GAMEBREAKER FAQ 1.2 by Wendell Martin (firstname.lastname@example.org) 11/5/96 1. GENERAL INFORMATION 2. FORMATION & PLAY SELECTION 3. OFFENSIVE FORMATIONS AND PLAYS 4. DEFENSIVE FORMATIONS AND PLAYS 5. EASTER EGGS (CODES) 1. GENERAL INFORMATION NCAA GameBreaker is a college football game from Sony. The "game breakers" referred to in the title are those exceptional players who can "break" the game in their favor. Using any game breakers that your favorite team has will certainly help matters, but basic coaching skills are also important. This is a welcome title for college football fans like me who get fired up by an Alabama-Notre Dame confrontation, but who yawn though the meaningless, franchised "games" played by millionaires each week on Monday night TV <g>. The four difficulty levels, with my interpretations, are: Sophomore: You can call any play you want and do OK. Learning mode. Junior: Calling the right play (or at least a sensible one) is important. Senior: You must take personal control of the main players to do well. All American: Just in case you find Senior too easy <g>. The game has sometimes been criticized as being too fast and "arcade-like," but in fact runs at a very realistic speed if you change the Game Speed to Normal (it's under More Options if you press Start during a huddle). I was one who initially thought that the game was too fast until I compared it with videotaped plays from real football games (actual football plays occur at an astoundingly fast pace). The unimportant, "in-between" stuff (huddles, down marker advancements, etc.) is certainly accelerated, but I find that the actual gameplay unfolds at just the right speed at Normal. Also, in case you find that there are too few fumbles, interceptions, etc. (something I personally find too common in other football games), you can increase them with Easter Egg codes (see below). 2. FORMATION & PLAY SELECTION: GameBreaker formations and plays are arranged in columns: 1 C B A 2 1 C B 3 2 1 C 4 3 2 1 5 4 3 2 6 5 4 3 7 6 5 4 8 7 6 5 9 8 7 6 A 9 8 7 B A 9 8 C B A 9 To select one, mentally pick a column at random, then cycle through the formations/plays until the one you want appears in that column. If you choose the column in an unpredictable manner, your opponent will have only a 1/4 chance of reading your play - less if you continue to cycle through the plays a few times after choosing (your choice is locked in, but additional choices continue to appear, so he won't have time to read all four options that were present when you chose). The formations and plays below are listed in the order in which they appear (via left presses on the D-Pad) in column one. 3. OFFENSIVE FORMATIONS AND PLAYS: Wishbone (8 rushing, 4 passing) W TGCGTE Bone Strong Q Speed Strong F *Halfback Swing* H H Bone Pitch Sprint Weak Blast *Double Go* Bone Weak *Option Flood* Counter Strong Bone Toss *Option Curl* Shotgun (3 rushing, 9 passing) WW TGCGT WW *Go Route* F *Deep Post* Q Shovel *Tre Out* *Curl* *Corner* *Screen* *Cut 'n' Go* *Hook* Trap *Fullback Option* Sweep Pro Set (6 rushing, 6 passing) W TGCGTE W Triple Option Strong Q *Z In* *Go Route* H F Power *Quick Outs* Triple Option Weak *X Out* Sweep Weak *Y Cross* Counter Strong *Double Go* Pitch Weak Trips (4 rushing, 8 passing) WWWTGCGTE *Streak* Q *Triangle* Pitch F *Arrow* *Iron Cross* Counter *Curl* *Play Action Corner* Power *Center Pop* *H Cross* Toss Flexbone (8 rushing, 4 passing) W TGCGT W Trap F Q W Triple Option Right *Swing* H Quarterback Sneak Triple Option Left *Rollout* Power Pitch *Cross* Counter In Quick Hit *Play Fake* Run & Shoot (2 rushing, 10 passing) WW TGCGT WW *Flood In* Q *Flare* H *Hail Mary* *Flood Out* *Quick Outs* *Slot In* *Slot Out* *Option Halfback* *Fly* *Comet* Halfback Draw Pitch I Formation (9 rushing, 3 passing) W TGCGTE W Speed Strong Q Veer Weak F *Veer Pop* H Speed Weak Veer Strong *Play Pass* *Big Ben* Counter Weak Fullback Dive Isolation Sweep Weak Counter Strong Twins (4 rushing, 8 passing) WW TGCGTE *Hook* Q *Cross* F Power H *X Out* *Corner* Option *Siamese* *Quick Read* Counter Strong *Z Bounce* *Devils* Sweep Full House (8 rushing, 4 passing) ETGCGTE Halfback Blast Q Packer Sweep *Double Out* HFH Fullback Dive Sellout Sweep *Bootleg* Sweep T Counter T *Halfback Pop* Power Halfback Toss *Tight End Dump* 3 Wide (3 rushing, 9 passing) WW TGCGTE W *Slot Out* Q *Hook* H *Clear Out* *Big Screen* *Slant* *Flood* *Cross* *Rocket* *Tre Out* Power Trap Weak Quick Toss Special Teams (2 real, 6 fake) Field Goal FG Fake 1 Punt Punt Fake 1 FG Fake 2 FG Fake 3 Punt Fake 2 Punt Fake 3 For Special Teams, use a different play selection method. Decide if you want to do a "real" FG or Punt, or a fake. Then select until the real type of play appears in the first column. Now, your next three selections (to the right) will advance the real play to the next column, and make other options available, including either fake #1 or fake #3 for the real play you have in mind (fake #2 never shows up with the actual play at the same time, so choosing it would be a tip-off). After selecting back and forth with these four choices for a bit, pick either the real or fake play you want. Don't forget that you can also accomplish some deception with an audible. On the above charts: C = Center (C) G = Guard (G) T = Offensive Tackle (OT) E = Tight End (TE) W = Wide Receiver (WR) Q = Quarterback (QB) H = Halfback (HB) F = Fullback (FB) Players for identical positions may be substituted, and the following general substitutions are also allowed: Linemen (G & T) may be substituted for other linemen. Running backs (H, F) may be substituted for other running backs. 4. DEFENSIVE FORMATIONS AND PLAYS: 5-0 Base S S Blitz C S Gap Quick L L 5 Man Go LTTEL Rumble Squeeze Stack'em Up Weak Strong Plug Go Cover 2 Strong Safety Go Nickel S Base C S Prevent C C Risk L L Under E T T E Man Across Double Spy Weak Role Spy 4 Across 3 Deep Cornerback Blitz Savage 4-3 Bone Base S Mirror C SC Weak Flow L L L Outside E T T E Cloud Strong Slant Full Dog Gap Combo Bull Rush Sky Eagle Strong S Flush C SC Field LL L Wide E T T E Gap Blitz Tight Strong Safety Blitz Split Man Stuff Short 3-4 Normal S Bump C SC Plug Blitz L L L Weak Dog E TEL Falcon Sting Over Under Man Tough Clobber YZ Transparent Strong Dog Pinch Dime Base S S No Go C S Press C L C Umbrella E TTE Robber Man Under Cornerback Blitz Bump & Run Cover 2 Spread Prevent Man Up 4-4 Base S Suicide C C Chase L L L Head Up E T T E Spread Zone Bone Stuff Cornerback Risk Special Pressure Six Pack Flow Goal Line Base Inside Dog C C Zone S L S Bring It LET TEL Pinch Hammer Cornerback Sting Normal Cloud Man Umbrella Read 4-6 Base S Cornerback Blitz C L C Free Safety Sting L L L Sell Out E TTE Charge Zone Man Protect Blitz Inside Out Fake Front Cornerback Lock Special Teams Field Goal Block Punt Return Cover Protect On the above charts: T = Defensive Tackle (DT) E = Defensive End (DE) L = Linebacker (LB) C = Cornerback (CB) S = Safety (S) Players for identical positions may be substituted, and the following general substitutions are also allowed: Linemen (T & E) may be substituted for other linemen. Defensive backs (C, S) may be substituted for other defensive backs. 5. EASTER EGGS (CODES): (from posts by Ric [email@example.com], Juan [firstname.lastname@example.org], and Gail(?) [email@example.com]) To enter Easter Eggs, press L1, R1, L2, R2 at the start menu (releasing each key before pressing the next). Select ADD ENTRY, choose the letters using the D-Pad, and press Circle to enter each letter. Capitalization matters. With these codes you can adjust the game to better suit your idea of how a college football should be and/or implement useful/cool effects. I'm not certain that all explanations below are correct, but here goes: Amazons = giant cheerleaders Angry CPU = more aggressive computer player? Big Foot = improved kicking Big Ref = giant referees Big GB = giant GameBreakers Blocking Down = decreased blocking effectiveness Blocking Up = increased blocking effectiveness Cannon = great QB throwing Copper = copper-plated players Credits = roll credits Cruel CPU = more injuries caused by computer player? EMU All Stars = exceptional team Fast Clock = increased game clock speed Fast CPU = fast computer player Flash = fast running Fumbles = more fumbles Giants = all players giants Hammer Healthy = no injuries Helium = improved punts Injuries UP = more injuries Interceptions = more interceptions Jack T = your players tackle harder? Jukes Lights Out Little Arm = decreased passing Little Foot = decreased kicking Little Feet = same as Little Foot/( one is in error?) Loose Cover = decreased pass coverage Mich All Stars = exceptional team Midgets = all players small ND All Stars = exceptional team OSU All Stars = exceptional team Phantoms = translucent players Politics Rock Em Slow Clock = decreased game clock speed Slow CPU = fast computer player Swim UP = "swim move" works better Swim Down = "swim move" works worse Tackles = more tackles Thunder Foot = improved field goal kicking Tight Cover = improved pass coverage Tiny Ref = small referees Tiny GB = small GameBreakers USC All Stars = exceptional team The latest version of this document may be found on my home page at http://www.bham.net/users/wendell.