__     __       __      ___      ___      ____   ___      __
  /  \   /  \     /  \    |  _ \   |  _ \   |  __| |   \    |  |
 / /\ \/ /\  \   / /\ \   | | \ \  | | \ \  | |__  |    \   |  |
| |  |  |  | |  | |__| |  | |  | | | |  | | |    | |  |\ \  |  |
| |  |  |  | |  |  __  |  | |  | | | |  | | |  __| |  | \ \ |  |
| |  |  |  | |  | |  | |  | |_/ /  | |_/ /  | |__  |  |  \ \|  |
|_|  |__|  |_|  |_|  |_|  |____/   |____/   |____| |__|   \____|
  _      ____         ___
 / /    / __ \       /   |
/_/    / /  \ \     / /| |
       \ \__/  |   / / | |
        \___   |  / /__| |_
       __   / /  /_____   _|
       \ \_/ /         | |
        \___/          |_|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Table of Contents
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[INTRO] Introduction
[MODES] Modes of Play
[CONTR] Controls
[TEAMS] Team Stats
[OFFPB] Offensive Playbook
[DEFPB] Defensive Playbook
[NOTES] FAQs and General Tips
[REALL] Comparing with Reality
[VERSN] Version History
[COPYR] Copyright
[CONTC] Contact Information

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Introduction                                                         [INTRO]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
We're not far away from hearing sounds of "HUT! HUT!" in the air, so
VinnyVideo's doing yet another guide for a Madden game. I've now written a
guide for every Super NES Madden game except two. A good walkthrough writer
always knows when to capitalize on positive publicity; this game was mentioned
in the Wall Street Journal last month (believe it or not).

While Madden '94 doesn't have today's graphics or updated rosters, it has a
deep playbook for its time and good music. The graphics are brighter and more
cartoony than most Madden games. As in John Madden Football '93, the players
are pretty slow, so big plays are rare, especially on the outside run. There
are no actual players, although all 28 NFL teams (as of 1993) are included, as
well as several classic teams and all-star teams. The game has no substitutions
except for the option of inserting the backup quarterback. It may take a few
minutes to learn all the spins and other moves, but it's not like the play
control in the ultra-complicated newer games.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Modes of Play                                                        [MODES]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---Regular Game---
Here you can play an exhibition game using the teams of your choice. You can
select the field type, weather, and quarter length, too.

---Entire Season---
This starts a new season. Imagine that! You can select as many or as few games
as you wish to play.

---Sudden Death---
Sudden Death is essentially an overtime period that matches up the teams of
your choice. The first team to score will win the game.

---1993 Playoffs---
The first of the three playoff modes, this lets you recreate the 1993 playoffs.

---Champion Playoffs---
This playoff series matches up teams that have appeared in previous Super
Bowls.

---Franchise Playoffs---
Franchise Playoffs is a playoff series involving all-star teams consisting of a
franchise's best players ever. As with other playoffs, only 12 teams will
participate.

---Restore Password---
Enter a sometimes-lengthy password to resume a season or playoffs in progress.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Controls                                                             [CONTR]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

---General---
Control pad any direction - Move player
START - Pause game

---Kickoff---
Start the power bar - B
Stop the power bar - B (when it's near the top)
Aim kick left/right - Control pad left/right
Call an audible - A
Line up for an onside kick (after calling an audible) - A
Return to standard kicking formation (after calling an audible) - B
Control the kick receiver - Control pad any direction

---Before the snap---
(Offense)
Set a man in motion - Control pad left or right
Fake snap signal (HUT!) - X
Snap the ball - B

(Defense)
Select player to control - B or X
Line surge - L or R

---Audibles (either offense or defense)---
Call an audible - A
Select an audible play (after calling an audible) - Y, B, or A
Cancel audible - X

---After the snap---
(Offense)
Rushing
Burst of speed/break tackle - B
Dive/QB slide - Y
Hurdle - X
Spin - A

(Defense)
Control player closest to the ball - B
Dive - Y
Jump and raise hands - X
Power Tackle - A

---Passing---
Move the quarterback - Control Pad any direction
Bring up passing letters - B
Pass to receiver Y, B, or A - Y, B, or A 

Note: The longer you hold down the pass button, the harder the throw will be.
Don't forget that your quarterback can run, too.

---Receiving---
Control receiver closest to the ball - B
Jump and raise hands - X
Dive - Y
Spin - A

---Punting/Kicking---
Fake snap signal (HUT!) - X
Start power bar/snap the ball - B
Aim the kick - Control pad left/right
Kick the ball - B

---Play Calling---
Move play selection highlight - Control pad up/down
Flip play (Only for offense, and not available for the Special Teams
formations) - X
Return to formation select screen from play screen - L or R

---Menus---
Move highlight up/down - Control Pad up/down
Cycle through choices - Control Pad left/right
Select highlighted option - START

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Team Stats                                                           [TEAMS]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These team ratings are generally accurate, although I don't agree with
everything. You'll have a hard time convincing me that Mark Rypien (even in
1991) was a better quarterback than Johnny Unitas. Remember that there are
shades of variation within each rating; for example, some "Good" ratings are
better than others, just as a B+ is a better grade than a B-. Wide receiver
ratings are usually lower than other areas. I use the following scale for
calculating the team's overall rating, but keep in mind that I weigh running
backs just as heavily as the punter:

Excellent     4 points
Good          3 points
Average       2 points
Poor          1 points

                           Overall  QB RB WR OL DL LB DB  K  P
All Madden                    33     E  E  E  G  E  E  G  E  G
Atlanta Falcons               16     A  P  A  A  P  P  P  E  A
Buffalo Bills                 28     G  E  A  E  E  G  G  G  A
Chicago Bears                 16     G  A  P  A  P  A  A  P  A
Cincinnati Bengals            14     P  G  P  A  P  P  P  A  A
Cleveland Browns              17     A  P  P  A  G  G  P  A  A
Dallas Cowboys                32     E  E  G  E  E  E  E  A  G
Denver Broncos                16     G  P  P  P  P  A  A  A  G
Detroit Lions                 20     A  G  P  A  A  A  A  G  G
Green Bay Packers             20     G  P  A  A  G  A  A  G  A
Houston Oilers                30     E  E  A  G  G  E  E  A  E
Indianapolis Colts            18     A  A  A  A  P  A  A  A  G
Kansas City Chiefs            21     G  P  P  A  A  E  G  E  A
Los Angeles Raiders           21     G  A  P  A  G  G  A  G  A
Los Angeles Rams              18     G  G  P  G  P  A  P  A  A
Miami Dolphins                25     G  A  A  A  E  G  G  E  A
Minnesota Vikings             22     P  G  P  A  A  G  E  G  G
New England Patriots          11     P  P  P  P  P  A  A  P  P
New Orleans Saints            26     A  P  A  A  G  E  E  E  E
New York Giants               17     A  A  P  A  A  A  A  A  A
New York Jets                 17     P  G  P  A  P  A  A  A  G
Philadelphia Eagles           26     E  G  A  A  E  E  G  A  A
Phoenix Cardinals             18     A  A  A  A  G  A  P  P  G
Pittsburgh Steelers           22     P  E  A  G  A  A  G  G  A
San Diego Chargers            26     A  A  A  G  E  E  G  E  A
San Francisco 49ers           24     E  G  A  E  G  A  A  A  A
Seattle Seahawks              15     P  A  P  P  P  A  G  P  G
Tampa Bay Buccaneers          18     A  G  P  A  G  A  P  A  A
Washington Redskins           21     A  G  P  G  A  A  E  A  A

All Time All Madden           36     E  E  E  E  E  E  E  E  E
All Time Bears                26     A  E  A  A  G  E  G  E  A
All Time Browns               18     A  E  G  A  P  P  P  A  A
All Time Cowboys              28     E  E  G  G  E  G  G  A  A
All Time Packers              20     G  A  A  G  A  A  G  A  P
All Time Colts                24     G  G  A  A  G  A  E  P  E
All Time Chiefs               27     G  G  A  G  A  E  G  G  E
All Time Raiders              30     G  E  G  G  G  G  E  G  E
All Time Dolphins             26     E  G  G  E  P  A  G  A  E
All Time Giants               24     A  A  G  A  P  E  G  G  E
All Time Steelers             22     G  G  A  G  A  A  G  A  A
All Time 49ers                26     E  G  E  G  G  A  E  A  G
All Time Redskins             27     G  G  A  E  A  A  G  E  E

1966 Chiefs                   26     G  G  A  E  A  A  E  A  E
1966 Packers                  23     G  A  P  G  A  E  E  P  G
1967 Raiders                  30     G  A  G  G  E  E  E  G  E
1968 Jets                     29     G  A  G  E  A  E  E  G  E
1968 Colts                    23     A  G  A  G  A  E  E  P  A
1969 Vikings                  23     A  G  P  A  G  E  E  A  A
1969 Chiefs                   28     A  G  P  E  A  E  E  E  E
1970 Colts                    19     A  P  A  A  P  G  G  P  E
1971 Cowboys                  27     E  G  A  E  G  E  G  P  G
1972 Dolphins                 23     P  G  P  E  A  E  E  A  A
1972 Redskins                 22     A  E  P  E  P  E  G  P  A
1973 Vikings                  23     G  E  P  G  A  A  E  A  A
1975 Steelers                 26     E  G  P  G  A  G  E  E  A
1975 Cowboys                  26     E  A  A  G  G  E  E  A  A
1976 Raiders                  22     G  A  G  E  A  A  A  P  G
1976 Vikings                  23     G  E  A  A  A  G  G  A  A
1977 Cowboys                  26     E  E  P  E  G  G  G  A  A
1977 Broncos                  18     A  A  P  P  G  G  A  A  A
1978 Steelers                 21     G  A  P  G  P  E  G  A  A
1979 Rams                     21     P  G  P  G  A  G  E  A  A
1980 Raiders                  21     A  G  A  A  A  A  A  A  E
1980 Eagles                   23     G  G  A  G  A  G  G  A  A
1981 49ers                    24     G  A  A  E  P  G  E  A  G
1981 Bengals                  21     E  P  G  G  A  A  P  P  E
1982 Redskins                 24     E  A  A  A  G  G  G  E  P
1983 Raiders                  24     G  E  A  P  A  A  A  E  E
1984 Dolphins                 24     E  A  G  E  A  P  A  A  E
1984 49ers                    24     E  G  A  E  A  A  A  A  G
1985 Bears                    28     G  E  P  A  G  E  E  E  G
1985 Patriots                 27     A  G  P  G  A  E  E  E  E
1986 Giants                   20     A  G  A  P  A  A  P  G  E
1987 Redskins                 20     P  A  A  E  G  P  G  A  A
1987 Broncos                  18     E  A  A  A  P  A  P  A  A
1988 Bengals                  22     G  E  A  E  A  A  G  P  P
1989 49ers                    22     E  G  G  P  A  G  A  A  A
1990 Bills                    24     G  E  A  E  G  A  A  A  A
1990 Giants                   23     A  G  P  G  A  G  G  A  E
1991 Redskins                 25     G  G  G  E  A  G  A  E  P

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Offensive Playbook                                                   [OFFPB]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A few notes: I always assume that the play is NOT flipped, but the mirror
feature (press X on the play selection screen) is good to use from time to
time, particularly on certain plays or against a human opponent. When I use
terms like "Y receiver" and "A receiver," I'm referring to the buttons that
correspond to the receivers on the non-flipped version of the play. "Y
receiver" can have a different meaning in real-life playbooks. Also, since
you're playing an old football video game, I'm assuming you have some grasp of
football theory, rules, and terminology; you know what a tight end or shotgun
formation is. That said, I'm still going to explain certain terms for the less
football-savvy. Remember that results may vary based on offense, defense, down,
hashmarks, and other factors. I've tried to test each play against a variety of
defenses and with the plays both regular and mirrored, but there's still a
chance I may have misjudged a few plays. Also, no play will work 100% of the
time. The five-receiver formation wasn't around in the NFL in 1994, so don't go
looking for any five-receiver sets or 7-DB "quarter" defenses here - or zone
blitzes, for that matter. For those of you who are counting, there are 85 plays
on offense and 64 plays in the defensive playbook. While many of these plays
(or plays that are very similar) appear in the playbooks of today's Madden
games, I don't recommend trying to use this guide with any games other than the
Super NES version of Madden '94.

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 play demonstrates the difficulty of running outside in Madden '94, even if
you have an All-Pro offensive line and a lightning-fast running back. You can't
often gain more than a yard or two on this play, and if the linebackers stop
you in the backfield, you're looking at a loss of three. Outside rushes like
this sweep right don't tend to work well in Madden '94 because the players are
so slow, but this play is especially bad.

---HB Counter---
In a counter play, the running back steps in one direction to fake out the
defense, and then he runs in the opposite direction. You can often get five
yards with this, especially if you have a good left tackle. It's usually most
effective if you charge straight up the hashmark.

---HB Inside---
A fairly safe and effective halfback dive play. While the play is designed to
be run up the middle, you can also run off tackle for what can be a big gain.
This play doesn't often lose yardage.

---Weak Flood---
All of your targets are on the strong side of the line on this play. The
fullback (A) works almost like a screen pass. The halfback (B) will be running
in real traffic, so your best target is the split end (Y) on the post.

---FB Option Dive---
Running fullbacks were a little more popular in 1994 than they are nowadays.
This is a plain old fullback dive - a safe way to earn 2-5 yards.

---TE Corner---
On this play, all of your options are on the strong side of the field. The
halfback (Y) runs a deep curl, while the tight end (A) and flanker (B) cross.
If the defense is blitzing the linebackers, this play works very well,
especially when throwing to the halfback. Against a 3-4 short zone, however,
you won't have much luck.

---Roll Out---
If your quarterback is a good scrambler, this is a good play to use. If the
LOLB sits back in coverage, you might want to run. Otherwise, look for the
tight end (Y) or flanker (B) on the post, or play it safe and dump it off to
the halfback (A).

---PA Far---
The best option, especially against a standard 3-4, is usually the split end
(Y) on the short in pattern. The other options include a hooking tight end (A)
and a flanker (B) on a corner route.

---FB Circle---
The split end (Y) fakes a slant and runs a corner route, while the flanker (B)
runs an out. The fullback (A), who will be available in the flat, is a great
option against a deep zone or ROLB blitz. 

---PA Near---
If your flanker (B) is fast, he might just get open downfield for a touchdown!
If he's covered, try the tight end (A) on the in pattern or the split end (Y)
on the post.

---Strg. 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 you normally would. In Madden '93, this play went by
the name of FB Lead Right.

---HB Toss---
This play isn't quite as great as it is in Madden '96, but it's still very
effective. While this play is not guaranteed to gain yardage, it can often
produce a gain of ten, and is thus one of the best outside rushes in the
playbook.

---FB Screen---
Your primary option for this screen pass is, of course, the fullback (A). A
fast fullback can get a first down, especially against a blitz, but against a
short zone, you'll have little luck. You can also try the flanker (B), who
fakes an in route, or the split end (Y) on the hook.

---Hooks---
The split end (Y), tight end (A), and flanker (B) all run short hook patterns.
This play will flop if your opponents are using a short zone, but if the
opponents are in a deep zone, you'll be able to throw to the man of your
choice.

---WR Screen---
This is supposed to be a screen pass to the wide receiver, but none of the
linemen pull-block, and all of the receivers are on deep posts or streaks. A
misnomer, but not a bad play.

---HB Sweep---
On this play, the halfback takes the pitch and must run almost to the sideline
before turning. There's obviously a risk here, but a fast back can easily gain
5-10 yards.

---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.

Single Back (9)
===============================================================================
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 situations.

---HB Toss---
This sweep right can lose yardage, but if your back is quick enough, you can
turn the corner and make a big play. Watch out for blitzing left cornerbacks
and LOLBs.

---HB Sweep---
This is basically a flipped version of HB Toss.

---Rollout Pass---
On this play, the quarterback rolls out of the pocket. The split end (Y) on the
deep post is your primary option, as the tight end (B) and flanker (A) often
run into too much traffic to be particularly useful. 

---HB Counter---
As with other counter plays, the back fakes a step in the opposite direction
before running in the intended direction. It's hard to lose yardage with this
inside run, but a lot of the time you'll just gain two or three yards. However,
you can run off tackle and sometimes gain decent yardage.

---Quick Screen---
This play is designed as a quick screen pass to the flanker (A). You can earn a
lot of yardage if the opponents play deep and you have a fast receiver. The
split end's (Y) route is too short to be of much use, although you might
consider going deep to the tight end (B). This play works poorly against most
3-4 sets.

---Circle Pass---
The back (Y), who runs a circle pattern, is your primary target. The tight end
(B) and flanker (A), who cross, are effective if they ever get open.

---HB Dive---
See what I mean about the lack of momentum? This is a low-risk, low-reward play
that usually gains about two yards. 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---
Use this play to stop the clock in a two-minute drill.

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. As the most popular formation of its time,
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 (Y) on the post often gets
"jammed," but if he's open, throw to him! Your tight end (A) and flanker (B)
are safe options that can get pretty good results if they're not in major
congestion.

---Cross Pass---
The Y receiver runs a quick slant pattern that frequently results in a
deflected pass. The tight end (A) runs an out pattern that usually crosses with
the flanker (B). This works poorly against the blitz.

---FB Trap---
Not the best running play in the book, even among fullback runs. If you run the
play the way it's drawn, you probably won't gain more than a couple of yards,
so you might prefer to run off right guard or even right tackle.

---Quick Posts---
All three receiving options run short post patterns in this passing play. The
split end (Y) is the most consistent target, but all work well. This play is
one of my favorites, so I suggest using it as one of your three 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 (Y or B), or weave through traffic with the
tight end (A) on the post. This is a pretty good way to earn approximately 15
yards.

---FB Counter---
This is a rare play that really gives your fullback a chance to shine. If your
fullback runs well, this will be very effective. A skilled player can often
gain 10 yards, and more against a Nickel. Watch how the blocking develops, then
run through the appropriate hole. 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.

---HB Sweep---
The success of this play rests on the blocking abilities of your right guard,
right tackle, and fullback. Dash 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 three yards. You can also use this play as a run up the middle
if you want to reduce risk (and also minimize reward).

---Inside Run---
Basically a fullback dive, this play will succeed with good blocking and an
effective rushing-oriented fullback. Often you'll get the best result if you
wait for the center and guards to block some defenders before you push forward.

---Play Action---
This is another good play to use when you want to go deep on first down. The
split end (Y) and tight end (A) are on deep posts, and the flanker (B) fakes
a slant and runs downfield. This play isn't likely to succeed against a deep
zone.

---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 Y receiver will produce a big gain. The flanker (B) on the out is
also a good option, while the halfback (A) is in too much traffic to be useful.

---HB Toss---
This isn't the best play in the book. The DRE frequently overpowers the LT,
stopping you for a loss. While it's possible to gain 4-8 yards, there are other
running plays that produce as much or more gain with less risk.

---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 about one yard. 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. This end
around works great against deep zones but fails miserably against aggressive
rush. 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 (Y and B) are your best options,
although the halfback (A) may be open against a deep zone.

---FB Center Trap---
This is another fullback run, which will be pretty effective if your fullback
runs well. Be patient and let the blockers block. 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.

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 (B). The tight end
(A) on the post can also be effective, while the halfback (Y) in the flat will
face too much pressure, especially if the ROLB is blitzing. This play works
poorly against 3-4 short zones.

---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 (Y and B) run deep outs, and the tight end (A)
streaks. This play is exciting, fun, and quite effective.

---HB Counter---
This is a pretty good running play. If you can dodge the LOLB, you'll gain good
yardage with this.

---FB Dive---
This play is exactly what it says it is - a fullback dive. 1-5 yards is a 
frequent outcome, and you won't lose any yardage. This penetrates stacked lines
and gains respectable yardage against standard 3-4 sets.

---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 3-9 yards, and possibly
more against a passive defense.

---Curls---
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 faces too much traffic against standard
4-3 schemes, though.

---HB Sweep---
This sweep left is a good choice if you have a talented, athletic running back.
A well-timed hurdle or dive will earn you an easy ten yards. The only danger
comes from blitzing right linebackers, who can stop you for a loss.

---TE Out + Up---
The split end (Y) runs a nice in route that usually avoids most of the interior
congestion. The tight end (A) on the out and up route can get wide open. It's a
good idea to take manual control of him while the ball's in the air. The
flanker (B) on the post will usually draw double coverage, making him a risky
bet.

---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 line of scrimmage instead of
from right under center. It isn't great for running, though. The Madden '94
version of the shotgun formation has three receivers, one tight end, and one
running back. This is one receiver more than Single Back and one less than Run
& Shoot. A good pass-blocking line helps.

---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. You'll usually want to take control of the receiver while
the ball is in the air.

---Short Posts---
If you're in a two-minute drill, it's hard to beat a hard, quick pass to the
split end (Y) on the out. Both the second tight end (B) and flanker (A) 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. This is a high-risk play that can gain 15 yards or
lose three. Call an audible in the unlikely event your opponent has eight men
in the box. While it's best to run this as a sweep, you can also try plowing
straight through the line - a much safer option.

---HB Draw Trap---
This can earn a surprising amount of yardage if the defense is expecting a
pass. Either hit the hole between the pulling right guard and the center, or
run a sweep left.

---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) 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 (Y and A), 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 (B). This play is best if you need quick yardage,
especially in a two-minute drill.

---Hooks---
All three receiving options run hooks in this play. Your best option is the
tight end (A) or the deeper flanker (B). The halfback (Y), who squirts through
the line, will be open if nobody picks him up.

---HB Shovel Pass---
This play is designed to be a shovel pass to your running back (Y). This is
very effective when the defense is in a Nickel. 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 (A) and flanker (B).

---Stop Clock---
Our old friend Stop Clock also makes an appearance in the Shotgun formation,
where it's probably most likely to be used.

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---
Your streaking left-hand slot receiver (Y) is your best bet if he's open.
Otherwise, look for the B receiver on the in route or the A receiver on the
out. Alternatively, try sneaking up the middle with your quarterback and
sliding - a fun and nervy way to grab 3-5 yards.

---PA Pass---
A play action pass seems a little weird in this formation, but this play is 
reasonably good nonetheless. If the Y or B receivers aren't open deep, try
dumping the ball off to the A receiver.

---HB Counter---
Counter Left is a good general running play for Run & Shoot fans that can
usually gain four yards. The linemen initially take a step backward, so this is
almost like a draw play.

---Posts Corner---
The Y and B receivers cross on posts, and the halfback (A) 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.

---Hooks---
The B and A receivers will hook after about ten yards, providing safe, sane
options. If you want to go for the bomb, the Y receiver will run straight
downfield.

---Deep Posts---
A pretty ordinary passing play. The Y receiver on the out and up is an
interception risk if you don't throw the ball hard enough, whereas the B and A
receivers are generally safer.

---WR Screen---
In a wide receiver screen pass, the line pulls to the right to block for the A
receiver, the intended recipient of the pass. It doesn't work quite right,
though. If you just want to be different, you can throw to the halfback (Y) in
the flat or the B receiver on the post.

---Stop Clock---
This rarely-used play stops the clock in a high-pressure situation.

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. Reversing Goal Line plays will have little effect.

---HB Lead Left---
This is a halfback dive. HB Lead Left is a good play to use for third-and-
short.

---FB Pull---
A good choice if you only need a yard or two. It's not particularly glamorous,
though. As with HB Lead Left, you may prefer to run around the line for the
score.

---HB Lead Right---
Just like HB Lead Left, although slightly more effective.

---Flood Left---
There aren't many passing plays in the Goal Line formation, but this is one of
them. Everyone heads left. The Y receiver 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 dive, but this is a little riskier than FB Pull.

---HB Cut Right---
The goal of this counter play is to avoid the congestion in the middle by
running off right tackle. Although nothing is guaranteed inside the five, this
play works very effectively, especially when you need two or three yards.

---QB Sneak---
The Quarterback Sneak is a 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!

---Play Action---
The quarterback fakes a handoff on this play. Try throwing hard to the B or A
receiver, but if they're covered, go for the riskier halfback (Y) in the flat. 

---Stop Clock---
It's unlikely that you'll use this clock-stopping play from the Goal Line
formation.

Punt (2)
===============================================================================

---Fake Punt---
As you know, fake punts are risky. This is the pass form of the fake punt. Look
for your Y, B, and A receivers and throw to whoever's open. Your B man is
safest, while Y and A are best for longer gains. This play can be quite
effective against human players, if just for the shock value alone.

---Punt---
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.

Field Goal (2)
===============================================================================

---Fake FG---
Fake field goals are very risky, so use them carefully. This is a standard 
passing fake field goal. Your best bet is the B option. Ignore the kicking 
meter. As with fake punts, fake field goals work best against human opponents.

---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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defensive Playbook                                                   [DEFPB]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I'm not going to be as verbose on the defensive plays. Instead, I'm just going 
to give a few details about each play; you can tell a lot just from the names 
and diagrams.

4-3 (18)
===============================================================================
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 pass.

---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 in the box, 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. One safety is playing
to stop the run, while the other is in "center field" providing backup to the
cornerbacks.

---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.

---Man Left---
A man-to-man defense, with more protection on the left side of the field than
the right.

---Man Right---
The mirrored form of Man Left. Surprise!

---Wide Zone 1---
Seven men are in coverage, so passing won't be easy. The quarterback won't be
under much pressure, though.

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, a little less than
half the NFL defenses used the 3-4 in 1993: Buffalo, Cincinnati, Denver,
Detroit, Green Bay, Kansas City, New England, New Orleans, New York Giants, and
Pittsburgh.

---Jet Blitz---
This is the equivalent of the 4-3 Jet Blitz. In this man-to-man system, the LLB
blitzes, and one safety stops the run and one plays deep.

---Jam Middle---
This is one of the most run-oriented 3-4 defenses. Three linebackers are
rushing, and both safeties play close to the line.

---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 trouble.

---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---
Man Left is like it is in the 4-3; it's man coverage with more men on the left
side of the field. 

---Man Right---
Basically the reverse of Man Left. Helps contain the tight end and flanker.

---Tight Man---
This is tight man coverage with three linebackers blitzing.

---Wide Zone 3---
Just like Wide Zones 2 and 1.

---Monster Blitz---
Eight men are in the box, and three linebackers are blitzing. 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.

---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. 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.

---Prevent---
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
damage.

---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.

---Red Dog---
This is the same as the earlier Red Dog.

---Tight Man---
Same as the other Tight Man.

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. The
Dime playbook is identical to the one used in Madden '95.

---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 in
the flat. 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 flanker.

---Double SE---
This play double-teams the receiver lined up on the left side of the offense, 
usually the split end.

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.

---Left---
This is a general-purpose goal line defense that rushes toward the left side of
the line.

---Center---
This is more geared toward stopping the inside run.

---Right---
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.

---Zone/Man---
This is a man-to-man defense that's good against the pass down the middle.

---Man Right 2---
Basically a mirrored Man Left 2.

Special Teams (3)
===============================================================================
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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FAQs and General Tips                                                [NOTES]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Q: What plays are the best audibles?
A: Here are the audible selections I most frequently use.

Offense
[Y] A run (Pro Form Off Tackle, Pro Form FB Counter)
[B] A short pass or screen pass (Pro Form Quick Posts, Run & Shoot Hooks)
[A] A long pass (Single Back PA Streak, Shotgun Deep Outs)

Defense
[Y] A balanced defense (4-3 Cheat Left, 3-4 Man/Zone 2)
[B] A play that covers the pass (Nickel Full Zone, Dime Center Blitz)
[A] A blitz (4-3 Mad Tiger Blitz, 3-4 Safety Blitz)

Make sure to change your offensive audibles if you're using a hurry-up offense,
or your defensive audibles if your opponents are in a hurry-up. Against a
human player, you should change your audibles periodically to keep opponents on
their toes. In case you didn't know, you can change audibles from the "Set
Audibles" option on the pause screen. The most important thing is to select
plays that work well for you as audibles.

Q: How do I use a hurry-up offense?
A: Hold the A button right before the play selection screen would ordinarily 
appear. You'll bypass the play selection screen and run the play you last run,
unless you call an audible. A no-huddle offense is useful if you need to get 
points fast, but it can also be useful for confusing or rushing your opponents,
especially a human player.

Q: How do I kick an onside kick?
A: As in real life, onside kicks are very difficult to execute properly. First
press A to call a kickoff audible, and then press A to change your team's
alignment. Press B to start the power bar, and hold right on the control pad to
angle the kickoff toward the side where all your players are. You want to stop
the power bar when it's on the way down. It takes a lot of practice to do this
right, and even still your odds aren't great.

Q: What's Bluff Mode, and how can I activate it?
A: Bluff Mode, which allows you to hide the play you call, is only useful
against a human opponent. From the Pre-Game Show/pause screen, simply select
"Play Call Mode" and then "Bluff Mode." In Bluff Mode, you still select plays
using the B button, but you can also make fake selections (before or after the
actual selection) using the Y button. When you're all finished, press A.

Q: Where's the Kneel Down play?
A: There isn't one. If you need to run out the clock without risking a fumble,
try something like FB Pull from the Goal Line formation. Another option is to
select a passing play and dive backwards right after you take the snap.

Q: Is there fatigue in this game?
A: No. No matter how fast a player runs, no player ever gets fatigued. Players
could first tire in Madden '97.

Q: What's the best way to put pressure on the opposing quarterback?
A: Select the middle linebacker. Charge past the center and squash the 
quarterback! Even better, start running toward the line of scrimmage before the 
snap to get a running start. There's another way, too...

Q: Where is the line of scrimmage?
A: According to this game's nearsighted referee, it's at the feet of the
offensive linemen, not the ball. With a little practice, you can line up a
safety or other fast player in the "neutral zone" and squash the quarterback,
deflect the pass, or stop the runner for a loss. This works especially well
from the Punt Rush play when you know the defense will punt.

Q: My passes keep getting deflected by the stupid defensive linemen! How can I 
stop that from happening?
A: You can either drop back farther or leave the pocket. In some plays you can 
try releasing the ball more quickly (or sometimes later).

Q: Why is the computer controlling my quarterback?
A: If you don't press any buttons after the snap, the computer takes over. The
same goes on defense. You can usually generate better results than the
computer, though.

Q: How do I call a timeout?
A: Select "Call Timeout" from the pause screen if you have one or more timeouts
remaining. As you probably know, timeouts stop the game clock, so they're
useful in a two-minute drill or when you're about to get a delay of game
penalty.

Q: What penalties appear in this game?
A: Basically, you can get a delay of game penalty if you take too long to call 
your play on offense, and on defense you can get called for offsides by moving 
past the line of scrimmage before the snap. Pass interference occurs randomly.
A few other penalties are rare, like illegal procedure (kicking the ball out of
bounds on a kickoff). 

Q: What should I choose when I win the toss?
A: It doesn't matter, although it's more fun to receive first. If you're 
deciding the goal to defend, you might want to have a tailwind on the kickoff. 
But it doesn't matter at all.

Q: Are you really a Jaguars fan?
A: Yes. There aren't many of those.

Q: What other tips do you have?
* This is common sense, but if you have a good running back and a weak passing
game (like the Vikings), run the ball a lot. Likewise, if you pass well but
can't run (like the Packers), you'll want to keep the ball in the air.
* Hard throws take just a little longer to get off than touch passes.
* Run straight if you want to keep going fast; zig-zags slow you down.
* Blitzes don't just increase the chances of a sack; they also make it easier
to deflect passes.
* Your split end (on the left) is usually the Y receiver, while the flanker (on
the right) is generally assigned the B button. The A button is typically a
tight end or halfback. However, you should refer to the play diagrams for the
information specific to each play; this isn't the case on all plays, especially
if you press X to reverse the diagram.
* If you're playing on an emulator, assign the Y, B, and A buttons to the X, C, 
and V keys, respectively, to ease play-calling.

Q: What other notes do you have for the game?
A: Just a few miscellaneous tidbits:
* You might enjoy slamming into opposing players after the whistle blows. You
won't even get called for unnecessary roughness for doing so.
* You can set the weather even for teams that play indoors.
* I don't mention a Zelda character, enemy, location, or item in this guide as
I normally do.

Q: How many guides have you written?
A: Currently, 36! Visit www.gamefaqs.com/features/recognition/74793.html to see
the complete, current list. I'm not always including the list in my guides any
more because of the length.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Comparing with Reality                                               [REALL]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is a pretty familiar section if you've read my Formula One walkthroughs. 
This is just a brief summary of the 1993 NFL season. More in-depth information 
can be found at NFL.com, Wikipedia.org, and assorted other Internet and print 
sources.

Don Shula became the winningest coach in NFL history at 325. Super Bowl XXVIII
matched up the previous year's participants - with a similar result, as the
Dallas Cowboys beat the Buffalo Bills 30-13. Cowboys coach Jimmy Johnson got
the boot anyway and was replaced by Barry Switzer. Off the field, the new
Collective Bargaining Agreement, approved on June 29, paved the way to today's
system of free agency and the salary cap. The two expansion teams, set to begin
play for the 1995 season, were awarded to Charlotte and Jacksonville.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Version History                                                      [VERSN]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Date    | Version | Size |
--------|---------|------|-----------------------------------------------------
8- 2-08 |  0.1    | 59KB | Began guide.
8- 3-08 |  0.2    | 55KB | Worked on Team Ratings and removed '95-only plays.
8- 4-08 |  0.35   | 56KB | Did the season review and team stats.
8- 5-08 |  0.8    | 58KB | Reviewed about 90% of the playbook.
8- 6-08 |  1.0    | 59KB | Finished things up.
9-29-09 |  1.1    | 59KB | Finished updating a bunch of stuff.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Copyright                                                            [COPYR]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(c) 2008-2010 Vinny Hamilton. All rights reserved.

All trademarks mentioned in this guide are copyrights of their respective
holders.

You can print this guide out for your personal use.
You can download this guide to your computer for personal use.
You can post this guide on your Web site as long as you give proper credit to
me AND you don't change a single letter, number, or symbol (not even a tilde).
Remember that the latest version will always be available at GameFAQs.com, but
don't count on there being many (if any) updates.
You can translate this guide into a foreign language and post the translation
on your Web site if you ask for permission first.
You can't post this guide on your Web site and say you wrote the guide
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that contain) sexually explicit images of nude humans (that is, pornography), 
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You can't post this guide on your Web site if you're going to change anything
in this guide that took me so many hours to write.

If you don't comply with these guidelines, your hard drive will be reformatted
(permanently erased) inexplicably and you will suffer from constipation for the
remainder of your life. Heed this warning.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Contact Information                                                  [CONTC]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you have any questions or comments about this guide, send an e-mail to
VHamilton002@gmail.com. Remember that not all e-mails will be read. Please
follow these rules:

Do include "Madden '94" in the subject line.
Do send polite suggestions about ways to make this walkthrough better.
Do ask any questions you have about Madden '94 gameplay. I will answer them
eventually if you follow all of these guidelines.
Do tell me about any errors or omissions you find in this guide.
Do make a reasonable effort to use decent spelling, grammar, usage,
punctuation, and capitalization so I can understand what you're saying.
Do use patience. I check my messages rather sporadically.
Do not send spam, pornography, chain letters, "flaming," or anything that
contains profanity or vulgarity. Again, violation of this rule will result in
permanent constipation, so be careful!

And lastly, a public service message: Fight for and affirm the rights of all
humans, regardless of race, age, or creed! And... Always stop for railroad
crossings. Don't try to beat the train. I don't know if anyone reads my public
service messages, though.

For M.S.