOTBALL
TALK.
HINT: Before the snap, you can hold down the FIRE button and move
the joystick left or right to change the player you control.
Once the ball has been snapped, tap the FIRE button to take
control of the guy closest to the ball.
Pass defense works the same way. Once the ball is thrown, tap the
FIRE button to get control of the defender closest to where the
ball is being thrown. Hold down the FIRE button while your
defender is running at the guy to jump and intercept or knock the
ball down.
Great defenses don't simply react. You've got to make the offense
do stuff it doesn't particularly want to do. Exploit known
tendencies to run or pass in certain situations. Sometimes you
might try to force weird matchups, like putting a linebacker on a
wide receiver, just daring the offense to throw to the guy.
[john madden]
Anticipating The Snap
If you're listening to the quarterback call his signals and you
think he's just about to order the center to snap the ball, you can
order your team forward. This is known as anticipating the snap. To
order your players to charge, hold down FIRE and pull the joystick
down. The trick is not to order them forward too soon - if they
cross the line of scrimmage before the ball is snapped, you'll get
an Offsides Penalty (5 yards).
Crunch Plays
The FIRE button can help you put a hurt on the offense.
o Just as the receiver is about to catch the ball, hold FIRE to
make your defender dive at the receiver or jump to intercept
the ball (the computer will decide which is best). If you can
time your hit on the receiver so that the defender and the ball
arrive at the same time, you've got a great chance to jar the
ball loose or force a fumble.
But be careful! If you hit the receiver before the ball
arrives, you may get whistled for pass interference. If the
zebras call your number, the play is spotted at the location
of the penalty and the offense gets an automatic first down.
-------------------------------------------------------------[ 15 ]
o When you make contact with the ballcarrier along with a bunch
of your teammates, tap the FIRE button repeatedly to improve
your chances of causing a fumble. However, if you're the lone
defender, think twice about doing this. If you just try to
strip the ball loose, you might miss the tackle.
BIG TIME PLAYOFFS
New Playoffs
When your ready to challenge the rest of the league for the right
to play on Super Sunday, choose New Playoff as the Season mode on
the Game Setup Screen.
o Use the mouse or joystick to point the Selection Arrow at the
various options. If you're using the mouse, it must be
plugged into Joystick Port 1; if you're using a joystick, it
must be plugged into Joystick Port 2. To change the setting,
move the cursor to the football icon and press the joystick
button or click a mouse button.
Visiting and Home Teams
Initial team matchups are randomly fixed by the computer, but
you can control any team in the playoffs.
Team Control
Team 1 (top) is the visiting team; Team 2 (bottom) is the home
team. To choose a different team, use the joystick or mouse to
move the Selection Arrow over the football icon next to either
team. Press a mouse or joystick button. Each press cycles
to a new set of playoff pairings.
-------------------------------------------------------------[ 16 ]
o When you see the team you want to be, set the Control Device
for your team to joystick or keyboard. For example, if the
visiting team is Miami and you want to take them through the
playoffs, set the Team 1 Control Device to joystick or
keyboard. If you're playing against Madden, set the Team 2
Control Device to M; otherwise, set it to your opponen's
control device.
Weather
In Playoff games, weather and stadium are automatically
determined by where you play (you have no control over the
type of weather). Whenever you're in an open stadium, snow and
mud on the field are distinct possibilities. Everybody has less
traction in the mud and snow and long passes are more difficult
to complete.
Quarter Time
Select 5, 10 or 15 minute quarters.
o When you've set up the game you want to play, select START in
the bottom righthand corner of the screen.
The Playoff Tree shows the match-ups that will lead to the
championship game on Super Sunday.
o To see the scouting reports for your playoff teams, press FIRE.
o When you're ready to play your playoff game, press FIRE again.
-------------------------------------------------------------[ 17 ]
Game rules, functions, conditions and operations are the same in
the Playoffs as they are during the Regular Season. But remember:
the 45-second clock is active in Playoffs.
o At the end of your playoff game, you'll see a screen with an
updated playoff tree. A seven digit number appears at the top
of the screen. Write this number down on a piece of paper -
it's the password you'll need to continue where you left off.
Continue Playoffs
When you're ready to continue the playoffs where you left off,
select Continue Playoffs as the Season Mode on the Game Setup
Screen. An additional - Enter Password - appears on the screen.
If you just finsihed a game in this playoff, you don't need to
enter a password. Simply select Start at the bottom of the screen.
However, if you've interrupted the playoffs by quitting Madden
or playing a Regular Season or Sudden Death game, you'll need to
enter a password. Here's how you enter the password you received
at the end of your last game.
o Select Enter Password. The Playoff Password screen appears.
-------------------------------------------------------------[ 18 ]
o Select the Enter Password option on this screen. The current
number is deleted.
o Type the number you copied down at the end of your last Playoff
game. (If you make a mistake while typing, press Del to
backspace over them.)
o Select Retirn to Menu to go back to the Game Setup Screen. You
can now choose any team that won in the previous round to
continue in your attempt to reach Super Sunday. Select start to
play the next game in the Playoff.
STATISTICS
At half-time and the end of the game, Coach madden presents the
stats for your game: who's running well, who's going nowhere fast,
who's sacking whom, and all the rest.
If you're in Playoff mode, press FIRE to see a summary of other
games played today. If there are other games still going on, you'll
see highlights of the close contests.
-------------------------------------------------------------[ 19 ]
JOHN MADDEN'S FOOTBALL TALK
AUDIBLES
If the play you called in the huddle looks like a loser when you
hit the line of scrimmage, you can call an audible. Once in
formation, push the joystick up (or in the case of Defense before
the snap, hold FIRE down and press the joystick up) to alert your
team that you're calling an audible. Push the joystick left, up or
right to choose a specific play, or down to cancel the audible and
go with the play you originally chose.
The audibles available to you depend on which team you control.
Each team has a different set of audibles.
Onside Kicks:
If the kicking team is behind with very little time left, they may
opt to kick the ball a short distance (minimum 10 yeards) in an
attempt to recover the ball on a fumble by the receiving team.
This is called an onside kick.
To call an audible for an onside kick, push the joystick up and
right on onside formatipon. have your kicker aim a kick toward the
right sideline, and kick the ball weakly. Tap the FIRE button to
control the player nearest the ball after the onside kick. Hold the
FIRE button down with the joystick pushed in the appropriate
direction to make that player dive for the ball.
On Defense:
To call an audible for a trick play (like a flea-flicker or a
double reverse), push the joystick up and left.
To call an audible for an anti-blitz play, push the joystick up
twice.
To call an audible for a running play, push the joystick up and
right.
On Defense:
To call an audible to protect against the run, hold down FIRE and
push the joystick up and left.
To call an audible for a blitz play, hold down FIRE and push the
joystick up and left.
To call an audible for a stunt, hold down FIRE and push the
joystick up and right.
-------------------------------------------------------------[ 20 ]
There are over 30 audibles and each team has its own set of six.
Look at the numbered play diagrams to see what your team audibles
look like.
Offense Defense
A B C A B C
Atlanta 4 13 18 22 25 31
Buffalo 3 9 17 22 25 31
Chicago 2 9 19 22 26 31
Cincinnati 1 13 19 22 28 31
Denver 4 10 16 22 29 31
Houston 8 14 18 22 23 31
Kansas City 7 11 17 22 23 31
Los Angeles 2 11 20 22 27 31
Miami 8 15 19 22 24 31
Minnesota 7 9 18 22 26 31
New England 5 10 18 22 30 31
New York 1 11 17 22 29 31
Philadelphia 6 11 16 22 30 31
Pittsburgh 6 10 16 22 27 31
San Francisco 5 15 17 22 24 31
Washington 3 14 19 22 28 31
All-Madden 8 12 21 22 25 31
[SEE JOHNMADDEN-P21.IFF]
-------------------------------------------------------------[ 21 ]
OFFENSE - AUDIBLE A (TRICK PLAYS)
1 Halfback Option New York, Cincinnati
2 Statue of Liberty Los Angeles, Chicago
3 Reverse Washington, Buffalo
4 Shovel Draw Denver, Atlanta
[SEE JOHNMADDEN-P22.IFF]
-------------------------------------------------------------[ 22 ]
OFFENSE - AUDIBLE A (TRICK PLAYS)
5 Double Reverse San Francisco, New England
6 Naked Bootleg Philadelphia, Pittsburgh
7 Halback Toss and Pass Minnesota, Kansas City
8 End Around Miami, Houston, All-Madden
[SEE JOHNMADDEN-P23.IFF]
-------------------------------------------------------------[ 23 ]
OFFENSE - AUDIBLE B (ANTI-BLITZ PLAYS)
9 Fullback/Halfback Toss Right Chicago, Minnesota, Buffalo
10 Rollout Pass Denver, New England, Pittsburgh
11 Play Action Pass New York, Philadelphia, Los
Angeles, Kansas City
12 Halfback Screen All-Madden
[SEE JOHNMADDEN-P24.IFF]
-------------------------------------------------------------[ 24 ]
OFFENSE - AUDIBLE B (ANTI-BLITZ PLAYS)
13 Quick Slant Cincinnati, Atlanta
14 Fullback Slant In Houston, Washington
15 Swing Curl Left San Francisco, Miami
[SEE JOHNMADDEN-P25.IFF]
-------------------------------------------------------------[ 25 ]
OFFENSE - AUDIBLE C (RUNNING PLAYS)
16 Quarterback draw Philadelphia, Pittsburgh, Denver
17 Fullback Draw Right New York, Kansas City, Buffalo,
San Francisco
18 Fullback Draw Left New England, Atlanta, Minnesota,
Houston
19 Fullback Counter Right Miami, Chicago, Washington,
Cincinnati
[SEE JOHNMADDEN-P26.IFF]
-------------------------------------------------------------[ 26 ]
OFFENSE - AUDIBLE C (RUNNING PLAYS)
20 Halfback Toss Left Los Angeles
21 Fullback Draw All-Madden
[SEE JOHNMADDEN-P27.IFF]
-------------------------------------------------------------[ 27 ]
AUDIBLE FORMATIONS
Every Team has a version of play 22, the Anti-Run audible. The
strong safety, anticipating a run, leaves the man or zone he's
assigned to cover, and cheats up to the line of scrimmage just
before the snap. This gives an extra man on the line.
DEFENSE - AUDIBLE A (ANTI-RUN PLAYS)
22 Blitz All-Madden
[SEE JOHNMADDEN-P28.IFF]
-------------------------------------------------------------[ 28 ]
DEFENSE - AUDIBLE B (BLITZES)
23 Monster Blitz Houston, Kansas City
24 Jet Blitz San Francisco, Miami
25 Red Dog Blitz Buffalo, Atlanta, All-Madden
26 Safety Blitz Minnesota, Chicago
[SEE JOHNMADDEN-P29.IFF]
-------------------------------------------------------------[ 29 ]
DEFENSE - AUDIBLE B (BLITZES)
27 46 Red Blitz Los Angeles, Pittsburgh
28 Weak Cat Blitz Cincinnati, Washington
29 Tuf Bronco Blitz Denver, New York
30 Mad Tiger Blitz Philadelphia, New England
[SEE JOHNMADDEN-P30.IFF]
-------------------------------------------------------------[ 30 ]
PLAY 31 LINE STUNT
Every team in the league has a play 31, the defensive line stunt.
It's an alignment in which combinations of linemen and linebackers
rush the quarterback using routes to the backfield that are meant
to disrupt the normal blocking assignments of the offensive line
and confuse the quarterback. There are numerous version of the
stunt built into the game. The computer chooses one at random when
you push the joystick right. See also STUNT.
SNAP
All the action starts with the snap of the ball, and only the
offense knows the count. If you're on defense and want to try to
anticipate the quarterback's cadence - that is, how he calls the
signals - hold down FIRE and pull the joystick down just before
or as the ball is snapped. Your defensive guys will try to fire
into the backfield and dump the quarterback, or at least stuff
the play before it gets rolling.
The down-side is, if you do this too soon before the ball is
snapped, you'll get an offsides penalty (5 yards).
TIME OUT
You can call Time Out any time before the ball is snapped, or after
the play is over. Just press F1 if you're using Joystick 1, or F10
if you're using Joystick 2 or the keyboard (pressing these buttons
during a play pauses the game). This stops the clock and pauses
the game. A screen message appears that reads OFFENSE CALLS: TIME
OUT (or DEFENSE CALLS: TIME OUT, depending on who called it), and
gives the number of Time Outs remaining in the half.
If you want a Time Out, press the FIRE button. You can then reset
the play. Sometimes an audible just wont do and you really want to
realign your formation. Call a time out and take care of it -
better safe than sorry. However, you only get three time outs each
half, so use them wisely.
If you change your mind (you're allowed to) or you just wanted a
pause, rather than to change the formation, press F1 or F10 again.
Play resumes at the point where you paused the game and you still
have the same number of Time outs left.
-------------------------------------------------------------[ 31 ]
OFFENSE SETS, FORMATIONS, AND PLAYS
SETS
FAST
My version of the Run and Shoot. It has four quick receivers and a
halfback. Guys with good hands who run forty yards in less than
five seconds are the stuff defensive backs have nightmares about.
NORMAL
Refers to the standard offensive package: two wide receivers, a
tight end, a halfback and a fullback.
HANDS
Puts your best group of receivers on the field, and includes two
running backs.
BIG
Fields your strongest backs, cannonballs with legs who can grind
out yards in the mud and snow. These guys let the defense grab a
leg just so they can ram it through their chests.
FORMATIONS
SHOTGUN
This is primarily a passing formation because the quarterback
receives the snap about five yards behind the line. He doesn't have
to drop back to throw the ball, cause he's already there.
PRO-FORM
This is my version of the pro-set, where the fullback and a
halfback line up beside one another and behind the quarterback.
FAR and NEAR
These are my way of describing where the halfback lines up. He's
either far from or near to the strong side of the offensive line,
that's the side where the tight end lines up.
-------------------------------------------------------------[ 32 ]
PLAYS
FLOOD
One of the most effective ways for a quarterback to beat zone
coverage is to flood, or overload the zone with multiple receivers.
A defender has to think twice about leaving his own zone to follow
a receiver into another guy's zone.
CUT
You've heard of turning on a dime. That's sportswriter talk. I
never really understood why you'd want to do that, even if it was
possible. I guess it means turning fast. I think cutting is a more
accurate description of the ability to change direction. A guy's
going one way and boom, he cuts and is going another way.
PULL
In a pull play, the guard runs parallel to the line of scrimmage
and turns up field when he clears the tight end. The running back
follows right behind, a smile on his face.
TRAP
Like all good offensive plays, the Trap depends on deception to
work. The idea is you trap a defensive guy into thinking one thing
is happening, when really something totally different is going on.
For example, you let a defensive end just walk into the backfield.
You put up only token resistance. He's saying, "Man, this is a
piece of cake, I'm going to stuff this play and maybe get a sack!"
Suddenly an earth mover disguised as an offensive guard comes from
an unexpected direction and the defensive guy is on his backside
wondering what happened. The runner jets through the area where
the defensive guy was when he was standing up.
COUNTER
A Counter play relies on misdirection. You try to sell the defense
on the idea that the play is going right, for example, when in fact
you want to go left. It's a tough sell. You send everybody but the
water boy and the guy who's going to carry the ball in one
direction. When you have them moving the wrong way, give the ball
to the running back and he runs to daylight in the opposite
direction.
SCREEN
A screen is a short pass caught behind the line of scrimmage.
Usually the quarterback lures rushing defenders toward him and then
loops a soft pass over their outstretched hands to a moving
running back/receiver who follows a screen of blockers downfield.
-------------------------------------------------------------[ 33 ]
PLAYACTION
Playaction (also called play fake) refers to a pass thrown after
the quarterback has faked a handoff to a running back. The back
tries to add to the deception by pretending to take the ball and
follow blockers. The idea is that the fake delays the pass rushers,
and makes the defensive backs run toward the line to help tackle
the guy they think has the ball.
DRAW
The opposite of a play action pass. The QB drops back as if to pass
and hands off to the running back who charges up the middle of the
formation. By the time the rushing defenders realize the deception,
their momentum may have taken them beyond the ballcarrier.
QUICKOUTS
Sometimes called a square out. In this pass pattern the receiver
takes a few steps upfield and makes a quick 90 degree cut to the
nearest sideline. If he doesn't want to sit next to the water
cooler for the rest of the game, he tries to stay in bounds.
CROSS
Most crossing patterns are the opposite of quickouts the receiver
turns toward the middle of the field. Some guys call them slants,
but it just depends on the angle that the receiver runs.
POST UP
Post patterns are for fast guys. The receiver runs downfield and
angles in toward the goal post. If the quarterback can really air
out the ball, and the receiver can run like the wind, this bomb can
score.
OFFENSIVE ALIGNMENTS
The sts and formations show how your offensive team lines up when
you call certain plays (see OFFENSE, above). Remember: not all
formations are appropriate with every set. We're showing you the
most common ones here. You'll be more competitive if you use these
alignments in combination with the PLAYER RATINGS. Here's an
example of how they work.
From the PLAYER RATINGS you can find out who your fastest wide
receiver is. You can find out where that guy lines up by looking
at the OFFENSIVE ALIGNMENT chart, below. You might want to call
a play for him from the passing windows, if his hands are as good
as his feet,
-------------------------------------------------------------[ 34 ]
SET/FORMATION
Normal/Far
WR1 LT LG C RG RT TE1
QB SE1
HB1 FB
Normal/Near
WR1 LT LG C RG RT TE1
QB SE1
FB HB1
Normal/Pro-Form
WR1 LT LG C RG RT TE1
QB SE1
HB1 FB
Normal/Shotgun
WR1 LT LG C RG RT TE1
HB1 FB WR2
QB
Big/Far
LT LG C RG RT TE1
SE1 QB SE2
HB1 FB
Big/Near
SE1 LT LG C RG RT TE1
QB SE2
FB HB1
-------------------------------------------------------------[ 35 ]
Big/Pro-Form
WR1 LT LG C RG RT TE1
QB SE1
FB HB1
Fast/Far
LT LG C RG RT TE1
WR1 QB SE1 WR2
HB1
Fast/Near
LT LG C RG RT TE1
WR1 QB SE1 WR2
HB1
Fast/Pro-Form
WR1 LT LG C RG RT SE2
QB WR2
SE1 HB1
Fast/Shotgun
WR1 LT LG C RG RT
SE2 WR2
SE1 HB1
QB
Hands/Pro-Form
WR1 LT LG C RG RT TE1
QB WR2
SE1 HB1
-------------------------------------------------------------[ 36 ]
Hands/Shotgun
WR1 LT LG C RG RT TE1
WR2
SE1 HB1
QB
Kickoff Return
RG RT LT LG
TE1 FB TE2
SE1 HB2
WR1 HB1
DEFENSE FORMATIONS, SETS, AND PLAYS
FORMATIONS
BIG
A good line up for stuffing the short run and goal line defense.
4-3
Standard four down linemen with three linebackers. Used for short
and medium zone pass coverage and basic defense against the run.
NICKEL
Gets its name from the addition of a fifth defensive back (nickel
back). When a pass is expected, may teams add a defensive back to
their sets, and take out a down lineman or linebacker. Cover and
Read sets are available.
DIME
When the defense is willing to mortgage the farm that the next play
is going to be a pass, they might put in a sixth defensive back.
This is the Dime defense or Dime package. Cover and Read sets are
available.
-------------------------------------------------------------[ 37 ]
SETS
CONTROL
A Control set is the best defense against running plays because it
emphasizes containment. Control basically means that the defense
is willing to give up short stuff up the middle, but they're not
prepared to let the offense work the sidelines and make big yards
on sweeps and stuff like that.
Control is not available with the Nickel and Dime formations.
READ
The Read set gives balanced coverage. The defense has a little bit
more flexibility to react quickly to pass or run. This is known as
having some options. It's probably the safest defense against run
or pass, but it's not the strongest defense against either one.
COVER
Cover is usually the best set against the pass. The defense is
trying to convince the offense that all its receivers are covered
and any ball thrown will be shut down or intercepted. Pass coverage
comes in two basic flavors: Man-to-man and Zone (see Defensive
Plays, below).
PLAYS
BLITZ
A blitz is when one or more of the linebackers or defensive backs
unexpectedly rush the quarterback. This usually happens when the
defense thinks the offense is going to pass. A blitzing linebacker
tries to sack the quarterback but he's satisfied if he puts enough
pressure on the ball handler to make him hurry his motion and throw
badly.
STUNT
A stunt is when a defensive lineman takes an unexpected route
toward the quarterback. Instead of going straight ahead and trying
to get by the offensive man in front of him, he might loop around
one or two teammates to approach the backfield. When one or more
defensive linemen stunt, they can cause confusion in the offensive
line.
ZONE
In Zone pass coverage, the defender is responsible for a particular
area of the field. He covers any receiver who enters his area. Some
defensive backs hate it when you come into their zone. They say,
"Get out of my area and no one gets hurt." Some receivers believe
them. Zone defenders will play five yards off the receiver to
prevent getting burned deep.
-------------------------------------------------------------[ 38 ]
MAN
In Man-to-man pass coverage, the defender follows a certain
receiver wherever he goes. Man-to-Man defenders are tough guys who
love a challenge. They play closer to the receiver but better have
the horsepower to stay with a speedy opponent. Their reputations
are on the line every time the ball goes in the air. They can't
say, "I thought you were guarding him." They say stuff like, "I'm
gonna be on his back like white on rice."
JAM
Although it's against the rules to tackle or hold onto a pass
receiver before he touches the ball, a defender can jam or chuck
a receiver. That means he's allowed to give him one push or block
within five yards of the line of scrimmage, provided the ball
hasn't been thrown. The defensive man is going to knock the
receiver off balance, mess up his timing, and prevent him
from running his pattern.
PREVENT
Prevent concedes a short gain to the offense but focuses on
preventing a long gain. The defensive backfield lines up farther
back from the line as usual, so they give up the short pass too.
It's usually used late in the half or game when the defensive team
is way ahead, and the offensive team is out of scoring position.
DEFENSIVE ALIGNMENTS
The alignments show how your defensive team lines up when you call
certain formations and sets (see DEFENSE, above). You'll be more
competitive if you use these alignments in combination with the
PLAYER RATINGS. Here's and example of how to use them.
From the PLAYER RATINGS you can find out who your fastest defensive
back is. From the DEFENSIVE ALIGNMENT chart below, you know where
that guy lines up. If he's not covering the man or zone you want
him to cover, get control of him by tapping the FIRE button
with the joystick cenetered (until he's standing on the 4-arrow
symbol) and then use the joystick to move him into the position
where you think he'll do the most good.
-------------------------------------------------------------[ 39 ]
FORMATIONS/SETS
BIG/CONTROL
SS
RCB1 LCB1
PLB
RLB RE RT MLB LT LE LLB
BIG/READ
SS
RCB1 LCB1
PLB
RLB RE RT MLB LT LE LLB
BIG/COVER
FS1
RCB1 LCB1
SS
RLB RE RT MLB LT LE LLB
4-3/CONTROL
FS SS
RCB1 LCB1
MLB
RLB RE RT LT LE LLB
4-3/READ
FS SS
RCB1 LCB1
MLB
RLB RE RT LT LE LLB
-------------------------------------------------------------[ 40 ]
4-3/COVER
FS SS
RCB1 LCB1
PLB
RLB RE RT LT LE LLB
NICKEL/CONTROL
SS
FS1 FS2
RCB1 LCB1
RLB LLB
RE RT LT LE
NICKEL/READ
SS
FS1 FS2
RCB1 LCB1
RLB LLB
RE RT LT LE
NICKEL/COVER
SS
RCB2 LCB2
RCB1 LCB1
RLB LLB
RE RT LT LE
DIME/READ
SS FS1
RCB2 FS2
RCB1 LCB1
MLB
RE RT LT LE
-------------------------------------------------------------[ 41 ]
DIME/COVER
SS FS1
RCB2 FS2
RCB1 LCB1
PLB
RE RT LT LE
SPECIAL TEAMS/PREVENT
SS
FS1 FS2
RCB2 PLB LCB2
RCB1 RE RT LE LCB1
SPECIAL TEAMS/PUNT RETURN
WR1
SS
MLB LLB
TE1 TE2
RLB RE RT LT LE
SPECIAL TEAMS/PUNT BLOCK
FS1
FS2 RLB MLB SS
TE1 RE RT LT LE TE2
SPECIAL TEAMS/FIELD GOAL BLOCK
WR1
SS
MLB LLB
FS1 FS2
RLB RE RT LT LE
KICKOFF
FS1 TE1 RLB RE MLB P SS LE LLB TE2 FS2
-------------------------------------------------------------[ 42 ]
PLAYER RATINGS
The skills and attributes of every player in our league is rated on
a scale from 0 to 15, with 15 standing for near perfection. Each
player has a speed rating - if you can't run, you can't play the
game. But, since different positions require different skills,
we've also rated the characteristics that are most important for
each playing position.
These player ratings are reflected in my team scouting reports and
in the way individual players perform. Here's an example of how
the ratings work and how use can use them.
You'll notice San Fancisco's number one wide receiver (WR1) has
great quickness, speed, and a pair of hands you'd trust to catch
an artillery shell. If you're on offense, you're going to want to
throw to this guy a lot, or use him as a decoy because the defense
has to respect him. If you're on defense, you want to guard against
ever going man-to-man with this burner with only a linebacker to
depend on. You're probably going to want to put your faster
defensive back on him. Get the idea?
Keep these ratings in mind when you choose a play. They'll help you
play a better game.
Key to Player Ratings
Eight groups of players are rated, four offensive and four
defensive.
OFFENSE DEFENSE
1. Quarterback = Quarterback (QB) Defensive Line = Tackle (RT,LT)
End (RE, LE)
2. Running Backs = Halfback (HB) Linebackers = LB (M, middle, R,
Fullback (FB) right, L, Left,
P, passing)
3. Receivers = Wide Receiver (WR) Defensive Backs = Strong Safety
Split End (SE) (SS), Free
Tight End (TE) Safety (FS)
Cornerback
(RCB, LCB)
4. Offensive Line = Center (C) Special Teams = Kicker (K)
Guard (RG, LG) Punter (P)
Tackle (RT,LT)
-------------------------------------------------------------[ 43 ]
ALL-MADDEN
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 15 15 6 8
Running Backs
-------------
speed power breaking tackles hands
FB 8 10 13 11
HB1 9 8 15 15
HB2 6 10 12 7
Receivers
---------
speed catching breaking tackles quickness
WR1 15 15 8 15
SE1 15 15 12 12
TE1 10 11 11 14
WR2 15 7 15 15
SE2 9 15 15 12
TE2 10 7 11 11
Offensive Line
--------------
weight pass blocking run blocking speed
C 273 14 15 10
LG 297 14 13 10
RG 294 11 15 10
LT 270 14 15 10
RT 279 14 15 10
Defensive Line
--------------
speed tackling strength pursuit
LE 10 10 15 12
LT 13 7 15 9
RT 5 7 15 12
RE 10 7 15 9
Linebackers
-----------
speed tackling strength awareness
MLB 8 14 15 15
RLB 8 9 8 15
LLB 13 12 15 14
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 15 12 15 15
FS1 10 8 7 15
RCB1 15 4 14 15
LCB1 15 13 0 15
RCB2 10 6 13 15
LCB2 5 7 6 9
FS2 5 10 15 15
Special Teams
-------------
range accuracy consistency
K 12 12 12
P 15 3 13
-------------------------------------------------------------[ 44 ]
ATLANTA
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 9 13 4 7
Running Backs
-------------
speed power breaking tackles hands
FB 3 8 2 7
HB1 4 3 0 11
HB2 3 4 0 8
Receivers
---------
speed catching breaking tackles quickness
WR1 13 7 5 6
SE1 6 8 8 8
TE1 5 5 7 10
WR2 8 0 4 2
SE2 8 3 0 2
TE2 2 5 4 7
Offensive Line
--------------
weight pass blocking run blocking speed
C 294 11 10 5
LG 254 9 9 7
RG 281 11 12 0
LT 304 11 13 2
RT 300 5 9 0
Defensive Line
--------------
speed tackling strength pursuit
LE 2 3 6 3
LT 7 6 9 6
RT 8 14 13 10
RE 2 3 5 4
Linebackers
-----------
speed tackling strength awareness
MLB 8 10 3 4
RLB 11 2 10 1
LLB 13 3 10 2
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 8 7 12 2
FS1 5 1 3 3
RCB1 15 8 12 14
LCB1 7 1 5 12
RCB2 5 2 2 4
LCB2 8 2 0 7
FS2 10 3 8 4
Special Teams
-------------
range accuracy consistency
K 10 2 2
P 9 12 9
-------------------------------------------------------------[ 45 ]
BUFFALO
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 10 3 6 8
Running Backs
-------------
speed power breaking tackles hands
FB 8 7 7 0
HB1 6 7 15 11
HB2 6 2 3 0
Receivers
---------
speed catching breaking tackles quickness
WR1 12 3 3 1
SE1 9 15 11 11
TE1 2 3 0 3
WR2 9 7 3 1
SE2 12 3 0 0
TE2 2 0 0 6
Offensive Line
--------------
weight pass blocking run blocking speed
C 283 12 13 0
LG 283 9 11 10
RG 280 6 7 5
LT 288 8 9 10
RT 300 4 8 3
Defensive Line
--------------
speed tackling strength pursuit
LE 5 4 3 3
LT 8 5 15 9
RT 10 2 4 3
RE 10 8 15 5
Linebackers
-----------
speed tackling strength awareness
MLB 8 9 15 3
RLB 8 9 8 15
LLB 13 5 8 9
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 15 15 14 5
FS1 5 9 0 15
RCB1 15 9 7 10
LCB1 5 7 6 10
RCB2 10 2 0 5
LCB2 15 3 0 4
FS2 5 2 0 10
Special Teams
-------------
range accuracy consistency
K 10 5 5
P 3 3 3
-------------------------------------------------------------[ 46 ]
CHICAGO
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 10 3 10 11
Running Backs
-------------
speed power breaking tackles hands
FB 8 4 4 10
HB1 10 10 7 13
HB2 4 1 6 3
Receivers
---------
speed catching breaking tackles quickness
WR1 7 12 10 9
SE1 7 7 4 6
TE1 4 3 5 7
WR2 11 3 3 2
SE2 2 7 0 5
TE2 2 3 7 7
Offensive Line
--------------
weight pass blocking run blocking speed
C 265 10 10 6
LG 283 7 11 4
RG 269 5 8 3
LT 272 10 7 0
RT 274 10 7 0
Defensive Line
--------------
speed tackling strength pursuit
LE 6 5 3 3
LT 7 4 13 8
RT 5 9 13 11
RE 7 7 11 10
Linebackers
-----------
speed tackling strength awareness
MLB 3 6 10 10
RLB 6 11 12 10
LLB 13 7 10 5
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 5 4 4 4
FS1 5 4 6 5
RCB1 10 6 13 9
LCB1 5 3 9 8
RCB2 10 3 2 5
LCB2 8 3 0 6
FS2 5 5 10 5
Special Teams
-------------
range accuracy consistency
K 3 13 13
P 5 2 7
-------------------------------------------------------------[ 47 ]
CINCINNATI
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 8 12 8 12
Running Backs
-------------
speed power breaking tackles hands
FB 8 10 11 15
HB1 9 8 15 15
HB2 9 8 0 3
Receivers
---------
speed catching breaking tackles quickness
WR1 9 3 15 12
SE1 15 7 15 15
TE1 10 15 11 8
WR2 6 7 3 1
SE2 6 11 7 2
TE2 4 7 11 8
Offensive Line
--------------
weight pass blocking run blocking speed
C 279 12 15 10
LG 276 9 15 0
RG 290 11 9 0
LT 277 12 15 10
RT 297 9 15 0
Defensive Line
--------------
speed tackling strength pursuit
LE 0 2 4 6
LT 3 6 1 9
RT 10 6 9 7
RE 10 5 3 3
Linebackers
-----------
speed tackling strength awareness
MLB 13 6 1 2
RLB 8 1 2 2
LLB 3 4 15 2
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 15 12 15 15
FS1 15 10 13 4
RCB1 10 6 13 15
LCB1 10 5 14 4
RCB2 10 1 6 9
LCB2 5 3 14 4
FS2 10 2 0 15
Special Teams
-------------
range accuracy consistency
K 3 13 10
P 6 3 5
-------------------------------------------------------------[ 48 ]
DENVER
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 15 4 10 15
Running Backs
-------------
speed power breaking tackles hands
FB 8 9 0 7
HB1 6 8 13 7
HB2 4 7 11 7
Receivers
---------
speed catching breaking tackles quickness
WR1 15 15 12 12
SE1 9 3 15 13
TE1 10 7 11 11
WR2 12 11 7 4
SE2 6 7 3 9
TE2 2 11 0 3
Offensive Line
--------------
weight pass blocking run blocking speed
C 269 8 11 5
LG 271 11 9 5
RG 292 12 13 10
LT 305 5 10 5
RT 285 9 13 0
Defensive Line
--------------
speed tackling strength pursuit
LE 0 7 10 7
LT 8 11 1 9
RT 10 7 3 7
RE 10 5 3 8
Linebackers
-----------
speed tackling strength awareness
MLB 0 0 0 0
RLB 13 11 2 7
LLB 8 12 15 7
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 5 10 7 3
FS1 10 15 0 15
RCB1 5 10 6 8
LCB1 15 13 0 15
RCB2 15 2 7 3
LCB2 5 10 0 8
FS2 5 4 0 14
Special Teams
-------------
range accuracy consistency
K 5 13 8
P 7 11 10
-------------------------------------------------------------[ 49 ]
HOUSTON
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 8 12 8 12
Running Backs
-------------
speed power breaking tackles hands
FB 8 10 7 3
HB1 6 5 13 15
HB2 9 6 7 7
Receivers
---------
speed catching breaking tackles quickness
WR1 15 11 15 12
SE1 9 11 15 15
TE1 10 11 7 2
WR2 12 11 7 7
SE2 12 7 3 6
TE2 7 3 7 3
Offensive Line
--------------
weight pass blocking run blocking speed
C 272 9 5 0
LG 292 9 15 0
RG 292 9 15 10
LT 315 4 5 0
RT 298 12 13 0
Defensive Line
--------------
speed tackling strength pursuit
LE 10 3 4 6
LT 3 8 9 4
RT 10 5 15 5
RE 10 3 4 3
Linebackers
-----------
speed tackling strength awareness
MLB 8 6 9 1
RLB 13 5 8 7
LLB 3 6 1 15
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 10 13 14 15
FS1 10 3 0 14
RCB1 10 7 0 3
LCB1 15 7 13 3
RCB2 5 3 0 9
LCB2 5 3 6 3
FS2 5 7 0 10
Special Teams
-------------
range accuracy consistency
K 13 15 1
P 15 3 13
-------------------------------------------------------------[ 50 ]
KANSAS CITY
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 11 6 5 4
Running Backs
-------------
speed power breaking tackles hands
FB 8 11 11 8
HB1 7 6 9 7
HB2 4 6 6 7
Receivers
---------
speed catching breaking tackles quickness
WR1 5 10 9 8
SE1 5 9 3 7
TE1 2 3 2 5
WR2 3 9 3 4
SE2 6 5 4 2
TE2 5 5 0 3
Offensive Line
--------------
weight pass blocking run blocking speed
C 257 9 6 0
LG 300 6 13 5
RG 285 4 7 0
LT 300 6 14 10
RT 298 6 15 5
Defensive Line
--------------
speed tackling strength pursuit
LE 10 7 4 3
LT 10 8 11 8
RT 5 6 11 11
RE 10 4 4 9
Linebackers
-----------
speed tackling strength awareness
MLB 13 6 11 6
RLB 13 11 3 11
LLB 12 9 3 9
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 8 3 2 10
FS1 6 11 10 13
RCB1 15 10 9 15
LCB1 9 8 15 14
RCB2 5 6 6 5
LCB2 5 4 7 3
FS2 7 2 11 6
Special Teams
-------------
range accuracy consistency
K 6 12 4
P 8 14 12
-------------------------------------------------------------[ 51 ]
LOS ANGELES
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 12 15 8 10
Running Backs
-------------
speed power breaking tackles hands
FB 6 6 11 11
HB1 4 8 11 3
HB2 6 6 3 15
Receivers
---------
speed catching breaking tackles quickness
WR1 15 7 11 5
SE1 6 7 15 15
TE1 7 7 11 11
WR2 9 7 15 9
SE2 9 7 7 4
TE2 10 3 7 5
Offensive Line
--------------
weight pass blocking run blocking speed
C 284 9 7 0
LG 294 12 13 10
RG 292 4 6 10
LT 286 11 9 5
RT 293 12 13 10
Defensive Line
--------------
speed tackling strength pursuit
LE 0 6 3 3
LT 3 8 15 5
RT 10 12 10 8
RE 5 4 3 6
Linebackers
-----------
speed tackling strength awareness
MLB 13 12 8 2
RLB 8 8 15 1
LLB 13 12 15 1
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 5 7 7 9
FS1 10 8 6 15
RCB1 15 4 0 4
LCB1 15 2 0 3
RCB2 5 1 0 15
LCB2 5 2 0 3
FS2 5 9 6 3
Special Teams
-------------
range accuracy consistency
K 12 4 7
P 6 1 3
-------------------------------------------------------------[ 52 ]
MIAMI
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 15 15 5 11
Running Backs
-------------
speed power breaking tackles hands
FB 8 9 8 3
HB1 8 6 5 11
HB2 4 7 5 5
Receivers
---------
speed catching breaking tackles quickness
WR1 13 11 7 13
SE1 10 11 0 10
TE1 9 8 9 10
WR2 7 13 7 9
SE2 9 0 7 9
TE2 4 7 5 6
Offensive Line
--------------
weight pass blocking run blocking speed
C 284 6 9 10
LG 278 11 11 10
RG 276 9 11 6
LT 270 8 10 4
RT 293 4 5 5
Defensive Line
--------------
speed tackling strength pursuit
LE 0 6 13 5
LT 5 12 10 10
RT 10 4 4 7
RE 10 8 4 6
Linebackers
-----------
speed tackling strength awareness
MLB 3 13 15 9
RLB 5 6 9 8
LLB 11 7 8 9
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 11 6 12 10
FS1 13 12 13 5
RCB1 10 3 5 12
LCB1 5 4 0 3
RCB2 10 4 0 7
LCB2 5 3 0 4
FS2 8 5 7 6
Special Teams
-------------
range accuracy consistency
K 15 10 10
P 11 4 11
-------------------------------------------------------------[ 53 ]
MINNESOTA
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 8 6 10 12
Running Backs
-------------
speed power breaking tackles hands
FB 8 9 7 11
HB1 12 7 3 11
HB2 8 8 3 7
Receivers
---------
speed catching breaking tackles quickness
WR1 9 15 15 12
SE1 9 15 7 10
TE1 10 11 11 14
WR2 6 3 11 5
SE2 12 7 7 7
TE2 7 7 3 12
Offensive Line
--------------
weight pass blocking run blocking speed
C 259 9 2 10
LG 281 9 13 10
RG 291 5 8 0
LT 281 11 11 10
RT 298 6 13 0
Defensive Line
--------------
speed tackling strength pursuit
LE 10 5 2 6
LT 13 7 13 8
RT 5 7 13 11
RE 10 7 13 8
Linebackers
-----------
speed tackling strength awareness
MLB 8 14 13 15
RLB 3 9 13 8
LLB 8 7 13 9
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 15 15 15 17
FS1 10 12 13 10
RCB1 13 8 7 14
LCB1 10 14 6 3
RCB2 10 8 7 10
LCB2 10 2 6 4
Special Teams
-------------
range accuracy consistency
K 10 10 6
P 5 4 7
-------------------------------------------------------------[ 54 ]
NEW ENGLAND
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 5 8 5 4
Running Backs
-------------
speed power breaking tackles hands
FB 4 10 8 10
HB1 8 6 6 7
HB2 2 2 3 3
Receivers
---------
speed catching breaking tackles quickness
WR1 5 7 6 10
SE1 11 6 13 12
TE1 4 8 3 6
WR2 6 4 4 4
SE2 7 7 6 9
TE2 7 2 2 4
Offensive Line
--------------
weight pass blocking run blocking speed
C 302 4 8 10
LG 265 11 12 10
RG 277 3 4 0
LT 289 6 12 3
RT 294 11 9 5
Defensive Line
--------------
speed tackling strength pursuit
LE 3 3 7 4
LT 3 10 15 12
RT 10 5 7 7
RE 7 8 11 5
Linebackers
-----------
speed tackling strength awareness
MLB 3 5 13 6
RLB 8 9 4 3
LLB 13 6 15 8
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 5 10 0 6
FS1 5 1 0 10
RCB1 5 7 13 10
LCB1 10 5 7 12
RCB2 5 2 0 8
LCB2 5 2 0 4
FS2 10 3 8 4
Special Teams
-------------
range accuracy consistency
K 12 13 3
P 2 1 4
-------------------------------------------------------------[ 55 ]
NEW YORK
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 12 11 6 8
Running Backs
-------------
speed power breaking tackles hands
FB 5 9 5 7
HB1 8 5 14 3
HB2 6 4 10 3
Receivers
---------
speed catching breaking tackles quickness
WR1 10 7 3 6
SE1 6 5 9 9
TE1 5 8 3 11
WR2 6 6 5 6
SE2 5 6 5 7
TE2 3 0 3 5
Offensive Line
--------------
weight pass blocking run blocking speed
C 254 9 8 10
LG 280 9 9 5
RG 297 9 13 10
LT 316 5 11 5
RT 280 5 6 0
Defensive Line
--------------
speed tackling strength pursuit
LE 10 4 4 4
LT 3 9 5 10
RT 8 6 4 3
RE 6 8 15 12
Linebackers
-----------
speed tackling strength awareness
MLB 15 8 11 11
RLB 13 13 11 10
LLB 3 5 12 3
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 12 12 10 5
FS1 12 4 8 7
RCB1 12 3 3 5
LCB1 15 8 7 12
RCB2 7 1 0 7
LCB2 5 2 2 4
FS2 5 3 2 6
Special Teams
-------------
range accuracy consistency
K 7 6 9
P 14 8 11
-------------------------------------------------------------[ 56 ]
PHILADELPHIA
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 12 4 12 15
Running Backs
-------------
speed power breaking tackles hands
FB 6 9 3 7
HB1 4 6 11 11
HB2 6 6 3 11
Receivers
---------
speed catching breaking tackles quickness
WR1 12 11 7 7
SE1 6 7 15 4
TE1 7 15 7 13
WR2 4 7 0 11
SE2 9 0 0 2
TE2 7 11 0 1
Offensive Line
--------------
weight pass blocking run blocking speed
C 278 9 7 0
LG 288 6 11 0
RG 286 11 11 5
LT 271 9 5 5
RT 275 6 13 5
Defensive Line
--------------
speed tackling strength pursuit
LE 10 10 15 12
LT 3 8 15 12
RT 10 9 15 9
RE 6 10 15 12
Linebackers
-----------
speed tackling strength awareness
MLB 8 14 15 15
RLB 8 1 2 3
LLB 8 10 8 15
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 10 10 14 5
FS1 5 10 15 15
RCB1 15 4 14 15
LCB1 15 6 7 5
RCB2 10 1 0 4
LCB2 5 1 1 10
FS2 5 2 7 10
Special Teams
-------------
range accuracy consistency
K 3 1 1
P 3 1 7
-------------------------------------------------------------[ 57 ]
PITTSBURGH
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 7 8 9 11
Running Backs
-------------
speed power breaking tackles hands
FB 7 9 8 10
HB1 9 7 9 3
HB2 5 4 3 8
Receivers
---------
speed catching breaking tackles quickness
WR1 11 13 10 15
SE1 8 6 8 9
TE1 3 6 6 7
WR2 5 3 6 3
SE2 8 5 4 5
TE2 2 4 4 6
Offensive Line
--------------
weight pass blocking run blocking speed
C 276 6 5 10
LG 261 12 13 7
RG 278 9 14 10
LT 293 6 11 3
RT 266 8 10 6
Defensive Line
--------------
speed tackling strength pursuit
LE 8 7 7 10
LT 3 11 15 12
RT 10 8 10 8
RE 7 3 5 7
Linebackers
-----------
speed tackling strength awareness
MLB 8 6 10 5
RLB 13 9 15 7
LLB 3 3 3 5
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 13 12 12 4
FS1 10 7 15 4
RCB1 14 5 10 10
LCB1 9 8 9 13
RCB2 5 2 12 4
LCB2 11 4 4 8
FS2 5 3 9 3
Special Teams
-------------
range accuracy consistency
K 10 10 13
P 3 3 3
-------------------------------------------------------------[ 58 ]
SAN FRANCISCO
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 15 15 6 8
Running Backs
-------------
speed power breaking tackles hands
FB 8 10 13 11
HB1 6 10 12 7
HB2 9 7 3 3
Receivers
---------
speed catching breaking tackles quickness
WR1 15 15 8 15
SE1 15 11 11 8
TE1 4 7 11 11
WR2 6 7 3 3
SE2 6 7 3 9
TE2 7 7 7 8
Offensive Line
--------------
weight pass blocking run blocking speed
C 264 8 9 10
LG 257 6 15 10
RG 276 6 11 0
LT 299 12 15 0
RT 279 12 15 10
Defensive Line
--------------
speed tackling strength pursuit
LE 10 10 10 11
LT 3 8 2 6
RT 0 4 3 6
RE 10 8 9 7
Linebackers
-----------
speed tackling strength awareness
MLB 8 15 15 14
RLB 3 6 8 14
LLB 13 12 15 14
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 10 15 14 2
FS1 10 8 7 15
RCB1 15 10 13 8
LCB1 5 15 13 8
RCB2 5 2 0 8
LCB2 10 6 7 2
FS2 10 6 7 8
Special Teams
-------------
range accuracy consistency
K 12 12 12
P 6 1 7
-------------------------------------------------------------[ 59 ]
WASHINGTON
Player ratings
Quarterbacks
------------
pass range pass accuracy speed scrambling
QB 14 10 6 11
Running Backs
-------------
speed power breaking tackles hands
FB 6 10 7 7
HB1 7 8 10 7
HB2 5 7 4 5
Receivers
---------
speed catching breaking tackles quickness
WR1 12 10 12 13
SE1 9 11 11 15
TE1 6 7 5 8
WR2 11 10 9 12
SE2 6 7 4 7
TE2 2 2 0 6
Offensive Line
--------------
weight pass blocking run blocking speed
C 264 11 11 10
LG 272 6 12 10
RG 299 11 11 2
LT 299 12 15 10
RT 312 12 15 0
Defensive Line
--------------
speed tackling strength pursuit
LE 10 8 11 10
LT 2 6 15 7
RT 2 9 13 7
RE 10 6 13 11
Linebackers
-----------
speed tackling strength awareness
MLB 3 3 12 2
RLB 13 10 15 6
LLB 5 8 8 4
PLB 8 10 1 6
Defensive Backs
---------------
speed tackling hitting ability pass coverage
SS 5 11 12 4
FS1 5 8 11 9
RCB1 10 8 11 9
LCB1 15 3 11 9
RCB2 5 2 9 8
LCB2 12 4 10 5
FS2 6 4 9 5
Special Teams
-------------
range accuracy consistency
K 2 9 7
P 8 13 11
-------------------------------------------------------------[ 60 ]
APPENDIX A: QUICK GUIDE TO FOOTBALL
For those of you who know nothing of the rules of football, here's
an introduction to the basic principles of the game.
OVERVIEW
The main playing area is 53 12 yards wide and 100 yards long,
divided into two 50 yard halves. At each end of the field is an
additional ten yard section called the end zone.
Each team has 11 men on the field. At any point in the game, there
is an attacking team, or offense, and a defending team, or defense.
The offense is truing to score points, and in order to do that it's
got to move the ball across the defense's goal line and into the
end zone for a touchdown. Each touchdown earns the offense 6
points. The touchdown is the primary way to score points - there
are a few other ways, but we'll talk about those later.
Most of the game runs like this: The two teams line up against each
other on either side of an imaginary line. This imaginary line -
the line of scrimmage - runs through the point on the field where
the ball currently rests. The offense has four attempts to move the
ball from the line of scrimmage to the defense's goal line. These
attempts are called downs: first down, second down, and so on. If
the offense manages to move the ball 10 or more yards closer to the
defense's goal line, they get a new first down from the point where
the ball came to rest. The teams now line up on the new line of
scrimmage and the offense has four more attempts to move the ball
ten or more yards.
[SEE JOHNMADDEN-P61.IFF]
-------------------------------------------------------------[ 61 ]
If the offense either scores a touchdown or fails to gain ten yards
in four downs, play passes to the other team, who become the
offense and try to move the ball in the opposite direction - toward
the other team's goal line. The game continues like this through
four 15 minute quarters.
THE KICKOFF
The game begins with the visiting team kicking the ball from their
35 yard line toward the players of the home team. The home team
catches the ball and runs toward the opponents' end zone. The
kicking team pursues the player who caught the ball and tries to
knock him to the ground, or tackle him. When the player carrying
the ball is tackled or runs out of bounds (off the edge of the
field), play stops and the referee marks the spot at which it
happened. This is known as spotting the ball, and play resumes
from here. The team that kicked the ball is the defense, and the
team that caught the ball is the offense.
If the kick is caught in the end zone, the home team can touch the
ball on the ground rather than run towards the center line. Known
as a touchback, this action automatically sets the line of
scrimmage on the 20 yard line.
THE SCRIMMAGE
Before each play begins, the two teams get in a circle - that is,
they huddle - to discuss tactics. The offense plans a strategy
intended to get the ball at least ten yards closer to the
defense's goal line; the defense tries to anticipate the offense's
plan of action and arrange their players in such a way as to
prevent the offense from ganing yardage.
An important thing to remember about American football is that even
though each team has only 11 players out on the field, there are
actually 45 players per team. Depending on the offensive or
defensive strategy chosen, different players are brought out. For
example, if your team is the offense and you think that the only
chance you have of gaining yardage is with a long pass, you want to
bring out a lot of players that can run fast and catch well. Once a
play has been chosen, the teams line up opposite each other along
the line of scrimmage in formation. The formation varies depending
on the strategy selected.
Between the two teams, along the line of scrimmage, is a neutral
zone the length of the football. If a player from either side
enters this area before the ball is brought into play, an offsides
penalty is called and five yards are taken from the offending team.
NOTE: Defense may enter the neutral zone with no penalty on two
conditions:
1. They touch no offensive players, and
2. They return to the defensive side before the ball is snapped.
-------------------------------------------------------------[ 62 ]
THE SNAP
The quarterback is the player in charge who calls the plays for the
offense. On the quarterback's instructions, the offensive player
holding the ball - known as the center - snaps the ball back to the
quarterback. At this point, the ball is considered 'in play'.
Players from both teams can cross the neutral zone and all breaks
loose on the field.
The offense must now physically move the ball toward the defense's
goal line. There are two ways to do this. The most obvious way is
to carry the ball toward the goal line. This is known as a running
play. the other method is to throw the ball forward to another
player. They call this a passing play. Only one forward pass can
be made per play. It can be passed to another player after this,
but only if the player is level with or behind the passer.
OFFENSE: RUNNING PLAYS
Once the quarterback receives the snap, he can hand or pass the
ball to another player behind the line of scrimmage, who then
attempts to weave his way through the defense toward the goal line.
Alternately, he can choose to run with the ball himself.
The defense tries to tackle the guy with the ball or force him out
of bounds. If they succeed, the spot where the ball became 'out of
play' is marked. This point is then compared with the original
line of scrimmage. If 10 yards or more have been gained, a new
first down is awarded. If less than 10 yards have been gained, the
ball is spotted at its new yardage line and the next down is
declared.
After each play, the current down and the number of yeards needed
to get another down are announced. For example, say it's the first
down and the defense tackles the ballcarrier four yards in front of
the original line of scrimmage. The next play would be described
as 'second and six,' indicating that the offense was on its second
down and now needed six yards to gain a new first down. The offense
can also lose yardage. For instance, if the defense tackled the
ballcarrier three yeards behind the original line of scrimmage,
the next play would be described as 'second and thirteen.'
The most common type of running play is the handoff, in which the
quarterback literally places the ball in the hands of another
player who is sprinting toward the defense's end zone. Another type
of running play is the pitchout, in which the quarterback tosses
the ball underhand to a player running wide toward the edge of the
field.
-------------------------------------------------------------[ 63 ]
OFFENSE: PASSING PLAYS
In passing plays, the quarterback throws the ball overhand to a
receiver who attempts to catch it. If the receiver manages to catch
the ball, he puts his head down and runs like hell toward the
defense's goal line. If he's already in the end zone, it's a
touchdown.
When performing a passing play, the quarterback waits for the snap
and then drops back into an area known as the pocket - a
momentarily safe area craeted by blockers, who are keeping the big
defensive guys off him while he scans the field for a suitably
placed receiver. Of course, dropping back into the pocket alerts
every guy in the defensive front line that a pass is about to go
down, so they try to blast through the offensive blockers, hoping
to reach the quarterback or at least upset his throw. This is known
as a pass rush. If the quarterback can't find an open receiver, he
may have to makea run for it to avoid being tackled. This last
ditch attempt to gain a few yards is called a scramble. If the
defense does manage to tackle the quarterback behind the line of
scrimmage, it's called a sack. getting sacked is a quarterback's
worst nightmare.
A pass is declared complete when the receiver clearly has the ball
in his possession - not in and out of his hands like a wet fish -
and both his feet are within the boundries of the field. If the
ball isn't caught, then the pass is declared incomplete and the
ball is spotted at its last position. For example, say the offense
is on its second down with twelve yards to go. If their pass is
incomplete, the ball is spotted again and play resumes at 'third
and twelve.'
Occasionally a player on the defense manages to catch a ball
thrown by the offense. This is known as an interception. As soon
as a ball is intercepted, the defense immediately becomes the
offense and is free to run the ball toward the opposite goal line.
It's against the rules for a player to impede another player -
offense or defense - who is trying to make a catch. When this
occurs, pass interference is called. If the defender interfers
with an offensive receiver, the ball is spotted at the point where
the interference occured and the offense is given an automatic
first down. If an offensive player interfers with a defensive
receiver, a 10 yard penalty is given against the offense - that is,
the ball is spotted 10 yards behind the line of scrimmage.
PUNTS
On the fourts down, the offensive team can choose to kick (punt)
the ball toward the opponent's goal line. The center snaps the ball
back about 15 yards from the line of scrimmage to the punter, who
then kicks the ball into the defense's half as if it were a
kickoff. The defense catches and takes possession of the ball, thus
becoming the offense.
-------------------------------------------------------------[ 64 ]
Punting is particularly useful when the offense is struck down on
its half of the field and they don't think they can get a new
first down. A long punt can drive the opposing team deep into
their own territory and make it more difficult for them to gain
enough yardage to score.
The offense can also fake a punt - the punter makes like he's going
to kick, but at the last moment throws the ball to an open receiver
or hands the ball to a fullback.
DEFENSE: GAINING POSSESSION
The defensive team has two goals in mind. The immediate goal is to
keep the offense from gaining territory, making first downs, and
scoring touchdowns. Keeping the offense at bay through four downs
isn't easy, so the defense's secondary goal is to take possession
of the ball and become the offense. This can be achieved by
turnovers. One type of turnover, mentioned earlier, is the pass
interception. The other is the fumble, when the offense
accidentally drops the ball. If a defensive player manages to
pick up or recover a fumbled ball, he's considered to have
possession of the ball and is free to run it toward the opposing
team's goal line.
AUDIBLES AND TIME OUTS
Once each team has called it offensive or defensive play, it lines
up on the line of scrimmage. At this point, they try to guess the
other team's strategy from the types of players they have on the
field and the kind of formation they're in. The quarterback or
defensive lineman who calls the plays may decide that the play or
formation he chose is inappropriate, given the apparent strategy
of the opposing team. When this happens, there are two kinds of
last minute changes he can make.
First, he can call an audible. An audible is a special pre-arranged
play associated with a particular combination of numbers and
words. It might be a trick offensive play or a defensive rush.
By audibly calling out code words or numbers before the ball is
snapped, the quarterback or linebacker alerts the team that the
special play is replacing the one previously called.
If the coach decides he needs a complete change of fomration, he
can call a time out. During time outs, the game clock is stopped
and the teams have 90 seconds to reorganize the play from scratch.
Each team has three time outs during a half.
-------------------------------------------------------------[ 65 ]
SCORING POINTS
We've already mentioned the touchdown, but there are other ways to
score, too. After a touchdown, the offense attempts to make a point
after tocuhdown (PAT). The ball is spotted on the three yard line
and snapped back about seven yards or so to a holder. The holder
places the ball on the ground and orients it for the kicker, who
attempts to kick it over the cross bar and between the goal posts.
A successful PAT gives the offense 1 point.
The offense can also score from a normal down by kicking a field
goal. This is rarely attempted from further out than 40 yards. It
takes exactly the same for as a PAT: the center snaps to a holder,
who orients the ball for the kicker. A successful field goal gives
the offense 3 points. If the attempted field goal is unsuccessful,
the defense takes possession of the ball at the spot where the
kick was attempted.
The defense can also score in a situation known as a safety. This
occurs when a defensive player tackles the ballcarrier in the
offense's own end zone. This earns the defense two points.
THE TEAMS
Each team consists of a pool of 45 players, any 11 of which are on
the field at the same time. Each team has a number of different
11-man configurations, divided into offensive defensive, and
special teams. The latter are used mainly for kicking plays -
kickoffs, field goals, punts and PATs.
Though there are many possible variations, a typical lineup can
be divided into three main categories:
Linemen (or offensive line) A center flanked by two guards, in
turn flanked by two tackles. The
tackles protect the bakcs from
defensive rushes.
Receivers Two wide receivers and tight end at
one end of the line. The wide
receivers are usually fast and handy,
while the tight end is a bigger and
heavier receiver who can act as a
blocker if necessary.
Backfield The quarterback and two running backs
(halfbacks, fullbacks, or both). The
quarterback is the boss, calling the
plays, doing most of the ball
handling, passing, and even running
occasionally. The fullback is the
heaviest offensive back on the field,
generally used for short running
plays and
-------------------------------------------------------------[ 66 ]
protecting the quarterback. The
halfback is a multi-function player
who can run, block, receive, or even
pass when necessary.
The defensive lineup can also be divided into three categories:
Defensive Line Three or four big defenders,
consisting of one or two tackles
flanked by two ends. It's their job
to block running plays through the
center and rush the quarterback.
Linebackers Three or four multi-purpose defenders
who can chase runners or drop back to
defend against passes. In a blitz
defense, the linebackers may also
rush the offensive line.
Defensive Backs Four back line defenders, consisting
of two safeties flanked by two
cornerbacks. The defensive backs
guard the area behind the linebackers
called the secondary. They're the
last line of defense against running
backs and receivers.
[SEE JOHNMADDEN-P67.IFF]
-------------------------------------------------------------[ 67 ]
APPENDIX B: CONTROL SUMMARY
You control the player standing on the 4-arrow symbol. Move the
joystick in the direction you want the player to run.
DEFENSE KICKOFF
Tap FIRE Start kick and bring up Kick Meter
Joystick Right Control next plare in team
Joystick Left Control previous player in team
Jostick Up Alet team to audible
Once team is alerted to audible:
Joystick Left Normal formation
Joystick Up Normal formation
Joystick Right Onside formation
Using the Kick Meter:
Joystick Left Aim kick to left side of screen
Joystick Right Aim kick to right side of screen
Tap FIRE Freeze Power Level and execute kick
SELECTING FORMATIOSN AND PLAYS
Joystick Left Scroll plays left
Joyctick Right Scroll plays right
Joyctick Down Go to parent Formation or Set
Hold FIRE, Select Window A
Joystick Left,
Release FIRE
Hold FIRE, Select Window B
Joystick Up,
Release FIRE
-------------------------------------------------------------[ 68
Hold FIRE, Select Window C
Joystick Right,
Release FIRE
OFFENSE - BEFORE THE SNAP
Joystick Down Fake the snap
Tap FIRE Snap the ball
Joystick Up Alert team to audible
When team is alerted to audible:
Joystick Left Trick play
Joystick Up Anti-Blitz play
Joystick Right Running play
OFFENSE - RUNNING PLAY
Joystick in any Control ballcarrier
direction
Tap FIRE, Ballcarrier dives in direction held
Joystick in any
direction
Hold FIRE, Gives ballcarrier extra umph
Joystick in any
direction
Joystick centered Ballcarrier spins
Tap Fire
OFFENSE - PASSING PLAY
Joystick in any Control Quarterback
direction
Joystick Left, Quarterback dives in direction held
Right, or Up,
Tap FIRE
Joystick centered Quarterback spins
Tap FIRE
Joystick Down, Bring up Passing Windows
Tape FIRE
-------------------------------------------------------------[ 69 ]
When the Passing Windows are up:
Hold Fire, Joystick Left, Select Window A
Release FIRE
Hold FIRE, Joystick Up, Select Window B
Release FIRE
Hold FIRE. Joystick Right, Select Window C
Release FIRE
Controlling the receiver once the ball is thrown:
Tap FIRE, Joystick in Dive for ball in direction held
any direction
Hold FIRE, Joystick in Jump for ball ind irection held
DEFENSE - BEFORE TH SNAP
Hold DIRE, Joystick Left Change player under control
or Right
Joystick in any direction Control player
Hold Fire, Joystick Down Anticipate the snap
Hold FIRE, Joystick Up Alert team to audible
When team is alerted to audible:
Joystick Left Anti-Run play
Joystick Up Blitz play
Joystick Right Stunt play
-------------------------------------------------------------[ 70 ]
DEFENSE - AFTER THE SNAP
Joystick in any direction Control player
Tap FIRE Change control to player closest to
the ballcarrier
Hold FIRE, Joystick in any Jump to block or catch or dive to
direction make a tackle
When player is in contact with the offensive ballcarrier, you can
tap FIRE to try to strip the ball and cause a fumble.
KEYBOARD CONTROL
The following keys emulate joystick control
Z, X Left, right
/, ' Down, up
Return Fire
MISCELLANEOUS KEYS
F1 Pause Player 1
F10 Pause Player 2
Shift-Esc Escape to menu
When in Pause mode, tapping FIRE calls a Time Out for the player's
team.
-------------------------------------------------------------[ 71 ]
CREDITS FOR THE AMIGA VERSION
Programming: Gary Roberts
Static Artwork, EASN Intro, and Title: Carl Cropley
Player Sprites: Martin Calvert
Music & Sound Effects: Jason A.S. Whitely
Producer: Kevin Shrapnell & Jack Falk
Assistant Producer: Scott Probin
Testing: John Roberts, Matt Webster & Michael Lubuguin
Technical Assistance: Colin McLaughlan
Product Manager: Susan Goerss
Package Design: William Gin
Package Art Direction: Nancy Waisanen
Package Photography: David Powers and Don Transeth
Quality Assurance: Bill Romer
Amiga Documentation Revision: Tim Ponting & David Luoto
Manual Layout: Jennie Maruyama
Screenshot Photography: Frank Wing
About Gary Roberts
Gary started programming at college, where he did his A levels in
Computer Science, Maths, technology and Electronics and wrote some
games that gave plumbing problems to various networks and almost
got him thrown out.
After college, it was on to the university, where he got a degree
and some placements he'd rather gorget about. Then IBM snatched him
up and made him work on a CD-ROM-based ray-tracing multi-media
project and some other things with lots of hyphens in them. During
this time of collars, ties and corporate lunches, he worked on
something called Pink Floyd: The Wall, now the Numero Uno demo on
the Amiga.
He also wrote a game for the Amiga called TANX, which was published
on Amiga Computing and Amiga Action. It was this kind of stuff that
got the attention of Electronic Arts and their score of roving
talent scouts. That, and the 231 CVs he sent us.
When Gary isn't sweating over other hot Amiga conversions, you'll
find him flying models, gliding in various contraption, and
basking in the worship of adoring females. As he blithely sums up:
"It's a life."
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ORIGINAL JOHN MADDEN FOOTBALL CREDITS
Programmed by Jim Simmons
Graphics by Steve Quinn, At Alvia & Brian OHara
Production Assistance by Troy Lyndon & Michael Knox for the Park
Palace roduction Team
John Madden Football designed by John Madden, Scott Orr & Richard
Hilleman for Electronic Arts
Documentation: R.J. Berg
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