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    FAQ/Strategy Guide by GammaBetaAlpha

    Updated: 05/13/12 | Printable Version | Search Guide | Bookmark Guide

                                      Madden '97
                                       Game Boy
               Developer: Tiertex Design Studios   Publisher: Black Pearl
                                  By: GammaBetaAlpha
                                   Table of Contents
                            How To Play                 [HELP]
                            Offensive Playbook          [OFFP]
                            Defensive Playbook          [DEFP]
                            Donations/Amazon            [DONT]
                            Contact Info                [CONT]
                            Credits                     [CRED]
                                      How to Play
            These are all the following types of game modes that you can play.
            Exhibition is a single-game affair. Here, you can play as any team, and
    play against any team, even having the same team play against itself.
    Sudden Death
            In here, you can choose your team and the team to play against. Each
    team will make their plays until one team scores, ending the sudden death.
    New Season
            New Season will have you start from the very first game of the season
    and allow you to run through all sixteen games. Should you end off with a
    sufficient record, you will head to the playoffs as well. The actual schedules
    for each team are based off their 1996 NFL season schedules, so if you wish to
    know who you will be playing against and in what order, look up the schedule of
    the team you are playing as. After each game you will be given a password.
    New Playoffs
            This mode allows you to skip the season altogether and start in the
    playoffs, in the Wildcard round. After each game you will be given a password.
    Cont. Season
            By using a password that you should obtain at the end of every game, you
    can resume play in the season.
    Cont. Playoffs
            By using a password that you should obtain at the end of every game, you
    can resume play in the playoffs.
            In addition to the different type of modes, you will also have a few
    options you can toggle in several of the modes.
    Game Time
            Here, you can change the length of each game, with options of 20 minutes
    (5 minute quarters), 40 minutes (10 minute quarters), or a full 60 minute game
    (15 minute quarters).
            Using this, you can toggle weather options such as rain on or off.
    Choosing a Play
            Prior to the start of each play, you can choose a play to use in the
    next play. Read the playbook listed in this guide for a description of each
    play. If you are playing Offense, press Select to go down to three options. NO
    HUD means no huddle, where you will skip straight to the play when you select
    your play. FLIP means that your play will be reversed from its normal
            If you fail to select a play before time runs out, then you will
    automatically go through the play you used prior.
    Start Menu
            During the Play options menu, press Start to open up a menu with several
    options. Some of these options are not available if you open the Start Menu up
    during actual play.
            Resume Game - Go back to the game
            Call Timeout - Allows you to call a timeout. Given that the Start menu
    is itself a pause screen, you should use a timeout only if the play clock is
    about to run out on you. The number of timeouts remaining is indicated on the
    left hand of the screen while choosing your play.
            Substitutions - Lets you substitute out a player.
            Drive Summary - Shows the number of plays on the current drive by
    passing and rushing and number of yards by both.
            Set Audibles - Allows you to assign up to four audibles, two on offense
    and defense.
            Injury Report - Gives a report on injured players, if any.
            Set Music - Music options
            Set SFX - Toggle special effects on and off.
            Statistics - Shows the score, number of plays and number of yards for
                         the game in total by your team.
    A - Audible
    B - Start the kick, end the kick
    Left, Right - Control the direction of the kick
            When you first line up, you can press A for an audible. To start the
    kick, press the B button. You will be given a meter that will rise up and then
    fall back down. Press the B button again to stop the meter, and depending on how
    high it is, the further your kick will go. Do NOT stop the meter at the very
    top, as it will cause the football to go out of bounds at the endzone.
            Additionally, there is a second meter that you can manually adjust while
    the first meter is moving. Press the left or right D-pad button to move the
    meter, which controls the direction you kick it in.
            To perform an Onside Kick, press A to do an audible for all your players
    to band together to the right side. When you kick, press right on your D-Pad to
    kick the ball to the right, and hit the B button when it is on its way down and
    very low.
    Punt/Field Goal
    A - Audible
    B - Start the kick, end the kick
    Left, Right - Control the direction of the kick
            The set-ups for both punt and the field goal are close to the same.
    After pressing B for a snap, you will get a vertical and horizontal meter. You
    can press left and right to control the direction of the ball, and press B when
    the vertical meter is at the top to get as powerful a kick as possible.
            With field goals, you will want to adjust the direction very slightly to
    the left (or right if you have a flipped play) to adjust for the kick being off
    -center from the goalposts.
    Punt Return/Kick Return
    D-Pad - Move your receiver around
            Much like with Punt and Field Goal, both the Punt Return and Kick Return
    share the same controls in general. As soon as the opposing team kicks, the ball
    will fly into the sky. Your receiver will generally catch it with no problems,
    although he may ignore it if it will result in a touchback. Once you have the
    ball, you can move forward as far as possible before getting tackled and knocked
    Offense (Pre-Snap)
    B - Use Audible (prior to snap)
        Snap the Ball
    A - Open up Audibles (prior to snap)
        Use Audible (prior to snap)
            You can use audibles prior to your snap, by pressing A to first indicate
    you wish to use an audible, and then pressing either A or B to yell out
    preassigned audibles. After, you can press B to start the ball.
    Offense (Passing Play)
    D-Pad - Control the QB/Receiver
    A - Open up the viewing screen for QB to throw, toggle viewing screen
    B - Throw the ball
            On a passing play, the ball will be snapped to the QB, who will drop
    back. Use the A button to open up the viewing screen, and you can toggle between
    the three different windows, again using the A button. Throw the ball using the
    B button.
            When the ball begins to land, you should see an X marked in the ground
    with a circle around it. Get your receiver once you have control of him to stand
    on the crossmark X to catch the ball, and then run.
    Offense (Rushing Play)
    D-Pad - Control the ball carrier
    B - Spin out of an opponent's grasp
        Stiff arm an opponent before running into him
    A - Press to do a dive for extra yardage
        Hold to jump over players lying on the ground
            When you are doing a rushing play, the hand-off or short pass by the QB
    is automatically done after the snap, so you need not worry about that. Instead,
    you need to focus on getting yourself upfield to the goal line. On your way, you
    should encounter several opposing players. You can use the B button to try and
    knock them aside while going up.
    D-Pad - Move around
    B - Use Audible (prior to snap)
        Switch control to the player nearest the ball holder
    A - Make a (diving) tackle
        Open up Audibles (prior to snap)
        Use Audible (prior to snap)
            Prior to the offense's snap, you can use the B button to toggle between
    players. Afterwards, pressing the B button will switch to the player closest to
    the ball-holder. Use the A button to go into Audibles, and you can press A or B
    to use your preassigned Audible.
            Once you get close to the ball-holder, use the A button to make a
            If the opposing quarterback throws the ball, there is no way to
    intercept or knock the ball out of the air. The best way to stop the ball is
    either to push against the opposing team's receiver to move him away from the
    crossmark X, or to tackle him right as he catches the ball to knock it out of
    his hands, resulting in an inconvenience.
            There are a couple of noticable quirks in the gameplay for Madden '97.
            •First, sometimes if the opposing team is playing 3rd and Long, they
    will punt right then instead of going to a 4th down.
            •The line of scrimmage is considered to be where the O-line is lined up
    when you are playing defense. Quite literally, you can bring your player up to
    the nose of an O-lineman and not be called offside.
                                  Offensive Playbook
            A major thanks goes to VinnyVideo, whose playbook descriptions from his
    Madden 2000 guide for the Game Boy Color both of the playbooks are copied and
    pasted from, with formatting changes to reflect this guide's own formatting. You
    can locate his Madden 2000 guide at:
    FAR/NEAR (18 plays)
            This formation is best for running, although it contains several passing
    plays. The only difference between the "Far" and "Near" formations is whether or
    not your halfback is on the same side of the formation as the tight end.
    HB Toss Sweep
            This is a sweep right play. You can frequently get a big gain, but if
    the linebackers stop you in the backfield, you're looking at a loss of five. The
    flipped version of the play tends to work more like an off tackle, reducing
    both risk and reward.
    HB Counter
            In a counter play, the running back steps in one direction to fake out
    the defense, and then he runs the opposite direction. You can often get five
    yards with this, especially if you have a good right tackle and a back who can
    break a tackle or two. The play will be most effective if you run straight up
    the hashmark.
    HB Inside
            This play demonstrates the difficulty of running inside, even if you
    have a good offensive line. You can't often gain more than a yard or two on this
    play. Fortunately, you're also very unlikely to lose yardage. If you flip the
    play, watch out for blitzing left outside linebackers.
    Weak Flood
            All of your targets are on the strong side of the line on this play. The
    fullback (3) works almost like a screen pass. The halfback (2) will be running
    in real traffic, so your best target is the split end (1) on the slant.
    FB Option Dive
    This is basically a plain old fullback dive. If the middle linebacker blitzes
    outside, you can gain some real yardage. Otherwise, you're looking at a safe
    way to earn two yards. A good Mike Alstott play.
    TE Corner
            On this play, all of your options are on the strong side of the field.
    The halfback (1) runs a deep curl, while the tight end (3) and flanker (2)
    cross. If the defense is blitzing the linebackers, this play works very well,
    especially when throwing to the halfback.
    Roll Out
            This is a good play to use with a scrambling quarterback. If the LOLB
    sits back in coverage, you might want to take off running. Otherwise, look for
    the tight end (1) on the post or the halfback (3) near the sideline, or go for
    the home run with the flanker (2).
    PA Far
            The quarterback takes a while to drop back, so you could use this play
    as a quarterback draw. The best option is usually the split end (1) on the short
    in pattern. The other options include a hooking tight end (3) and a flanker (2)
    on a corner route.
    FB Circle
            The split end (1) runs an out, while the flanker (2) fakes a slant and
    runs a corner route. The fullback (3), who will be available in the flat, is a
    great option against the ROLB blitz.
    PA Near
            If your flanker (2) is fast, he might just get open downfield for a
    touchdown! If he's covered, try the tight end (3) on the in pattern or the split
    end (1) on the post.
    Strong Flood
            All receiving options are on the strong side of the line, and every one
    of them is moving toward the sidelines. This play can work against a deep zone,
    but it's not great for first down.
    HB Lead
            A good, effective running play. The fullback normally runs off tackle,
    with the halfback as the lead blocker. If the strong-side linebacker isn't
    blitzing, try running to the sideline as if this were a sweep; you'll probably
    gain 50 yards. Otherwise, run the play as drawn.
    HB Toss
    This play is almost as great as it is in Madden '96. Once your back takes the
    pitch, zoom right and turn when you reach the sideline. You get the ball deep
    in the backfield, so you should have a good view of the field. Unless you get
    stopped in the backfield, you'll be happy with the outcome.
    FB Screen
            Your primary option for this screen pass is, of course, the fullback
    (3). A fast fullback can sometimes zip down the sideline and score a touchdown,
    but it's also possible to lose six or seven yards. You can also try the split
    end (1), who fakes an in route, or the flanker (2) on the hook.
            The split end (1), tight end (3), and flanker (2) all run short hook
    patterns. This play may flop if your opponents are using a short zone.
    WR Screen
            An interesting play. Your flanker (2) stands still and receives the
    pass. Meanwhile, the right tackle and fullback pull to block for the receiver.
    In this game, though, the blockers are BEHIND the flanker, defeating the whole
    purpose of the play. Don't forget about the streaking split end (1) and the
    tight end (3) on the post - either of whom can make a big play if they're not
    HB Sweep Right
            On this play, the halfback takes the pitch and must run all the way to
    the sideline before turning. There's obviously a risk here, but a fast back can
    "take it to the house."
    Stop Clock
            In this play, the quarterback spikes the ball to stop the clock. It's
    best used in two-minute drill situations when stopping the clock is worth losing
    a down. In this game, though, it's usually quickest just to run a play. This
    play appears in every formation.
    "I" FORM (9)
            The I-Form has the fullback lined up between the quarterback and
    halfback, forming an "I" shape.
    Quick Slant
            On Quick Slant, your main target is the slanting split end (2). The
    tight end (3) on the post can also be effective, while the halfback (1) in the
    flat may face too much pressure, especially if the ROLB is blitzing.
    WR Outs
            Both backs stay in to block, so you have a lot of time to throw to the
    man of your choice. The receivers (1 and 2) run deep outs, and the tight end (3)
    streaks. This play is exciting, fun, and quite effective.
    HB Counter
            This counter play could definitely fool the defense into thinking the
    fullback has the ball. Unless you can squirt through the middle, you won't often
    gain more than a couple yards with this play.
    FB Dive
            This play is exactly what it says it is - a fullback dive. 1-5 yards is
    a frequent outcome, but at least you won't lose any yardage. This works well
    against stacked lines, and it can also be very effective when the nose tackle
    is guarding the outside rush.
    HB Sprint Draw
            The linemen take a step backward here, which may fool the defense into
    thinking this is actually a pass. It's a reliable way to earn 5-10 yards, and
    more against a passive defense.
            All three receiving options run short curls. You'll be best off
    releasing the ball right before the receivers turn. This is a great antidote to
    deep zones, but it's good any time. The tight end (3) faces too much traffic
    against standard 4-3 schemes, though.
    HB Sweep
            Student Body Left. The halfback takes the pitch, trailing behind the
    fullback and left guard. Let the blockers do the grunt work and you should have
    a big gain. One of the best running plays, and a good choice as run audible.
    TE Out and Up
            The split end (1) runs a nice in route that usually avoids most of the
    interior congestion. The tight end (3) on the out and up route can get wide
    open. The flanker (2) on the post will frequently draw double coverage, making
    him a risky bet.
    Stop Clock
            Use this play to stop the clock in a two-minute drill.
    GOAL LINE (9)
            This formation is full of plays that are useful only in short-yardage
    situations, especially near the goal line. There are two backs, two tight ends,
    and a receiver - ideally the one with the best "hands" rating. Reversing Goal
    Line plays will have little effect.
    HB Lead Left
            This is a halfback dive. If you need 1-2 yards, HB Lead Left is a good
    play to use. However, it will occasionally fail spectacularly if the fullback
    fails to pick up the nose tackle.
    FB Pull
            The goal of this play is to avoid the congestion in the middle by
    running off right tackle. Instead of trying to charge through the cloggage, the
    fullback takes the pitch and runs outside.
    HB Lead Right
            Just like HB Lead Left, although slightly safer and more effective.
    Flood Left
            There aren't many passing plays in the Goal Line formation, but this is
    one of them. Personally, however, I prefer Play Action, the other passing play
    in the Goal Line formation. The backup tight end (1) on the out is your most
    effective option, as he's the least likely to be in considerable traffic. You
    could also roll out to the right and run for the score.
    FB Cut Left
            Another fullback sweep, but since there's less blocking on the weak
    side, this isn't as good as FB Pull.
    HB Cut Right
            I don't like this halfback off tackle play too much; the right tackle
    has trouble holding back the defensive end, who frequently stops the play for a
    QB Sneak
            The Quarterback Sneak is a pretty low-risk play, but don't expect to
    gain much more than a yard or two. But it's very good at getting that one yard!
    This play succeeds a very high percentage of the time.
    Play Action
            The quarterback fakes a handoff on this play. Try throwing hard to the
    halfback (1) in the flat. If he's well covered, try the second or third
    receivers. This is the better of the two Goal Line passing plays.
    Stop Clock
            It's unlikely that you'll use this clock-stopping play from the Goal
    Line formation.
            I don't like this form of the Single Back formation and rarely use it.
    The problem is that your only running back lines up very close to the
    quarterback, so the back can't get much momentum on running plays, and there's
    no fullback to tie up defenders. And while this formation is OK for passing, I
    usually prefer more wide outs and/or a shotgun snap on obvious passing
    HB Toss
            This sweep right can easily lose a lot of yardage, but if your back is
    quick enough, you can turn the corner and make a big play. Watch out for
    cornerbacks, especially against Dime defenses.
    HB Sweep
            This is basically a flipped version of HB Toss.
    Rollout Pass
            On this play, the quarterback rolls out of the pocket, so don't take
    control of him until he's out of the pocket. The tight end (1) on the deep post
    is your primary option, as the other tight end (2) and the flanker (3) often run
    into too much trouble to be particularly useful.
    HB Counter
            As with other counter plays, the back fakes a step in the opposite
    direction before running the intended route. It's possible to lose big yardage
    with this play, and a lot of the time you'll just gain three or four yards, and
    rarely more than ten. It's not my favorite play in the book.
    Quick Screen
            This play is designed as a quick screen pass to the flanker (3). You can
    gain a lot of yardage with a quick receiver. The split end's (1) route is too
    short to be of much use, although you might consider going deep to the tight end
    Circle Pass
            The back (1), who runs a circle pattern, is your primary target. The
    tight end (2) and flanker (3), who cross, provide more of the deep-ball threat.
    HB Dive
            See what I mean about the lack of momentum? This is a low-risk, low-
    reward play that can sometimes gain five yards. Flipping it usually reduces its
    effectiveness. There's not much to say about this meat-and-potatoes play.
    PA Streak
            Where's Reggie Wayne when you need him? This is a very effective Peyton
    Manning-style play - fake a handoff, then throw deep to one of three streaking
    receivers. This is a great way to hurl a bomb when your opponent isn't
    expecting one.
    Stop Clock
            I really shouldn't have to tell you this again, but the Stop Clock play
    spikes the ball so the clock will stop.
    SHOTGUN (9)
            The shotgun formation is good for passing because of its "shotgun" snap
    - the quarterback gets the ball several yards behind the yard of scrimmage
    instead of from right under center. It isn't great for running, though.
    Hail Mary
            All your receivers head deep. This is best used in desperate situations
    where a quick touchdown is needed, although you could try it when you really
    want to shock the opponents.
    Short Posts
            If you're in a two-minute drill, it's hard to beat a hard, quick pass to
    the split end (1) on the out. Both the third receiver (2) and flanker (3) run
    short post patterns.
    HB Toss
            Outside running isn't easy in the Shotgun formation, but good blocking
    will reward you with a big gain. As risky as it can be, it can easily gain 25
    yards. Call an audible in the unlikely event your opponent has eight men in the
    HB Draw Trap
            This can earn a surprising amount of yardage if the defense is expecting
    a pass. Try to hit the hole between the pulling right guard and the left tackle,
    and you should gain about seven yards. Good blocking can take you even further.
    A bold player can try using this play as a sweep right, but that's risky against
    a Nickel or Dime.
    QB Waggle
            You've got to love plays with cute names like this. Normally you roll
    out to the right and throw to one of the receivers (probably the slot receiver
    in the second window) on post patterns, but you might prefer to take off running
    if you have an agile quarterback.
    Deep Outs
            Your main targets here are your exterior receivers (1 and 3), who can
    make some pretty big plays. If they're well-covered, you'll probably be able to
    dump the ball off to the halfback (2). This play is best if you need quick
    yardage, especially in a two-minute drill.
            All three receiving options run hooks in this play. Your best option is
    the tight end (3). It's hard to throw to the flanker (2) with success because
    the halfback (1) usually catches the pass even though it's not intended for him.
    Oh well.
    HB Shovel Pass
            This play is designed to be a shovel pass to your running back (1).
    Expect to gain 5-10 yards against a Nickel defense without much risk, although
    the completion percentage isn't as good as it should be. Against a 4-3, the
    shovel pass can sometimes be stopped for a loss. If you feel lucky or your
    opponent is still in a 4-3 (or you see an open receiver), you can throw deep to
    the crossing tight end (3) and flanker (2).
    Stop Clock
            Our old friend Stop Clock also makes an appearance in the Shotgun
    formation, where it's probably most likely to be used.
            Those boring plays where the scrawny (and nearly always Caucasian) guy
    kicks the pigskin. No offense intended.
    Fake Punt
            A fake punt pass. As you know, fake punts are risky, but they can
    definitely "change the whole complexion of the game." Look for your receivers
    and throw to whoever's open. The man in the second window is safest, while 1 and
    3 are best for longer gains. This play can be quite effective against human
    players, if just for the shock value alone.
            When it's fourth down and too far to kick, you will usually want to
    punt. And this is the play to select when you wish to do so.
    Fake F.G.
            Fake field goals are very risky, so use them carefully. This is a
    standard passing fake field goal. Your best bet is the 2 option. Ignore the
    kicking meter. As with fake punts, fake field goals work best against human
    Field Goal
            This play lets you kick a field goal. What a surprise! This is also the
    play to select when you want to kick an extra point after a touchdown. Don't try
    to kick a field goal unless you're inside the opposition 30 or so, though.
    PRO FORM (18)
    The Pro Form formation, also known as Split Backs or other names, is very
    similar to Far/Near. It's good for both running and passing, and it's probably
    the formation I use most frequently. The Pro Form has the largest play
    selection of any set in the game (except Far/Near, which is really two
    formations in one).
    Roll Out
            As with other rollouts, you want the quarterback to leave the pocket
    before you take control of him. You should have plenty of time for someone to
    get open, since both backs are blocking. The split end (1) on the post often
    draws double coverage, but if he's open, throw to him! Your tight end (3) and
    flanker (2) are safer options, and they can get pretty good results. Don't rule
    out the possibility of running, either.
    Cross Pass
            The #1 receiver runs a slant pattern. If you throw to him, make sure to
    deposit the ball quickly. The tight end (3) runs an out pattern that usually
    crosses with the flanker (2).
    FB Trap
            This is a rare play that really gives your fullback a chance to shine.
    If you have a fullback who runs effectively and an offensive line that blocks
    for the run well, you can easily gain 10 yards with this up-the-middle handoff
    to the fullback. If the middle linebacker blitzes, though, you're looking at a
    big loss.
    Quick Posts
            All three receiving options run short post patterns in this passing
    play. The tight end will be wide open if the safeties cover the outside. This is
    one of my favorites, so I suggest using it as one of your audibles.
    Off Tackle
            The halfback runs between the right tackle and tight end. What more can
    you say? This is a good general-purpose run that should gain about five yards
    without much risk. A good choice as your run audible.
    Hook Outs
            You can go deep with the wide outs (1 or 2), or weave through traffic
    with the tight end (3) on the post. Depending on when you release the ball, this
    can be a short, safe pass or a long bomb.
    FB Counter
            If your fullback runs well, this is a pretty good play. A skilled player
    can often gain 10 yards. Unless the defense has eight men in the box, you're
    unlikely to lose yardage.
    All Streak
            Here's a good passing play. You'll have a choice of three streaking
    receivers to choose from - and one should be open. Usually it's easiest to go
    HB Sweep
            The success of this play rests on the blocking abilities of your right
    guard, right tackle, tight end, fullback, and flanker. Dash to near the
    sideline, and if your men make their blocks, you'll be gone! If they don't block
    well (or if the LOLB blitzes), you can easily lose five yards. You can also use
    this play as an off-tackle if you want to reduce risk (and also minimize
    Inside Run
            Basically a fullback dive, this play will succeed with good blocking and
    an effective rushing-oriented fullback. It takes a little while to develop, so
    I'd use something else on 4th and inches.
    Play Action
            This is another good play to use when you want to go deep on first down.
    The split end (1) and tight end (3) are on deep posts, and the flanker (2) fakes
    a slant and runs downfield. This play isn't likely to succeed against a deep
    Circle Pass
            This play resembles other plays with "circle" in their names, although
    on this one, you must get rid of the ball quickly. If he's open and you're
    quick, the streaking #1 receiver will produce a big gain. The flanker (2) on the
    out is also a good option, while the halfback (3) is in too much traffic to be
    HB Toss
            The key on this play is to avoid the outside linebacker and cornerback.
    After that, you'll hit pay dirt and gain at least 15 yards! This is a nice play,
    but there are other running plays that produce as much or more gain with less
    risk. The mirrored diagram of the play is generally less effective than the non
    -flipped form, although it depends on the hashmarks.
    FB Dive
            Another fullback dive, but this one is unique. The fullback takes a
    pitch as he's moving forward, so there's practically no chance of a loss.
    Unfortunately, you're unlikely to gain more than a couple of yards. Good for
    short yardage situations.
    End Around
            In an end around, the quarterback hands off to a wide receiver who's
    coming around the bend. Not surprisingly, this play is very risky but can net a
    big gain. When you take the snap, watch how the blocking sets up and decide
    whether you should run off left tackle or right tackle. If your opponents'
    defensive line is better than your O-line, the answer is probably right tackle.
    End arounds are also beneficial for keeping human players on their toes.
    All In
            This play's name is pretty self-explanatory; every receiving option runs
    toward the middle of the field. Your receivers (1 and 2) are your best options,
    although the halfback (3) may be open against a deep zone.
    FB Center Trap
            This is another fullback run, which can be effective if your fullback
    runs well. Be patient and let the blockers block. However, it's extremely
    vulnerable against certain blitzes. Interestingly, while Madden '94 and '95 have
    nearly identical offensive playbooks, FB Center Trap is replaced by Hook 'n'
    Ladder in Madden '95.
    Stop Clock
            As with the Stop Clock play found in other formations, the quarterback
    spikes the ball to stop the clock. It's best used in two-minute drill situations
    when stopping the clock is worth the cost of losing a down.
    RUN-SHOOT (9)
            The Run-Shoot formation is named after the Run 'n' Shoot offensive
    system, as this was the formation that system usually employed. It's similar to
    Single Back, except that it has four wide receivers and one running back instead
    of two receivers, two tight ends, and a back. Effective use of the Run & Shoot
    formation demands a deep crop of effective wide receivers, as well as an
    offensive line that pass blocks well. Flipping these plays won't usually affect
    much. Because the field is "spread out," you may find it easier for the
    quarterback to scramble, especially up the middle. Don't forget to use the slot
    receivers, who often remain uncovered or covered by a linebacker or safety
    (especially against a standard 4-3).
    In And Out
            The streaking left-hand slot receiver (1) is your best bet if he's open.
    Otherwise, look for the #2 receiver on the in route or the flanker (3) on the
    out. Alternatively, try sneaking up the middle with your quarterback and
    sliding - a fun way to grab 5-10 yards.
    PA Pass
            A play action pass seems a little weird in this formation, but this play
    is reasonably good nonetheless. If the 1 or 2 receivers aren't open deep, try
    dumping the ball off to the receiver in the third window.
    HB Counter
            Counter Left is a good general running play for Run & Shoot fans that
    can usually gain at least three yards. The line will develop a massive hole, but
    that has a drawback. Stay left at the start of the play, or you might get
    clobbered by a defensive tackle.
    Post Corner
            The 1 and 2 receivers cross on posts, and the halfback (3) serves as a
    safety net in the left flat.
    HB Toss
            A good running play, although riskier than some. Normally you'll run
    off-tackle, although I prefer to use this play as a sweep if the blocking holds
    up. Be warned, however: If the defense rushes aggressively, you may lose yardage
    in the way that makes 320-pound men make ridiculous dances.
            The 2 and 3 receivers will hook after about ten yards, providing safe,
    sane options. If you want to go for the bomb, the split end will run straight
    Deep Post
            A pretty ordinary passing play. The Y receiver on the out and up is an
    interception risk if you don't throw the ball quickly enough, whereas the
    crossing 2 and 3 receivers are a bit safer.
    WR Screen
            In a wide receiver screen pass, the line pulls to the right to block for
    the 3 receiver, the intended recipient of the pass. If you just want to be
    different, you can throw to the halfback (1) in the flat or the 2 receiver on
    the post. I liked this play in the console Madden games, but here the linemen
    don't really block for the receiver.
    Stop Clock
            This rarely-used play stops the clock in a high-pressure situation.
                                  Defensive Playbook
            A major thanks goes to VinnyVideo, whose playbook descriptions from his
    Madden 2000 guide for the Game Boy Color both of the playbooks are copied and
    pasted from, with formatting changes to reflect this guide's own formatting. You
    can locate his Madden 2000 guide at:
    4-3 (15)
    The 4-3 defense is the defensive set used by most teams in most situations.
    Monster Blitz
            The middle linebacker blitzes, crushing the inside running game and
    putting enormous pressure on the quarterback. A pass up the middle could be
    dangerous, though.
    Jam Middle
            Both outside linebackers blitz, while the linemen rush toward the middle
    of the line. This play is good at stopping the inside run but is weaker against
    sweeps and passes to the flats.
    Cheat Left
            All of your linemen rush toward the left side of the defensive line. The
    idea is to block the left tackle and allow the blitzing RLB to come around to
    sack the quarterback or stop left outside rushes. It'll take some time for this
    to happen, though, especially if you don't have a fast linebacker. I recommend
    that you control the RLB if you want a sack. The receivers and tight end will be
    matched up in single coverage.
    Cheat Right
            The same as Cheat Left, only to the right. Consider taking control of
    the LLB. Even if you don't get the quarterback, you might be able to tip his
    Man/Zone 2
            The linebackers play to stop the run, while both safeties play deep to
    back up the cornerbacks. A good first-down call.
    Wide Zone 2
            This is a fairly standard zone defense.
    Mad Tiger Blitz
            All three linebackers are blitzing. The offensive line won't be able to
    hold back the seven-man rush for long. However, the receivers will be in single
    coverage, since only four men are in coverage.
    Short Zone 2
            Needless to say, this is a short zone defense. It's designed to contain
    the short pass without being too weak against the rushing game and deep threats.
    Man/Zone 1
            Eight men are guarding the run, so it won't be easy to run against this
    defense. The long ball could be a problem, though, since only one safety is
    covering the pass.
    Medium Zone
            This is a medium zone defense, which contains the pass effectively but
    may have difficulty against the ground game, especially runs off guard.
    Wide Zone 3
            Four men are playing deep to protect against the long ball, but watch
    out for runs and passes up the middle.
    Triple Zone
            Triple Zone will usually put the opposition flanker in triple coverage,
    but the split end will have just one man to beat. The linebackers are playing
    man-to-man to stop the run.
    Jet Blitz
            The LLB is blitzing, and the DLE and DLT are on a stunt. The safeties
    are playing to stop the run.
    Tuf Bronco
            Basically a mirrored former of Jet Blitz, except the safety is playing
    more on the flanker's side of the field.
    Short Zone 1
            This short zone is very similar to Short Zone 2, except with more "bump
    and run" coverage.
    3-4 (15)
            The 3-4 is similar to the 4-3 in many aspects, but there are
    differences. The 3-4 has three linemen and four linebackers, whereas the 4-3
    uses four linemen and three linebackers. The primary advantage of a 3-4 is it
    allows teams to put more pressure on the quarterback in unpredictable ways. The
    disadvantage is it requires specialized personnel, such as a massive nose
    tackle. A real team may have some difficulty regularly switching between a 3-4
    and a 4-3, but you can do it as much as you want in a video game. In real life,
    only four NFL defenses used the 3-4 in 1999: Buffalo, Cincinnati, New York Jets,
    and Pittsburgh.
    Jet Blitz
            This is the equivalent of the 4-3 Jet Blitz. In this man-to-man system,
    the LLB blitzes, and the safeties play close to the line.
    Jam Middle
            This is one of the most run-oriented 3-4 defenses. Three linebackers are
    rushing, and both safeties guard the run.
    Man/Zone 1
            No one blitzes here. With all the linebackers in coverage, it's going to
    be tough to find someone open, especially in the short zones.
    Wide Zone 1
            This play is designed to clog up the short zones. Good against two-tight
    end sets and passes to the flats.
    Safety Blitz
            Yikes! All four linebackers are blitzing, in addition to the safety.
    Wavers of the Terrible Towel will like this. Of course, only three players are
    protecting against the pass.
    Short Zone
            This is basically an ordinary short zone, although the safeties play
    fairly deep. This will be effective against stopping passes to the flats.
    Man/Zone 2
            Another good versatile 3-4 scheme. The defensive linemen rush toward the
    left side of the offensive line, and the safeties cover the sidelines.
    Medium Zone
            Medium Zone will shut down a pass of 15-20 yards, but a run may cause
    Wide Zone 2
            This is a lot like Wide Zone 1. You'll cover the pass, but you aren't
    likely to touch the quarterback.
    Triple Zone
            Not too different from the 4-3 version of Triple Zone; both safeties
    focus on shutting down passes to the flanker. The DLE and NT are on a stunt.
    Man Left
            A man-to-man defense, with more protection on the left side of the field
    than the right.
    Man Right
            Basically the reverse of Man Left. Helps contain the tight end and
    Tight Man
            This is tight man coverage with three linebackers blitzing.
    Wide Zone 3
            Just like Wide Zones 2 and 1.
    Monster Blitz
            Three linebackers are blitzing, and the safeties are playing the run.
    Not a good play to run against.
    NICKEL (10)
            The Nickel defense is best used in passing situations, as there are five
    defensive backs instead of four.
    Red Dog
            Woof! Both linebackers are blitzing, so this is a good way to put
    pressure on the quarterback without forsaking the deep zones. It's best to take
    control of one of the linebackers and move him closer to the line of scrimmage.
    Tight Man
            One linebacker is blitzing, and the defensive backs are in man coverage.
    The defensive line is rushing towards the center, so the inside run won't be
    able to do much, but an off left tackle could be dangerous.
    Double FL
            This double-teams the flanker (or more often, the split end). A good way
    to shut down a particularly dangerous receiver.
    Double SE
            Identical to Double FL, except this puts the split end (or sometimes the
    flanker) in double coverage.
    Bump & Run
            In Bump & Run, the linebackers play outside to stop outside runs. The
    defensive backs play man coverage.
            Everyone goes deep, so use this only when your opponents are in a two-
    minute drill and are trying to gain yards quickly. It's best against a "Hail
    Mary" or similar play.
    Man Tiger
            Both linebackers blitz. Your center defensive back is also blitzing, but
    he's too far away from the line of scrimmage to do anything unless you're
    controlling him.
    Safety Cheat
            The defensive tackles are on a stunt, while the center safety comes
    charging forward. He won't reach the QB unless you take control of him manually,
    though. This safety charge could leave a hole in the deep zone in the center of
    the field.
    Circle Zone
            This is a zone defense that's shaped in a circle. The weak point is the
    middle of that circle, although even passes there aren't going to cause too much
    Full Zone
            Every zone is covered here, including the flats. However, this play
    could be very vulnerable to an inside run, particularly a draw play.
    DIME (9)
            The Dime formation is even more pass-oriented, with six defensive backs
    and just one linebacker. Since it's weak against most running plays, especially
    the inside run, the Dime should generally be reserved for prevent situations.
    CB Blitz
            One of the cornerbacks blitzes the quarterback here, while the rest of
    the secondary is able to fill the hole.
    Center Blitz
            The lone linebacker blitzes, while the secondary plays man coverage.
    Double Blitz
            The second cornerback and linebacker blitz, with the other five
    defensive backs providing the other assignments.
    Short Zone
            The cornerbacks and linebacker protect against the short pass, while
    your safeties drop back to provide a last line of defense.
    Prevent 1
            The classic prevent defense. All of your defensive backs head deep to
    prevent the big play. Because of its passive nature, you definitely don't want
    to use it except when necessary.
    Prevent 2
            This deep zone stops the outside pass but may be vulnerable against
    passes up the middle. Good in a two-minute drill.
    Safety Cheat
            One of your safeties will be blitzing, but unless you take manual
    control of him, you won't come near the quarterback.
    Double FL
            This play usually double-teams the split end.
    Double SE
            This play double-teams the receiver lined up on the right side of the
    offense, usually the flanker.
    GOAL LINE (9)
            The Goal Line formation counters the offensive version of the Goal Line.
    This should only be used near the goal line or possibly in certain obvious
    short-yardage situations.
            This is a general-purpose goal line defense that rushes toward the left
    side of the line.
            This is more geared toward stopping the inside run.
            Very similar to Left.
    Man Left 1
            In this man coverage system, the safety provides extra coverage on the
    left side of the field.
    Safety Blitz
            One of the defensive backs will blitz.
    Man Right 1
            Similar to Man Left 1, except the safety covers the right side of the
    field, and two pairs of linemen are on stunts.
    Man Left 2
            This is more aimed at stopping the pass and the outside left run.
            This is a man-to-man defense that's good against the pass down the
    Man Right 2
            Basically a mirrored Man Left 2.
            These plays are designed to defend against punts and field goals.
    Punt Rush
            Here your team goes all out trying to block the punt, but you won't be
    able to  get a return.
    Punt Return
            Here your personnel will be blocking for your return man in an attempt
    to get a good return.
    Field Goal Block
            Use this if you know your opponent will be kicking a field goal.
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                                     Contact Info
            Although I believe I have found everything there is to find in this
    game, there is occasionally the possibility of some super secret level in an
    obscure game that was never found because it was too obscure, or the like. If
    you have anything that you feel needs to be includes, feel free to email me at
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            If you have any other information to contribute or notice any errors,
    again, shoot me a notice at gammabetaalphafaqs AT gmail DOT com
            A major thanks to VinnyVideo, for allowing me to use his Playbook
    descriptions from his Madden 2000 Game Boy Color guide, which make up the
    bulk of this guide.
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