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    FAQ/Strategy Guide by AlaskaFox

    Version: 1.1 | Updated: 09/19/02 | Search Guide | Bookmark Guide

            -=             M A D D E N   N F L   2 0 0 2              =-
            -=                  Madden NFL 2002 FAQ                   =-
            -=                   and Strategy Guide                   =-
            -=                   For Playstation 2                    =-
            -=              By: AlaskaFox(Ronan Murphy)               =-
            -=               Created: June 19, 2002                   =-
            -=        Date last Updated: September 19, 2002           =-
            -=                     Version 1.1                        =-
            -=         Home Page: http://tbns.net/deltablue/          =-
            -=                     Gamefaqs CRP:                      =-
            -= http://www.gamefaqs.com/features/recognition/7818.html =-
            -=                                                        =-
            -=         Post your Questions/Suggestions on:            =-
            -=    http://denim.bbboy.net/alaskafox-viewforum?forum=8  =-
    This Game Guide / FAQ is created for personal use only. You must not use it 
    for anything that gains profit. Specifically Magazines, Game Guides, 
    Commercial Web Sites, unless you have my written permission. 
    You’re also not allowed to rip off part/s of this Game Guide / FAQ and put
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    the act of stealing and passing off of ideas and words of another as one’s 
    own without crediting the source.
    You also cannot use this Game Guide / FAQ as a guide for you to make your own
    Game Guide / FAQ, you must do everything there is to do in the game yourself
    or have others give info about your game and give them proper credit. You 
    can copy the layout though. 
    You can put this Game Guide / FAQ on your non-commercial or non-profit web 
    site provided that not a single character has been edited or removed and you 
    MUST have permission from me in order to do so. You can also, print a copy of
    the entire FAQ / Guide or a part of it, provided you only use it for personal
    Remember "You don’t have to steal, just ask." - B.O.F.III
    If you wish to ask me a question or make a suggestion, go to:
    and post a message, stating your query. I will try to get to it
    as soon as possible. If I get an email regarding Madden, it will be
    ignored and deleted.
    The latest version of this FAQ can, and always will be found at:
    Current Progress:
    Guide: 98% complete
    File Size: 161K
    Version 1.1 (Started: September 19, 2002)
    - Minor layout update
    - Email address removed
    - Changed lines to less than 79 characters
    - Added defensive Formations
    - Added Sliders section
    - Added Lee Corso's hints & Tips Section
    - File Size: 161k
    Version 1.0 (Started: June 19th, 2002)
    - Controls: Offence, Defence Added
    - Main Menu: Play Now, Game Modes Added
    - Rules Appendix: Football A-Z, Formations Added
    - Franchise Mode: Starting a Franchise, Fantasy Draft,
      Season Menu, Off-Season Added
    - Madden Cards Added
    - In-Game Top 10 Lists
    - Strategies: Running, Passing, Defence, 
      Plays In-Depth Added
    - Frequently Asked Questions: 11 Questions Added
    - Disclaimer, Email Notice Added
    - Outro, Credits Added
    - File Size: 111k
       -) Introduction
       i) Controls
          a) Offence
          b) Defence
      ii) Main Menu
          a) Play Now
          b) Game Modes
     iii) Rules Appendix
          a) Football A-z
          b) Formations
          c) Defensive Formations
      iv) Franchise Mode
          a) Starting a Franchise
          b) Fantasy Draft
          c) Season Menu
          d) Off-Season
       v) Madden Cards
      vi) In-Game Top 10 Lists
     vii) Strategies
          a) Running
          b) Passing
          c) Defence
          D) Plays In-Depth
    viii) Sliders
          a) Slider Breakdown
          b) Recommended Sliders
      ix) Lee Corso's Hints & Tips
          a) Game Speed Analysis
          b) New Difficulty Level
          c) CPU Speed Cheat In-Depth
          d) Human Running Game Problem
          e) 'Long-bombs' Problem
          f) Pass-Lead Sensitivity
          g) Computer Assistance
          h) Difficulty Levels/Head-to-Head
          i) Expand your playbook
          j) Tournament Tips
       x) Frequently Asked Questions
      xi) Outro
              -=                  INTRODUCTION                 =-
    Throughout this FAQ you will see the words "Index Number" and "Search
    Field". These are to help you locate certain sections of the FAQ, as
    listed in the index. Use Ctrl + F on most Word Processors and in Internet
    Explorer to use the Find/Locate command.
    Example: If you are looking for The section "Controls - Offence", type
    'i-a' into the Find box. 'i' is the Index Number and 'a' is the section
    number. This will take you to the beginning of the section.
              -=                    CONTROLS                   =-
    Index Number: i
                      =-            OFFENCE            -=
    Search Field: i-a
    Before the Snap(Pre-Snap)
    Snap the Ball         X
    Fake Snap             Circle
    View Reciever routes  R2
    Flip Play             Square, then R2
    Call an Audible       Square, then Square/X/Circle/L1/L2 or R2
    Quieten Crowd         L3(press in the left Analog Stick, Dualshock2 only)
    Move Camera           R1 + Direction
    Move/Run             D-Pad or Left Analog Stick
    Sprint               X
    Dive                 Square
    Jump                 Triangle
    Spin                 Circle
    Juke left/right      L1 / R1
    Stiff arm l/r        L2 / R2
    Slide with QB        Tap Square
    View Recievers        X
    Turn Icons On/Off     Triangle
    Pass to Reciever      Button above the reciever's head
                          (X, Circle, Square, L1, or R1)
    Route-based passing   L2 + reciever's symbol
    Pump Fake             R2 + Direction
    Throw Ball Away       L2 + Triangle
    Control Reciever      X
    Dive for Pass         Square
    Sprint                Circle
    Jump for Pass         Triangle
    Control blocker       X
    Cut block             Square
    Power block           Circle
    Change height         Up/Down
    Change Direction      Left/Right
    Start kick meter      X
    Stop for Power        X
    Stop for Accuracy     X
    Audible               Square, then X, Circle, Square, L1, L2, or R1
                      =-            DEFENCE            -=
    Search Field: i-b
    Change Player        X or Circle
    Move player          D-Pad or Left Analog Stick
    Shift Defensive Line L2 for left, R2 for right
    Shift Linebackers    L1-left, R1-right
    Coverage Audible     Triangle, then Square, X or Circle
    Audible              Square, then Square, X, or Circle
    Pump up crowd        L3
    After Snap
    Control player       X
    Move Player          D-Pad or Left Analog Stick
    Sprint               Circle
    Dive                 Square
    Jump                 Triangle
    Call fair catch      Triangle while ball is airborne
    Strip Ball(air)      L2 / R2
    Spin move l/r        L2 / R2
    Swat ball(airborne)  L1 / R1
    Swim move l/r        L1 / R1
    Kick return
    Change player        X
    Move Player          D-Pad or Left Analog Stick
    Fair Catch           Triangle
              -=                   MAIN MENU                   =-
    Index Number: ii
                      =-           PLAY NOW            -=
    Search Field: ii-a
    Quick Game
    Two-Minute Drill
    Training Mode
    Quick Game
    An exhibition game with the default rules. You cannot change rules, stadium,
    or use User Profiles. Just pick two teams and play.
    Two-Minute Drill
    You have two minutes to see how many points you can score. This is a very
    easy way to earn Madden Tokens which allow you to buy Madden Cards. You can
    play with up to 4 human players in Two-Minute Drill. You choose the CPU
    defence, you can choose to play for Madden Tokens, and choose your offence.
    Training Mode
    You can earn some tokens here also. This is for beginners but everyone should
    do this mode at least once. John Madden will tell what each play is and will
    show you how to succeed with the play.
                      =-          GAME MODES           -=
    Search Field: ii-b
    Custom League
    In order to see what each section does, see the Game's Manual. It's very
    To see what the Options and Inside EA Sports sections contain, view the
    Manual. I'm not going to waste my time, and yours, to write out what you
    can see already.
              -=                RULES APPENDIX                 =-
    Index Number: iii
                      =-         FOOTBALL A-Z          -=
    Search Field: iii-a
    This section is just an A-Z of Football Terms, if I have left any out,
    go to my message board and tell me. 
    Thanks to Grafkid for terms about Mike, Sam, Will, Strongside, and the
    ACE Formation
    Called the Singleback - Big fomation in Madden NFL 2002
    The area behind the Offensive Line e.g. where the Runningbacks are
    See Halfback, Fullback
    See Center
    See Cornerback
    The Center gives the ball to the Quarterback at the start of each offensive
    play. He will then block for the Quarterback after letting off the ball.
    There is always a single Center on the field for each offensive play.
    Centers need good Run Blocking (RBK), Pass Blocking (PBK), and 
    Strength (STR).
    See Extra Point Attempt
    The Cornerbacks are the players who line up at the outside of the 
    formation, behind the Defensive Line. It is their role to stop passes
    getting to the Wide Receivers. Cornerbacks need good Tackling (TAK),
    Acceleration (ACC), Speed (SPD), Jumping (JMP), and Cacthing (CTH).
    See Defensive Line
    Defensive Formations
    See individual formations in the Rules Appendix: Formations Section for
    in-depth analysis on each formation, and its variants.
    The Defensive Formations used in Madden NFL 2002 are:
    Goal Line
    (Special Teams)
    Defensive Line
    These are the defensive players in the centre of the field during 
    Scrimmage. They are used to block the run 'up the gut', and to stop
    the Quarterback. The Defensive Line are: Defensive Tackle(s), Right
    Defensive End and Left Defensive End.
    Defensive Red Zone
    See Red Zone
    Defensive Tackle
    The Defensive Tackle(s, there can be one or two on each play) are the
    heart of the Defensive Line. They are the players in the middle who
    try to beat the Center and sack the Quarterback. Defensive Tackles
    need good Tackling (TAK), Strength (STR), and Agility (AGI).
    There are 4 Downs in each offensive play. The aim of the Downs is to
    advance the ball at least 10 yards in the 4 Downs. If a team fails
    to advance the ball 10 yards in 4 Downs, the team which was defending
    now takes control of the ball. If the ball is advanced more than 10
    yards before the 4 downs are used, the ball is respotted(from the
    hashmarks where it stopped), and 4 new Downs are allocated. This
    process is repeated until the offensive team scores, loses possession,
    or until time elapses.
    Drag plays
    Where one receiver goes long, and the other covers.
    See Defensive Tackle
    End Zone
    The area between the 0-yard line and the Goalposts i.e. the area you have
    to enter to score a Touchdown.
    Extra Point Attempt
    These always follow a Touchdown. When taking an Extra Point Attempt, you
    have two choices - kick a Field Goal between the Goalposts (1 point), or
    Pass/Run into the End Zone (2 points). The Field Goal is taken from the
    2 yard line, and has a much higher success rate than attempting a two
    point conversion.
    See Fullback
    See Field Goal
    Field Goal
    A Kick taken in order to score 3 points. The Kicker takes all Field Goals.
    In order to determine the length of a Field Goal, you must add 17 Yards to
    the distance you are from the Touchline. Field Goals are usually taken
    from 35 Yards from the Touchline or less. A longer Field Goal may be scored,
    but they are very difficult to score.
    Free Safety
    See Safeties
    See Safeties
    Generally, the Fullback will block for the Halfback on running plays,
    and block for the Quarterback on passing plays. The Fullback can also
    be used to run with the ball, as an alternative to running with your
    Halfback. Fullbacks need good Strength (STR), Run Blocking (RBK), and
    also reasonable Pass Blocking (PBK). If you are going to use your
    Fullback to run the ball(as I often do), you will need good Agility (AGI),
    Acceleration (ACC), Speed (SPD), and especially Carrying (CAR). Fullbacks
    rarely are used to receive the ball in passing plays, so a good Catching
    (CTH) rating is not too important.
    A fumble is where the player carrying the ball loses control of it and
    drops it.
    Fumble Recovery
    A Fumble Recovery is where the defending team recovers the ball after
    it has been fumbled by the offence.
    This is the main Running Back. He usually takes the ball from your
    Quarterback, and runs downfield. Halfbacks can also be involved as
    a receiver in Passing plays. Halfbacks need good Speed (SPD), Carrying
    (CAR), Acceleration (ACC), Agility (AGI), Breaking Tackles (BTK).
    Strength (STR) can also be helpful. if you wish to use your Halfback
    as a receiver, he will need good Catching (CTH) too.
    Hashmarks are 2 dashed lines that go up and down the length of the field 
    and are used to spot the ball. 
    Lets say you get a pass to the WR and he gets knocked out of bounds on 
    the left side of the screen, the ref will line the ball up on left Hashmark.
    See Halfback
    See Scrimmage
    See Interception
    An Interception is where the defending team catches the ball after a pass
    by the Quarterback.
    See Kicker
    The Kicker is the player who takes Kickoffs and Field Goals. Kickers
    have no other uses, except they can also be used to Punt the ball.
    Kickers need good Kicking Power (KPW) and Kicking Accuracy (KAC). 
    A Kickoff is taken at the start of each half. The team who takes the
    Kickoff at the start of the first half will receive the Kick in the
    second half. A Kickoff is also taken after every score, by the scoring
    team. A Kickoff which goes out past the sidelines is a penalty, and the
    kick must be retaken from further back. Also see Onsides Kick.
    Left End/Right End
    The Left and Right Ends are the players who are to the left and right of
    the Defensive Tackle(s) on each play. Their role is to attack the 
    Quarterback. Left and Right Ends need good Tackling (TAK), Strength (STR),
    and Agility (AGI) is also helpful.
    Left Guard/Right Guard
    The Left Guard is the player to the left of the Center on each offensive
    play, and the Right Guard the player to the right. Their role is to
    protect the Quarterback. Left and Right Guards need good Run Blocking (RBK),
    Pass Blocking (PBK), and Strength (STR).
    See Left End/Right End
    See Left Guard/Right Guard
    These are the players who line up behind the Defensive Line. They
    comprise of the Outside Linebackers (LOLB and ROLB), and the Middle
    Linebacker(s) (MLB). Their job is to stop the Runningbacks and to
    prevent the receivers from catching the ball.
    See Outside Linebacker
    The Longside is generally the side which has the most room. 
    i.e. if you get run out on the left side the long side will now be on the 
    right side of the screen beacuse the ball will be lined up on the left 
    Long Snapper
    The Long Snapper is the guy who snaps the ball before Punts and Kicks.
    See Long Snapper
    See Offensive Tackle
    Middle Linebacker
    The Middle Linebacker(s) stand behind the middle of the Defensive Line
    during Scrimmage. Their role is to prevent Short passes and to tackle
    the Running backs should they break through the Defensive Line. Middle
    Linebackers need good Tackling (TAK), Strength (STR), and Jumping (JMP)
    stats. See also Mike.
    "Mike" is the middle LB. He generally lines over Center.
    In the 3-4 Defence, there are two Mikes - 1 Strong Mike and 1 Weak Mike.
    See Middle Linebacker
    See Offensive Line
    Offensive Formations
    See individual formations in the Rules Appendix: Formations Section for
    in-depth analysis on each formation, and its variants.
    The Offensive Formations used in Madden NFL 2002 are:
    I Form
    Weak I
    Strong I
    Split Backs
    Goal Line
    (Special Teams)
    Offensive Line
    These are the players who protect the Quarterbackback. They also help to open
    gaps in the Defensive Line to allow backs to run up the gut. The Offensive
    Line consists of: Right Guard, Right Tackle, Center, Left Tackle, and
    Left Guard.
    Offensive Red Zone
    See Red Zone
    Offensive Tackle
    The Left and Right Tackles are the players who are to the left and right
    respectively of the Left and Right Guard. The role of the Offensive Tackles
    is to protect the Quarterback. Offensive Tackles need good Run Blocking 
    (RBK), Pass Blocking (PBK), and Strength (STR).
    Onsides Kick
    This is a Kickoff which is hit short. The goal of an Onsides Kick is for
    the kicking team to retrieve the ball after the kick. Onsides Kicks are
    usually used by the losing team in the 4th Quarter.
    Outside Linebacker
    The Right and Left Outside Linebackers (ROLB and LOLB) line up behind the
    outside of the Defensive Line during Scrimmage. Their job is to prevent
    short passes to the receivers and to stop Runningbacks running to the
    outside. The Outside Linebackers can also be used to blitz the Quarterback.
    Outside Linebackers need good Tackling (TAK), Run Blocking (RBK), Pass
    Blocking (PBK), Strength (STR), and Speed (SPD). If they are used to
    blitz the Quarterback, good Acceleration (ACC), Agility (AGI), and Jumping
    (JMP) stats are needed. See also Sam and Will.
    See Punter
    See Play Action
    Play Action
    A Play Action pass is where the Quarterback fakes the hand off to the
    Runningback to confuse the Defence, and then throws the ball downfield.
    Pro Form Formation
    In Madden NFL 2002, the Pro Form formation is called the Split Backs
    A Punt is a kick taken from the Punters hands in order to gain yardage.
    A Punt can not be recovered by the kicking team. Punts are usually used
    on 4th Downs when the offensive team is in their own half of the field.
    The Punter is the player who takes the Punts. Punters are interchangable
    with Kickers. Punters need good Kicking Power (KPW) and Kicking Accuracy
    This is the player who stands behind the Center during Scrimmage. He can
    either throw the ball forwards to a receiver or lay it off for a Running 
    Back. Quarterbacks need good Throwing Power (THP), Throwing Accuracy (THA),
    and good Speed (SPD). If you wish to run with the Quarterback during some
    plays, he will need good Carrying (CAR), so he does not fumble the ball
    while running.
    See Quarterback
    QB Sneak
    A Quarterback Sneak is where instead of passing or laying off the ball,
    the Quarterback runs with it instead to gain yardage. QB Sneaks are
    primarily used to gain short yardage.
    See Left End/Right End
    Red Zone
    The Red Zone is the area between the 20 Yard line and the goal line. The
    Defensive Red Zone is the Red Zone you have to defend, and the Offensive
    Red Zone is the place you want to be.
    See Left Guard/Right Guard
    See Outside Linebacker
    See Offensive Tackle
    Runningbacks are the players who run with the ball. There are two types
    of Runningbacks: Halfbacks and Fullbacks.
    See Red Zone
    Sacking LB
    See Will
    See Safeties for the FS and SS players. A Safety is when the Defence is
    tackled in their own End Zone. 2 Points are awarded to the Offence, and
    the Defence must take a Kick from their own 20-yard line.
    There are two types of Safety - Strong Safety and Free Safety. It is their
    job to stop deep passes. They are also used to stop the run if it breaks
    through all other defensive measures. Safeties need good Tackling (TAK),
    Jumping (JMP), Acceleration (ACC), and Speed (SPD).
    "Sam" is the LB on the Strongside. He generally lines up in front of
    the Strongside Tackle and TE.
    The positions the players take up(the huddle) before the Snap.
    This is the opposite to Longside. It is the side with the least room.
    Slant Passing Plays
    Where the receiver(s) slant in towards the goal posts or out towards
    the sidelines.
    When the Center or Long Snapper passes off the ball.
    Special Teams
    Like the Offensive and Defensive players, these are the players who
    are on-field for special situations, such as QB Kneel, Punts, Field
    Goals, etc.
    See Safeties
    See Strongside
    Strong Mike
    The Mike (or Middle LB) which lines up nearer the Strongside.
    Strong Safety
    See Safeties
    The Strongside is the side of the formation which the TE lines up on.
    See Touchdown
    See Tight End
    Tight End
    Tight Ends are primarily used for blocking, although they also are used
    as receivers. There is normally one TE onfield for each play, although
    there maybe two or none for certain plays. Tight Ends need good Run
    Blocking (RBK), Strength (STR), and good Pass Blocking (PBK). For
    receiving Tight Ends, good Catching (CTH), Carrying (CAR), Speed (SPD),
    Agility (AGI), Acceleration (ACC), Breaking Tackles (BTK) stats are 
    Timeouts are used to stop the clock during play. Timeouts are mainly
    used by the losing team in the 4th Quarter of the game, in order to
    have more time in which to claw back and Tie/Win the game.
    See Timeout
    A Touchdown is worth 6 Points. To score a Touchdown you must have caught
    the ball in the opponents' End Zone, ran into the End Zone, or recovered
    a loose ball in the End Zone. Touchdowns are always follow by an Extra
    Point attempt (or Conversion).
    Up the Gut
    This is where a back runs with the ball through the middle i.e. through
    a gap in the Defensive and Offensive Lines.
    See Weakside.
    Weak Mike
    The Mike (or Middle LB) that lines up nearer the Weakside.
    The Weakside is the opposite side to the one that the TE lines up on. In
    Singleback-Normal, the Weakside  is the side on which the two TEs line up
    on, which is opposite the TE.
    Wide Receiver
    Wide Receivers are your main receivers in deep plays, and are used in
    almost all passing plays. There can be 5 Wide Receivers used in certain
    plays(e.g. the infamous Hail Mary). Wide Receivers need exceptional
    Catching (CTH), good Speed (SPD), Agility (AGI), Acceleration (ACC),
    Carrying (CAR), and good Breaking Tackles (BTK)
    See Wide Receiver
    "Will" is the Weakside LB. He generally lines over the Weakside Tackle.
    Often the Will has no TE to get in his way, so generally he has a good
    path to the QB; and is often known as the "Sacking LB".
    See Wide Receiver
    (Nothing to do with Microsoft). See Extra Point Attempt
                      =-          FORMATIONS           -=
    Search Field: iii-b
    Firstly, I will introduce the basic formations. After that(i.e. further
    down the FAQ), I will describe the various forms of each formation.
    Singleback is primarily a Passing formation, but is also quite effective
    when used as a Running formation. Usually in Singleback formation there 
    is just one Runningback in the backfield. There are two Tight Ends and 
    two Wide Receivers. The forms of the Singleback formation are:
    Singleback - Normal
    Singleback - Big
    Singleback - Twin TE WR
    Singleback - Twin TE
    Singleback - Trips WR
    Singleback - Big Twin WR
    Singleback - 4WR
    Singleback - Slot Strong
    Singleback - Empty 5WR
    Shotgun is primarily a Passing formation, but there are a small amount of
    effective Running plays in this formation. The Shotgun formation is
    usually used on 3rd or 4th Downs, or to gain large yardage. One valuable
    advantage of the Shotgun formation is the position of the Quarterback -
    he takes the snap 5-7 yards behind the O-Line in the backfield - this
    gives the QB more time before he has to release the ball. The forms of
    Shotgun are:
    Shotgun - Normal
    Shotgun - 2RB 3WR
    Shotgun - Trips
    Shotgun - 4WR
    Shotgun - Normal Offset Wk
    Shotgun - 5WR
    I Form
    I Form is a well balanced Formation, but is usually used for the Running
    game. It features one Wide Receiver and two Tight Ends. Both Runningbacks
    are lined up in a straight line behind the QB, which gives variation
    to the running game. The various forms of I Form are:
    I Form - Normal
    I Form - Big
    I Form - Twin WR
    I Form - 3 WR
    I Form - Twin TE
    Strong I
    The Strong I formation is a power running formation. The Halfback is
    positioned behind the Quarterback, and the Fullback splits to the side
    which the Tight End is on(the Strongside). The various forms of Strong I
    Strong I - Normal
    Strong I - Big
    Strong I - 3WR
    Weak I
    The Weak I formation is another well balanced formation. It contains
    two Wide Receivers, one Tight End, and two Runningbacks. The Halfback
    is positioned directly behind the Quarterback, and the Fullback splits
    out to the Weakside behind the Weakside Tackle. The various forms of
    Weak I are:
    Weak I - Normal
    Weak I - Twins WR
    Weak I - Big
    Weak I - 3WR
    Split Backs
    The Split Backs formations is a mainly passing formation. It features
    two Wide Receivers, a Tight End, and 2 Runningbacks. The Runningbacks
    add to the accessability of this formation, because they add the
    possibilty of the running game. The various forms of Split Backs are:
    Split Backs - Normal
    Split Backs - 3WR
    Split Backs - Twins WR
    Split Backs - Big
    The Far formation is only included in certain playbooks. It has no
    variants, just Far - Normal. It is used in situations where long
    yardage is needed. It is primarily a passing formation, although it
    does have some strong running plays. The Far formation contains two
    Wide Receivers, one Tight End, and two Running Backs. The Fullback
    is positioned behind the Quarterback, with the Halfback to his 
    left-hand side.
    The Near formation is the opposite of the Far Formation. It also is
    only in certain playbooks, and only has one version, Near - Normal.
    It is used in situations where short yardage is needed. It is a well
    balanced formation, but mainly used in the running game. The Near
    formation, like the Far formation, contains two Wide Receivers, one
    Tight End, and two Runningbacks. The Fullback is positioned behind
    the Quaterback with the Halfback to his right-hand side.
    Goal Line
    The Goal Line formation is in every playbook, and has just one form,
    Goal Line - Normal. It is used in plays which are on the opposition's
    goal line. It features two Tight Ends, one Wide Receiver, and two
    Runningbacks. It is a well balanced play, used for short yardage near
    the opponent's goal line.
                                Section Two
    If you have anything to add to this section, don't hesitate to post it
    on my boards. 
    Singleback - Normal
    Personnel: 3 Wide Receivers, Tight End, Halfback
    The Singleback - Normal fomration is a balanced formation - with good
    passing and running options.
    -Good selection of both types of play
    -Tight End provides the block for Quarterback/Halfback
    -No Fullback to help block for the Halfback
    WR        T G C G T TE
      WR         QB            WR
    Singleback - Big
    Personnel: 2 Wide Receivers, 2 Tight Ends, Halfback
    The Singleback - Big formation is primarily a running formation,
    with 2 Wide Receivers, and an extra Tight End to help with blocking.
    -Sweeps/Tosses very effective
    -Running is easier with two Tight Ends
    -Also effective for passing
    -No Fullback to block for the Halfback makes running up the gut harder
    WR     TE T G C G T TE
                 QB            WR
    Singleback - Twin TE WR
    Personnel: 2 Wide Receivers, 2 Tight Ends, Halfback
    The Singleback - Twin TE WR formation is mainly a running formation,
    although the two Tight Ends help for strongside runs.
    -2 Wide Receivers on one side good for passing
    -2 Tight Ends block for the run
    -Tight Ends can also be used to receive the pass
    -Running to the weakside is not very effective
    -No "true" receivers on the strongside
              T G C G T TE
    WR WR         QB      TE
    Singleback - Twin TE
    Personnel: 2 Wide Receivers, 2 Tight Ends, Halfback
    The Singleback - Twin TE formation is mainly a running formation,
    and again the two Tight Ends help block for runs.
    -Wide Receivers on both sides is a better option
    -2 Tight Ends block for the run
    -Tight Ends can also be used to receive the pass
    -Running to the weakside is not very effective
    -Poor protection on the weakside
    WR        T G C G T  TE
                  QB       TE WR
    Singleback - Trips WR
    Personnel: 3 Wide Receivers, Tight End, Halfback
    The Singleback Trips formation is an out-and-out passing formation.
    The 3 Wide Receivers on the one side overloads the defence, and the
    single Wide Receiver on the opposite side leaves a good alternative.
    -3 Wide Receivers on one side confuse defence
    -One Wide Receiver is usually free
    -Option of running the ball
    -Poor pass protection
    -Chance of Sack
    -Not much alternative to passing plays
    WR        T G C G T       WR
                 QB      WR WR
    Singleback - Big Twin WR
    WR WR  TE T G C G T TE
    Singleback - 4WR
    Personnel: 4 Wide Receivers, Halfback
    The Singleback - 4WR formation is mainly a passing formation due to the
    four Wide Receivers.
    -Deep passes very effective
    -Good in long yardage sitautions
    -Running will surprise the defence and may lead to a good gain
    -Poor Quarterback Protection
    -Poor Halfback Protection
    -Running less effective
    WR        T G C G T       WR
      WR         QB         WR
    Singleback - Slot Strong
    Personnel: 3 Wide Receivers, Tight Ends, Halfback
    The Singleback - Slot Strong is another passing formation, with three
    Wide Receivers.
    -3 Wide Receivers effective in the pass
    -Tight End helps block for strongside runs
    -No protection on the weakside
    -Weakside is underused
    WR        T G C G T TE
                 QB       WR WR
    Singleback - Empty 5WR
    Personnel: 5 Wide Receivers
    The Singleback - Empty 5WR is 99% a passing formation. There is no
    backs in the backfield for the run, and no Tight Ends to block.
    -Great for deep passes
    -Good in long yardage situations
    -Running with the Quarterback is effective due to the unexpectedness of
    -No running will be done (except with the Quarterback)
    -When the Quarterback runs, there is a high chance of a fumble
    -Poor Quarterback protection
    WR        T G C G T        WR
      WR         QB       HB WR
    Shotgun - Normal
    Personnel: 3 Wide Receivers, Tight End, Halfback
    The Shotgun - Normal formation, like most Shotgun variants, is used
    mainly in the passing game. The Quarterback is back from the O-Line,
    thus adding better pass coverage.
    -Quarterback is well protected
    -3 Wide Receivers add depth for the passing game
    -Halfback will help to block the Quarterback
    -Running is restricted
    -Weakside runs are not well blocked
    WR        T G C G T TE
      WR                       WR
    Shotgun - 2RB 3WR
    Personnel: 3 Wide Receivers, Halfback, Fullback
    The Shotgun - 2RB 3WR formation is the best running formation of the
    basic Shotgun. There are two Runningbacks beside the Quarterback, and
    also three Wide Receivers for the passing agme.
    -Running is very effective
    -Fullback will block for the Quarterback
    -Good passing options
    -No Tight Ends to block for the Halfback
    -Poor pass/run protection
    WR        T G C G T         WR
               HB  FB
    Shotgun - Trips
    Personnel: 4 Wide Receivers, Halfback
    The Shotgun - Trips formation is a passing formation. There are four
    Wide Receivers for the passing game.
    -3 Wide Receivers on one side overloads defence
    -Single Wide Receiver adds another passing option
    -Halfback adds another passimg option
    -Not much pass protection
    -Running is restricted
    WR        T G C G T       WR
                            WR  WR
    Shotgun - 4WR
    Personnel: 4 Wide Receivers, Halfback
    The Shotgun - 4WR formation is all about passing. It is very effective
    when used to gain long yardage.
    -Great for long yardage plays
    -Halfback will protect Quarterback
    -4 Wide Receivers add versatility to the passing game
    -Running is almost null and void
    -No Tight Ends to block for the Halfback or the Quarterback
    WR        T G C G T        WR
      WR                     WR
    Shotgun - Normal Offset Wk
    Personnel: 3 Wide Receivers, Tight End, Halfback
    The Shotgun - Normal Offset Wk formation is mainly a passing formation,
    with 3 Wide Receivers to be used for the pass.
    -Great for long yardage plays
    -Tight End protects the Quarterback
    -Strongside runs also effective
    -Poor pass protection
    -Weakside runs often ineffective
    WR        T G C G T TE
      WR                      WR
    Shotgun - 5WR
    Personnel: 5 Wide Receivers
    The Shotgun - 5WR is only a passing formation. There is no Runningbacks
    which means there is little or no running.
    -Great for long yardage plays
    -Good variation in passing with 5 Wide Receivers
    -No running
    -Poor Quarterback protection
    WR        T G C G T        WR
      WR                  WR WR
    I Form - Normal
    Personnel: 2 Wide Receivers, Tight End, Halfback, Fullback
    The I Form - Normal formation is the standard I Form formation. It is
    a well balanced formation, which is best for running inside routes.
    -Good passing and running options
    -Fullback provides lead block for Halfback
    -Not much variation in running plays
    -Few Fullback running plays
    WR        T G C G T TE
                 QB             WR
    I Form - Big
    Personnel: Wide Receiver, 2 Tight Ends, Halfback, Fullback
    The I Form - Big formation is a great formation for power running plays,
    which also adds an alternative to the passing game with effective plays
    to the two Tight Ends.
    -Great for Power Running
    -Option of passing to either Tight End
    -Provides maximum protection for QB
    -Tight Ends are sometimes unavailable due to blocking roles
    -Most plays go to the side of the WR, making future plays predictable
           TE T G C G T TE
                 QB             WR
    I Form - Twin WR
    Personnel: 2 Wide Receivers, Tight End, Halfback, Fullback
    The I Form - Twin WR formation is mainly a passing formation, with two
    Wide Receivers on the one side of the field. Can prove very effective
    for deep plays.
    -2 Wide Receivers on one side confuse defence
    -WR crossing routes and drag plays very effective
    -Weakside runs also effective
    -Strongside plays are usually covered
    -Passes to the Tight End may be Intercepted
    WR        T G C G T TE
      WR          QB
    I Form - 3WR
    Personnel: 3 Wide Receivers, Halfback, Fullback
    The I Form - 3WR Formation is primarily a passing formation, as can
    be seen in the fact that there are 3 Wide Receivers. Unfortunately,
    the run is harder to develop with this formation as there is no Tight
    End to help block the defence.
    -Good for slant passing plays
    -Both sides of the field are available
    -Poor Quarterback protection
    -Running plays not as successful as there is no Tight End to block
    WR        T G C G T         WR
                 QB          WR
    I Form - Twin TE
    Personnel: Wide Receiver, 2 Tight Ends, Halfback, Fullback
    The I Form - Twin TE formation is mainly a strongside running formation,
    with two Tight Ends to block for the run.
    -2 Tight Ends block for the run
    -Fullback blocks for runs up the gut
    -Wide Receiver is healthy passing option
    -Passing not as effective
    -Only one "true" receiver
    -Weakside runs not as effective
           TE T G C G T
         TE       QB          WR
    Strong I - Normal
    Personnel: 2 Wide Receivers, Tight End, Halfback, Fullback
    The Strong I - Normal formation is a power running formation, although
    the two Wide Receivers make passing a strong alterantive.
    -Tight End and Fullback block for the run
    -Wide Receivers leave healthly alternative to running
    -Good in short yardage situations
    -Poor run protection on the weakside
    -Poor pass protection
    WR        T G C G T TE
                  QB           WR
    Strong I - Big
    Personnel: Wide Receiver, 2 Tight Ends, Halfback, Fullback
    The Strong I - Big formation is primarily a running play. The 'Big'
    varaint of the normal Strong I adds a Tight End to the weakside,
    in order to add extra protection and extra run blocking.
    -Tight End on each side creates more running options
    -Extra Tight End helps with blocking
    -Strongside is not as well covered
    -Passing is limited
           TE T G C G T TE
                 QB            WR
    Strong I - 3WR
    Personnel: 3 Wide Receivers, Halfback, Fullback
    The Strong I - 3WR is the most passing-oriented variant of the Strong I
    formation. Although the Runningbacks do make the option of the run
    -Great for passing plays
    -Running the ball may confuse defence
    -Poor run protection
    -Poor Quarterback protection
    WR        T G C G T         WR
                 QB           WR
    Weak I - Normal
    Personnel: 2 Wide Receivers, Tight End, Halfback, Fullback
    The Weak I - Normal formation is primarily a running formation, but
    is often used for passes to the runningbacks.
    -Passing to the Runningbacks is very effective
    -Strong in both the running and passing games
    -Better protection on the weakside than Strong I
    -Not as protected on the strongside as Strong I
    -Deep passes are a rare occurrence
    WR        T G C G T TE
                  QB           WR
    Weak I - Twins WR
    Personnel: 2 Wide Receivers, Tight End, Halfback, Fullback
    The Weak I - Twins WR formation is similar to the basic Weak I formation,
    but the right WR is moved to the left to strengthen the Passing game.
    The two Wide Receivers on one side will confuse the blockers allowing 
    for better passing.
    -Two Wide Receivers on one side improve passing game
    -Both the weak and strongsides are reasonable at blocking
    -Not much passing option to the strongside
    -Moving the Wide Receiver leaves gaps in the strongside
    WR        T G C G T TE
      WR          QB
    Weak I - Big
    Personnel: Wide Receiver, 2 Tight Ends, Halfback, Fullback
    The Weak I - Big formation replaces a Wide Receiver with a Tight End on
    the Fullback's side, which makes running easier.
    -Two Tight Ends help blocking
    -Running game is more effective
    -Still the possibility of passing to Wide Receiver
    -Passing is a rare occurence
    -Most gains are for short yardage
           TE T G C G T TE
                  QB            WR
    Weak I - 3WR
    Personnel: 3 Wide Receivers, Halfback, Fullback
    The Weak I - 3WR formation is primarily a passing formation, with
    3 Wide Receivers.
    -3 Wide Receivers mean good choice of passing options
    -Running is still possible
    -Good in long yardage situations
    -No Tight Ends to block for the run
    -Poor Quarterback protection
    WR        T G C G T          WR
                  QB           WR
    Split Backs - Normal
    Personnel: 2 Wide Receivers, Tight End, Halfback, Fullback
    The Split Backs - Normal formation is effective both for running and
    passing plays. The running game uses mostly sweeps and tosses.
    -Sweeps/Tosses very effective
    -Passes to Runningbacks very effective
    -Good mixture of short and deep passes
    -Running up the gut is usually ineffective
    -Weakside runs are not very well blocked
    WR        T G C G T TE
                  QB            WR
               HB    FB
    Split Backs - 3WR
    Personnel: 3 Wide Receivers, Halfback, Fullback
    The Split Backs - 3WR formation is mainly a passing formation, but the
    two Runningbacks in the backfield allow for running plays.
    -Good in long yardage situations
    -Also good in short yardage situations
    -Fullback may block for the Quarterback
    -No Tight End to block the run
    -Poor Quarterback formation(except for FB)
    WR        T G C G T           WR
                  QB            WR
                HB  FB
    Split Backs - Twins WR
    Personnel: 2 Wide Receivers, Tight End, Halfback, Fullback
    The Split Backs - Twins WR formation is both a running and passing
    formation, but is mainly used to pass the ball.
    -Two Wide Receivers on weakside good for passing
    -Tight End blocks for trhe running game
    -Strongside is not used enough
    -Sweeps/Tosses to the strongside sometimes blocked
    WR        T G C G T TE
      WR          QB
                HB  FB
    Split Backs - Big
    Personnel: Wide Receiver, 2 Tight Ends, Halfback, Fullback
    The Split Backs - Big formation is primarily a running formation, with
    two Tight Ends to block for the Runningbacks.
    -Tight Ends and Fullback block for the Halfback
    -Passing is still an option
    -Passing to the Tight Ends is another option
    -Not much passing will be done using this formation
    -Only good in short yardage situations
           TE T G C G T TE
                 QB              WR
               HB  FB
    Far - Normal
    Personnel: 2 Wide Receivers, Tight End, Halfback, Fullback
    The Far - Normal formation is mainly used when you are far from the
    goal line - just as it says on the tin.
    -Good for short and long yardage
    -Tight End and Fullback block for the Quarterback
    -Weakside runs with the Halfback sometimes ineffective
    -Strongside runs are usually closed down quickly
    WR        T G C G T TE
                 QB              WR
              HB FB
    Near - Normal
    Personnel: 2 Wide Receivers, Tight End, Halfback, Fullback
    The Near - Normal formation is mainly used when you are near the
    goal line - the opposite to the Far formation(as you guessed).
    -Good for short and long yardage
    -Tight End and Fullback block for the Quarterback
    -Running game is better than in Far - Normal
    -Passing game not as effective as Far - Normal
    -No cover on the weakside
    WR        T G C G T TE
                 QB              WR
                 FB HB
                      =-     DEFENSIVE FORMATIONS      -=
    Search Field: iii-c
    In my opinion, this section is not in-depth enough, as my footballing
    knowledge is not as great as it could be. If you wish to help me out
    with this section, post it on my message baords. Thanks!
    The 4-3 formation is predominately used to stop the run, as there is
    two Defensive Tackles. Apart from GoalLine, it is the worst defensive
    formation against deep passes.
    -Runs through the middle
    -Greater chance of a sack
    -Deep Passes
         FS         SS
    CB        MLB        CB
       ROLB         LOLB
          RE DT LE DT
    The 3-4 is a good overall defensive play, able to stop both the
    run and the pass.
    -Runs/Passes to the middle
    -Can cover both run and pass
    -Long passes
    -Slants ot to the corners
    CB        MLB MLB      CB
    The Nickel formation is another all-round defensive formation,
    with great protection in the middle.
    -Runs up the gut
    -QB Pressure
    -Corner Routes
    -Poor overall coverage
    CB CB   ROLB    LOLB   CB
            RE DT  DT LE
    The best formation against the Passing game, and probably the best
    formation overall.
    -QB Pressure
    -Deep Passes
    -Runs up the gut(sometimes)
    -Most running plays
    -Curl Routes
             FS        SS
    CB CB        MLB       CB CB
             RE DT DT LE
    Goal Line
    The best run defense, but the worst against the passing game.
    Leaves most of the WRs open.
    -All Running
    -QB Pressure
    -All Passing
              MLB         MLB
              -=                FRANCHISE MODE                 =-
    Index Number: iv
                      =-     STARTING A FRANCHISE      -=
    Search Field: iv-a
    Number of Users
    When you select to start a Franchise, you have to choose how many
    teams to control - from 1 to 31.
    Coaching Changes
    When ON, coaches with 0 coaching points may resign at the end of the
    Trade Deadline
    When ON, you cannot make any trades after week 6.
    Salary Cap
    When ON, each team only has a maximum salary budget of $70,000,000.
    Cap Penalties
    When ON, teams receive a penalty on the maximum salary budget for the
    remaining years of that player's contract or until he is signed by
    another team.
    Fantasy Draft
    When ON, every player is put into a Draft, and at the beginning of the
    first year of the Franchise, every team has to draft players to create
    a roster.
    Expansion Draft
    When ON, the Houston Texans (or a Created Team) enter the league after
    season one, and choose their roster from a pool of 155 players.
    Team Selection
    Press Left/Right on the D-Pad to select your team(s).
    Coach Selection
    After selecting a team, press X to reach the Coach Selection. You can
    move left/right until you find the coach you want to be. If you don't
    want to be any of the in-game coaches, select NEW COACH and press X.
    From here you can select name and appearance.
                      =-        FANTASY DRAFT          -=
    Search Field: iv-b
    Fantasy Draft
    If you select Fantasy Draft ON when starting a Franchise(or Season),
    all NFL players are entered into a single draft pool. Teams then add
    players to their rosters(one player each round) for 47 Draft Rounds, 
    until each team has 47 players on their roster. When the draft is
    complete, your first season begins.
    Drafting Players
    Scroll through player positions with L2/R2 and through available
    players by using Up/Down on the D-Pad. Then when you have found the
    player you wish to draft, press the X button. After the player is
    selected, he will be added to your roster. Then the remaining 
    Computer teams will draft their players for the round, and the next
    round will begin.
                      =-          SEASON MENU          -=
    Search Field: iv-c
    Play Week
    View the games which have to be played this week, and any other week.
    You can also view Team Schedules for every team. From here you can
    either play your games, or simulate them. Move the cursor to your game,
    and press the X button. You will be asked to: Play Game, Simulate Game,
    Simulate Week, or Simulate Season. Choose whichever one you like,
    usually Play Game, and press X to confirm your choice.
    View any teams Roster, look at Roster Breakdowns, sign Free Agents,
    release players, trade players, edit your Depth Chart, and check out
    Injury Reports. A full explanation of these are given in the game
    manual on page 30.
    Coach Options
    Set your coaching options, choose your playbook, and look at your coach
    Check out all the Team and Individual stats, and look at the latest news.
    See who has won the weekly and yearly awards, and who has been selected for
    the Pro Bowl and All Madden teams.
    Madden Cards, User Profiles, Settings, Memory Card(PS2) - check out
    the game manual for more info.
                      =-          OFF-SEASON           -=
    Search Field: iv-d
    This is where you select what to do during the off-season. You can only
    advance to the next item if you have completed all the previous ones.
    Retired Players
    This shows which players have retired this off-season. 
    NOTE: only non-contracted players can retire.
    Re-sign Players
    Where you renegotiate your players' contracts.
    Expansion Draft(1st year only)
    You select 5 players from your roster to add to the expansion draft
    for the expansion team to choose from. See page 23 of the game manual
    for more details.
    Free Agent Signing
    Where you pick up non-contracted players. You have 45 days to offer
    and negotiate contracts. You can choose how many days to advance each
    time you choose to advance.
    NFL Draft
    The heart of the Off-Season. You select rookie players in the draft using
    your alloted draft-picks. See Expansion Draft(above) for more info on
    drafting players.
    Sign Draft Picks
    Where you give your drafted rookies contracts. Any rookies which you do
    not offer contracts to, or which you can't afford, will be released.
    Re-order Depth Chart
    Sort out your depth chart after your roster changes.
    Start New Season
    Advance to the next year.
    Check out what has happened in the off-season.
    Coach Profiles
    Change your coach profile(s).
    NFL Draft Info
    View the rookies in the draft, and view each teams allocated draft picks.
    See how players have progressed this season, create new players, view
    rosters, view roster breakdowns, release and trade players, and delete
    created players.
    Look back on the awards of the previous season.
    Look at last season's stats.
    Memory Card(PS2)
    Save and Delete files.
              -=                  MADDEN CARDS                 =-
    Index Number: v
    Player Cards
    Rarity: 1 in 350
    Resale Value: 2
    Lifespan: 1 Half
    Power: 25
    Effects: Playing this card gives a 25% ratings boost for one play.
    Rarity: 1 in 550
    Resale Value: 4
    Lifespan: 1 Quarter
    Power: 25
    Effects: Playing this card gives a 25% ratings boost until the end
    of the current quarter.
    Rarity: 1 in 1,200
    Resale Value: 8
    Lifespan: 1 Half
    Power: 25
    Effects: Playing this card gives a 25% ratings boost until the end
    of the current half.
    Card Listing:
    1.    James Allen        [CHI - HB]
    2.    Marcus Robinson    [CHI - WR]
    3.    Brian Urlacher     [CHI - MLB]
    4.    Corey Dillon       [CIN - HB]
    5.    Takeo Spikes       [CIN - ROLB]
    6.    Peter Warrick      [CIN - WR]
    7.    Sam Cowart         [BUF - LOLB]
    8.    Rob Johnson        [BUF - QB]
    9.    Eric Moulds        [BUF - WR]
    10.   Mike Anderson      [DEN - HB]
    11.   Brian Griese       [DEN - QB]
    12.   Ed McCaffrey       [DEN - TE]
    13.   Trevor Pryce       [DEN - DT]
    14.   Rod Smith          [DEN - WR]
    15.   Courtney Brown     [CLE - DE]
    16.   Tim Couch          [CLE - QB]
    17.   Wali Rainer        [CLE - MLB]
    18.   Mike Alstott       [TB  - FB]
    19.   Derrick Brooks     [TB  - LB]
    20.   Warrick Dunn       [TB  - HB]
    21.   John Lynch         [TB  - SS]
    22.   Keyshawn Johnson   [TB  - WR]
    23.   Warren Sapp        [TB  - DT]
    24.   David Boston       [ARI - WR]
    25.   Jake Plummer       [ARI - QB]
    26.   Frank Sanders      [ARI - WR]
    27.   Darren Bennett     [SD  - P ]
    28.   Doug Flutie        [SD  - QB]
    29.   Rodney Harrison    [SD  - SS]
    30.   Freddie Jones      [SD  - TE]
    31.   Junior Seau        [SD  - ROLB]
    32.   Derrick Alexander  [KC - P ]
    33.   Donnie Edwards     [KC  - ROLB]
    34.   Tony Gonzalez      [KC  - TE]
    35.   Eric Hicks         [KC  - LE]
    36.   Marvin Harrison    [IND - WR]
    37.   Edgerrin James     [IND - HB]
    38.   Peyton Manning     [IND - QB]
    39.   Mike Peterson      [IND - ROLB]
    40.   Mike Vanderjagt    [IND - K ]
    41.   Dexter Coakley     [DAL - ROLB]
    42.   Raghib Ismail      [DAL - WR]
    43.   Emmitt Smith       [DAL - HB]
    44.   Jay Fiedler        [MIA - QB]
    45.   Oronde Gadsden     [MIA - WR]
    46.   Sam Madison        [MIA - CB]
    47.   Brock Marion       [MIA - FS]
    48.   Lamar Smith        [MIA - HB]
    49.   Jason Taylor       [MIA - RE]
    50.   Zach Thomas        [MIA - MLB]
    51.   Hugh Douglas       [PHI - RE]
    52.   Chad Lewis         [PHI - TE]
    53.   Donovan McNabb     [PHI - QB]
    54.   Corey Simon        [PHI - DT]
    55.   Jeremiah Trotter   [PHI - MLB]
    56.   Troy Vincent       [PHI - CB]
    57.   Jamal Anderson     [ATL - HB]
    58.   Ray Buchanan       [ATL - CB]
    59.   Shawn Jefferson    [ATL - WR]
    60.   Jessie Tuggle      [ATL - MLB]
    61.   Jeff Garcia        [SF  - QB]
    62.   Terrell Owens      [SF  - WR]
    63.   Bryant Young       [SF  - DT]
    64.   Jessie Armstead    [NYG - ROLB]
    65.   Tiki Barber        [NYG - HB]
    66.   Kerry Collins      [NYG - QB]
    67.   Ike Hilliard       [NYG - WR]
    68.   Jason Sehorn       [NYG - CB]
    69.   Michael Strahan    [NYG - LE]
    70.   Amani Toomer       [NYG - WR]
    71.   Tony Boselli       [JAX - LT]
    72.   Kyle Brady         [JAX - TE]
    73.   Mark Brunell       [JAX - QB]
    74.   Kevin Hardy        [JAX - LOLB]
    75.   Keenan McCardell   [JAX - WR]
    76.   Jimmy Smith        [JAX - WR]
    77.   Fred Taylor        [JAX - HB]
    78.   Wayne Chrebet      [NYJ - WR]
    79.   Victor Green       [NYJ - SS]
    80.   Mo Lewis           [NYJ - LOLB]
    81.   Curtis Martin      [NYJ - HB]
    82.   Vinny Testaverde   [NYJ - QB]
    83.   Desmond Howard     [DET - WR]
    84.   Johnnie Morton     [DET - WR]
    85.   Robert Porcher     [DET - LE]
    86.   James Stewart      [DET - HB]
    87.   LeRoy Butler       [GB  - SS]
    88.   Brett Favre        [GB  - QB]
    89.   Ahman Green        [GB  - HB]
    90.   Antonio Freeman    [GB  - WR]
    91.   Darren Sharper     [GB  - FS]
    92.   Eric Davis         [NON - CB]
    93.   Mike Minter        [CAR - SS]
    94.   Muhsin Muhammad    [CAR - WR]
    95.   Wesley Walls       [CAR - TE]
    96.   Drew Bledsoe       [NE  - QB]
    97.   Terry Glenn        [NE  - WR]
    98.   Ty Law             [NE  - CB]
    99.   Willie McGinest    [NE  - RE]
    100.  Lawyer Milloy      [NE  - SS]
    101.  Greg Biekert       [OAK - MLB]
    102.  Tim Brown          [OAK - WR]
    103.  Rich Gannon        [OAK - QB]
    104.  Charlie Garner     [OAK - HB]
    105.  Andre Rison        [NON - WR]
    106.  Tyrone Wheatley    [OAK - HB]
    107.  Charles Woodson    [OAK - CB]
    108.  Isaac Bruce        [STL - WR]
    109.  Marshall Faulk     [STL - HB]
    110.  Torry Holt         [STL - WR]
    111.  Orlando Pace       [STL - LT]
    112.  Kurt Warner        [STL - QB]
    113.  Aeneas Williams    [STL - CB]
    114.  Elvis Grbac        [BAL - QB]
    115.  Qadry Ismail       [BAL - WR]
    116.  Jamal Lewis        [BAL - HB]
    117.  Ray Lewis          [BAL - MLB]
    118.  Michael McCrary    [BAL - RE]
    119.  Jonathon Ogden     [BAL - LT]
    120.  Shannon Shape      [BAL - TE]
    121.  Matt Stover        [BAL - K ]
    122.  Rod Woodson        [BAL - FS]
    123.  Champ Bailey       [WAS - CB]
    124.  Stephen Davis      [WAS - HB]
    125.  Bruce Smith        [WAS - RE]
    126.  Jeff Blake         [NO  - QB]
    127.  La'Roi Glover      [NO  - DT]
    128.  Joe Horn           [NO  - WR]
    129.  Ricky Williams     [NO  - HB]
    130.  Shaun Alexander    [SEA - HB]
    131.  Cortez Kennedy     [NON - DT]
    132.  Levon Kirkland     [SEA - MLB]
    133.  Marcus Robertson   [SEA - FS]
    134.  Anthony Simmons    [SEA - ROLB]
    135.  Shawn Springs      [SEA - CB]
    136.  Ricky Watters      [SEA - HB]
    137.  Jerome Bettis      [PIT - HB]
    138.  Jason Gildon       [PIT - LOLB]
    139.  Kordell Stewart    [PIT - QB]
    140.  Dewayne Washington [PIT - CB]
    141.  Blaine Bishop      [TEN - SS]
    142.  Eddie George       [TEN - HB]
    143.  Jevon Kearse       [TEN - RE]
    144.  Steve McNair       [TEN - QB]
    145.  Samari Rolle       [TEN - CB]
    146.  Frank Wycheck      [TEN - TE]
    147.  Cris Carter        [MIN - WR]
    148.  Daunte Culpepper   [MIN - QB]
    149.  Robert Griffith    [MIN - SS]
    150.  Randy Moss         [MIN - WR]
    Historic Player Cards
    GOLD (only)
    Rarity: 1 in 1,300
    Resale Value: 10
    Lifespan: Unlimited
    Power: 0
    Effects: When this card is played, [XPLAYER] will be added to the roster
    as a Free Agent.
    Card Listing:
    151.  Carl Banks         [NYG - LB] 
    152.  Bill Bates         [DAL - S ] 
    153.  Jerome Brown       [PHI - DT]
    154.  Jim Burt           [SF  - DT]
    155.  Keith Byers        [PHI - FB]
    156.  Dwight Clark       [SF  - WR]
    157.  Gary Clark         [WAS - WR]
    158.  Roger Craig        [SF  - HB]
    159.  Richard Dent       [CHI - DT]
    160.  John Elway         [DEN - QB]
    161.  Boomer Eison       [CIN - QB]
    162.  Jumpy Gathers      [ATL - DT]
    163.  Kevin Greene       [PIT - LB] 
    164.  Dan Hampton        [CHI - DT]
    165.  Rodney Hampton     [NYG - HB]
    166.  Tim Harris         [GB  - WR]
    167.  Ken Harvey         [WAS - LB] 
    168.  Graig Heyward      [NO  - FB]
    169.  Jay Hilgenberg     [CHI - C ]
    170.  Merril Hoge        [PIT - FB]
    171.  Keith Jackson      [PHI - TE]
    172.  Rickey Jackson     [NO  - LB] 
    173.  Joe Jacoby         [WAS - RG] 
    174.  Pepper Johnson     [CLE - LB] 
    175.  Brent Jones        [SF  - TE]
    176.  Seth Joyner        [PHI - LB] 
    177.  Jim Kelly          [BUF - QB]
    178.  Jim Lachey         [WAS - LG] 
    179.  Steve Largent      [SEA - WR]
    180.  Dexter Manley      [WAS - RE] 
    181.  Charlas Mann       [WAS - RE] 
    182.  Dan Marino         [MIA - QB]
    183.  Wilber Marshall    [ARI - LB] 
    184.  Clay Matthews      [ATL - LB] 
    185.  Jim McMahon        [CHI - QB]
    186.  Karl Meckleburg    [DEN - LE] 
    187.  Matt Millen        [SF  - LB] 
    188.  Art Monk           [WAS - WR]
    189.  Joe Morris         [NYG - HB]
    190.  William Perry      [CHI - DT] 
    191.  Tom Rathman        [SF  - FB]
    192.  Barry Sanders      [DET - HB]
    193.  Phil Simms         [NYG - QB]
    194.  Mike Singletary    [CHI - LB] 
    195.  Jackie Slater      [STL - LT] 
    196.  Pat Swilling       [NO  - DT]
    197.  Steve Tasker       [BUF - WR]
    198.  John Taylor        [SF  - WR]
    199.  Herschal Walker    [DAL - HB]
    200.  Steve Young        [SF  - QB]
    Cheat Cards
    Rarity: 1 in 450
    Resale Value: 3
    Lifespan: 1 Play/1 Game
    Power: 25
    Effects: Listed on each card. Lasts for 1 play/game - specified on card.
    Rarity: 1 in 650
    Resale Value: 6
    Lifespan: 1 Quarter/1 Game
    Power: 50
    Effects: Listed on each card. Lasts for 1 quarter/game - specified on card.
    Rarity: 1 in 1,500
    Resale Value: 12
    Lifespan: 1 Half/1 Game
    Power: 75
    Effects: Listed on each card. Lasts for 1 half/game - specified on card.
    Card Listing:
    201.  1st and 5       [Yards needed for first down is 5]
    202.  1st and 15      [Yards opponent needs for first down is 15]
    203.  5th Down        [Get five downs]
    204.  3rd Down        [Your opponent gets only three downs]
    205.  Human Plow      [Broken tackles increase for the game]
    206.  Super Dive      [Defensive diving distance increases for the game]
    207.  Da Boot         [Unlimited field goal range]
    208.  Tight Fit       [The opponent's field goal uprights become narrow]
    209.  Da Bomb         [Unlimited pass range]
    210.  Lame Duck       [Opponent throws only lob passes]
    211.  Mistake Free    [Unable to fumble or throw an interception]
    212.  Fumbilitis      [Opponent's fumbles increase for the game]
    213.  BINGO!          [You intercept the ball more on defense for the game]
    214.  Unforced Errors [Opponent fumbles whenever he tries to juke]
    215.  Mr. Mobility    [Your Quarterback can't be sacked]
    216.  Extra Credit    [Earn two points per interception, one point per sack]
    217.  Touchy          [Opponents' penalties increase by 50%]
    218.  Bad Spot        [Ref spots the ball 1-2 yards short for opponent]
    219.  Toast           [Your ability to get open increases for the game]
    220.  Jam             [Your ability to jam a WR increases for the game]
    221.  Pocket Protectors [Your pass blocking improves for the game]
    222.  Penetration     [Your defensive penetration improves by for the game]
    223.  QB on Target    [Your quarterback's accuracy is 100%]
    224.  Coffin Corner   [Your punt goes out of bounds at the one yard line]
    225.  Wind Gust       [The wind will boost your field goal kicks]
    226.  Hands of Glue   [Your receieving will improve for the game]
    227.  Hands of Stone  [Opponent's receieving will decrease for the game]
    228.  Couch Potato    [Your opponent's fatigue increases for the game]
    229.  Time Out        [Unlimited timeouts]
    230.  Ouch!           [Your opponent's injuries increase for the game]
    231.  Worker's Comp   [You get points if your player gets injured]
    232.  Passerby        [Your Quarterback can throw the ball any time]
    Stadium Cards
    GOLD (only)
    Rarity: 1 in 2,000
    Resale Value: 25
    Lifespan: Unlimited
    Power: 0
    Effects: If you have this card, the [XSTADIUM] will be unlocked at
    Stadium Select.
    Card Listing:
    233.  Super Bowl XXXVI
    234.  Super Bowl XXXVII
    235.  Super Bowl XXXVIII
    236.  Super Bowl XXXIX
    237.  Aloha Bowl Pro-Bowl
    238.  Old Redskins Stadium
    239.  Old Oakland Stadium
    240.  Old Houston Stadium
    241.  Old Pittsburgh Stadium
    242.  Old Denver Stadium
    243.  Tiburon Stadium
    244.  EA Sports Stadium
    245.  Dodge City Stadium
    246.  Nile High Stadium
    247.  Alpha Blitz Stadium
    248.  Maddenstein Stadium
    Secret Team Cards
    GOLD (only)
    Rarity: 1 in 1,400; (Card 298: 1 in 1,000,0000)
    Resale Value: 10    (Card 298: 2500)
    Lifespan: Unlimited
    Power: 0
    Effects: If you have this card, the [XTEAM] will be unlocked at
    Team Select.
    Card Listing:
    249.  58 Colts
    250.  66 Packers
    251.  68 Jets
    252.  70 Browns
    253.  72 Dolphins
    254.  73 Bills
    255.  74 Steelers
    256.  76 Raiders
    257.  77 Broncos
    258.  78 Oilers
    259.  80 Raiders
    260.  81 Chargers
    261.  82 Redskins
    262.  83 Raiders
    263.  84 Dolphins
    264.  85 Bears
    265.  86 Giants
    266.  88 49ers
    267.  90 Eagles
    268.  91 Lions
    269.  92 Cowboys
    270.  93 Bills
    271.  94 49ers
    272.  96 Packers
    273.  98 Broncos
    274.  99 Rams
    275.  84 All-Madden
    276.  85 All-Madden
    277.  86 All-Madden
    278.  87 All-Madden
    279.  88 All-Madden
    280.  89 All-Madden
    281.  90 All-Madden
    282.  91 All-Madden
    283.  92 All-Madden
    284.  93 All-Madden
    285.  94 All-Madden
    286.  95 All-Madden
    287.  96 All-Madden
    288.  97 All-Madden
    289.  98 All-Madden
    290.  99 All-Madden
    291.  Madden Super Bowl
    292.  Marshals
    293.  Mummies
    294.  Sugar Buzz
    295.  Monsters
    296.  Tiburon
    297.  EA Sports
    298.  John Madden All-Time
    Cheerleader/Pump up the Crowd Cards
    GOLD (only)
    Rarity: 1 in 350
    Resale Value: 4
    Lifespan: 1 play
    Power: 25
    Effects: When this card is played, this will pump up the crowd for
    the [XTEAM].
    Card Listing:
    299.  Bears 
    300.  Bengals 
    301.  Bills 
    302.  Broncos 
    303.  Browns 
    304.  Buccaneers 
    305.  Cardinals 
    306.  Chargers 
    307.  Chiefs 
    308.  Colts 
    309.  Cowboys 
    310.  Dolphins 
    311.  Eagles 
    312.  Falcons 
    313.  49ers 
    314.  Giants 
    315.  Jaguars 
    316.  Jets 
    317.  Lions 
    318.  Packers 
    319.  Panthers 
    320.  Patriots 
    321.  Raiders 
    322.  Rams 
    323.  Ravens 
    324.  Redskins 
    325.  Saints 
    326.  Seahawks 
    327.  Steelers 
    328.  Titans 
    329.  Vikings 
              -=                 TOP-10 LISTS                  =-
    Index Number: vi
    This section will list the Top 10 of each section by their in-game rating.
    This rating is found in brackets. For tied ratings, order is either
    alphabetical or the in-game order.
                      =-             TEAMS             -=
    Search Field: vi-a
    Teams - Overall
    1.  Baltimore Ravens     (99)
    2.  Tampa Bay Buccaneers (92)
    3.  Denver Broncos       (90)
    3.  Tennessee Titans     (90)
    5.  Oakland Raiders      (88)
    5.  Philadelphia Eagles  (88)
    5.  St. Louis Rams       (88)
    8.  Detroit Lions        (86)
    8.  Green Bay Packers    (86)
    8.  Jacksonville Tigers  (86)
    Teams - Offence
    1.  St. Louis Rams       (96)
    2.  Indianapolis Colts   (89)
    3.  Denver Broncos       (82)
    4.  Green Bay Packers    (80)
    4.  Jacksonville Jaguars (80)
    4.  Minnesota Vikings    (80)
    4.  New York Jets        (80)
    4.  Tampa Bay Buccaneers (80)
    4.  Tennessee Titans     (80)
    10. Baltimore Ravens     (78)
    Teams - Defence
    1.  Baltimore Ravens     (96)
    2.  Tampa Bay Buccaneers (90)
    3.  Seattle Seahawks     (87)
    4.  Detroit Lions        (85)
    4.  Miami Dolphins       (85)
    4.  New York Giants      (85)
    4.  New York Jets        (85)
    4.  Philadephia Eagles   (85)
    4.  Tennessee Titans     (85)
    10. Jacksonville Jaguars (81)
                      =-            PLAYERS            -=
    Search Field: vi-b
    Player's teams and positions are listed in Square Brackets '[]'.
    Stats are listed in Parenthesis '()'
    'NON' stands for Free Agent
    Players - Overall
    1.  Marshall Faulk   [STL - HB]   (99)
    1.  Tony Gonzalez    [KC  - TE]   (99)
    1.  Jonathan Ogden   [BAL - LT]   (99)
    1.  Warren Sapp      [TB  - DT]   (99)
    1.  Ray Lewis        [BAL - MLB]  (99)
    6.  Randy Moss       [MIN - WR]   (98)
    7.  Derrick Brooks   [TB  - ROLB] (98)
    8.  Charles Woodson  [OAK - CB]   (98)
    9.  Matt Stover      [BAL - K ]   (98)
    10. Brett Favre      [GB  - QB]   (97)
    10. Peyton Manning   [IND - QB]   (97)
    10. Orlando Pace     [STL - LT]   (97)
    10. Tony Boselli     [JAX - LT]   (97)
    10. Jevon Kearse     [TEN - RE]   (97)
    10. Darrell Russell  [OAK - DT]   (97)
    10. Zach Thomas      [MIA - MLB]  (97)
    10. Sam Madison      [MIA - CB]   (97)
    10. Rod Woodson      [BAL - FS]   (97)
    10. Martin Gramatica [TB - K ]    (97)
    Players - Speed
    1.  Randy Moss       [MIN - WR]   (99)
    2.  Shawn Springs    [SEA - CB]   (98)
    2.  Champ Bailey     [WAS - CB]   (98)
    2.  Ax-Zahir Hakim   [STL - WR]   (98)
    2.  Charles Woodson  [OAK - CB]   (98)
    6.  Laveranues Coles [NYJ - WR]   (97)
    7.  Sam Madison      [MIA - CB]   (96)
    8.  Terry Fair       [DET - CB]   (95)
    8.  Tim Dwight       [SD  - WR]   (95)
    10. Darrell Green    [WAS - CB]   (94)
    10. Torry Holt       [STL - WR]   (94)
    10. Santana Moss     [NYJ - WR]   (94)
    10. Will Allen       [NYG - CB]   (94)
    Players - Strength
    1.  Tony Boselli     [JAX - LT]   (99)
    2.  Jonathan Ogden   [BAL - LT]   (98)
    2.  Larry Allen      [DAL - LG]   (98)
    2.  Erik Williams    [NON - RT]   (98)
    5.  Willie Roaf      [NO  - LT]   (97)
    5.  Ruben Brown      [BUF - LG]   (97)
    7.  Leon Searcy      [BAL - RT]   (96)
    7.  Kevin Mawae      [NYJ - C ]   (96)
    7.  Will Shields     [KC  - RG]   (96)
    10. Orlando Pace     [STL - LT]   (95)
    10. Luther Elliss    [DET - DT]   (95)
    10. Aaron Gibson     [DET - LG]   (95)
    10. Warren Sapp      [TB  - DT]   (95)
    10. Ted Washington   [CHI - DT]   (95)
    10. Kevin Gogan      [NON - RG]   (95)
    Players - Awareness
    1.  Cris Carter      [MIN - WR]   (99)
    1.  Ray Lewis        [BAL - MLB]  (99)
    1.  Marshall Faulk   [STL - HB]   (99)
    1.  Jerry Rice       [OAK - WR]   (99)
    1.  Junior Seau      [SD  - ROLB] (99)
    6.  Rod Woodson      [BAL - FS]   (98)
    6.  Jonathan Ogden   [BAL - LT]   (98)
    6.  Emmit Smith      [DAL - HB]   (98)
    6.  Warren Sapp      [TB  - LT]   (98)
    10. Willie Roaf      [NO  - LT]   (97)
    10. Bruce Smith      [WAS - RE]   (97)
    10. Aeneas Williams  [STL - CB]   (97)
    10. Tim Brown        [OAK - WR]   (97)
    10. Brett Favre      [GB  - QB]   (97)
    Players - Agility
    1.  Marshall Faulk   [STL - HB]   (99)
    2.  Randy Moss       [MIN - WR]   (98)
    3.  Champ Bailey     [WAS - CB]   (97)
    3.  Charles Woodson  [OAK - CB]   (97)
    4.  Peter Warrick    [CIN - WR]   (97)
    6.  Marvin Harrison  [IND - WR]   (96)
    6.  Warrick Dunn     [TB  - HB]   (96)
    8.  Ax-Zahir Hakim   [STL - WR]   (95)
    8.  Santana Moss     [NYJ - WR]   (95)
    8.  Sam Madison      [MIA - CB]   (95)
    8.  Edgerrin James   [IND - HB]   (95)
    Players - Acceleration
    1.  Randy Moss       [MIN - WR]   (98)
    2.  Shawn Springs    [SEA - CB]   (97)
    2.  Rod Smith        [DEN - WR]   (97)
    4.  Champ Bailey     [WAS - CB]   (96)
    4.  Deion Sanders    [WAS - CB]   (96)
    4.  Torry Holt       [STL - WR]   (96)
    4.  Marshall Faulk   [STL - HB]   (96)
    4.  Aeneas Williams  [WAS - CB]   (96)
    4.  Terry Glenn      [NE  - WR]   (96)
    4.  Fred Taylor      [JAX - HB]   (96)
    4.  Terrell Owens    [SF  - WR]   (96)
    4.  Sam Madison      [MIA - CB]   (96)
    Players - Catching
    1.  Cris Carter      [MIN - WR]   (99)
    2.  Marvin Harrison  [IND - WR]   (97)
    3.  Randy Moss       [MIN - WR]   (93)
    4.  Isaac Bruce      [STL - WR]   (92)
    4.  Tim Brown        [OAK - WR]   (92)
    4.  Muhsin Muhammad  [CAR - WR]   (92)
    4.  Keyshawn Johnson [TB  - WR]   (92)
    8.  Herman Moore     [DET - WR]   (91)
    8.  Wayne Chrebet    [NYJ - WR]   (91)
    8.  Keenan McCardell [JAX - WR]   (91)
    8.  Terrell Owens    [SF  - WR]   (91)
    Players - Carrying
    1.  Ron Dayne        [NYG - HB]   (98)
    2.  Marshall Faulk   [STL - HB]   (96)
    3.  Errict Rhett     [CLE - HB]   (95)
    4.  Jerome Bettis    [PIT - HB]   (94)
    4.  Curtis Martin    [NYJ - HB]   (94)
    4.  Warrick Dunn     [TB  - HB]   (94)
    4.  Terrell Davis    [DEN - HB]   (94)
    4.  Corey Dillon     [CIN - HB]   (94)
    9.  Fred Taylor      [JAX - HB]   (93)
    10. Stephen Davis    [WAS - HB]   (92)
    Players - Jumping
    1.  Chris Chambers   [MIA - WR]   (97)
    2.  Randy Moss       [MIN - WR]   (96)
    3.  Charles Woodson  [OAK - CB]   (94)
    4.  Samari Rolle     [TEN - CB]   (93)
    4.  Shawn Springs    [SEA - CB]   (93)
    4.  Rod Gardner      [WAS - WR]   (93)
    4.  Chris McAllister [BAL - WR]   (93)
    4.  Marcus Robinson  [CHI - WR]   (93)
    9.  Plaxico Burress  [PIT - WR]   (92)
    9.  Marcus Coleman   [NYJ - CB]   (92)
    9.  Keyshawn Johnson [TB  - WR]   (92)
    9.  Daylon McCutcheon[CLE - CB]   (92)
    9.  Deltha O'Neal    [DEN - CB]   (92)
    Players - Breaking Tackles
    1.  Eddie George     [TEN - HB]   (97)
    1.  Jerome Bettis    [PIT - HB]   (97)
    3.  Stephen Davis    [WAS - HB]   (96)
    4.  Jamal Lewis      [BAL - HB]   (95)
    4.  Fred Taylor      [JAX - HB]   (95)
    4.  Mike Alsott      [TB  - FB]   (95)
    7.  Ricky Williams   [NO  - HB]   (94)
    7.  Edgerrin James   [IND - HB]   (94)
    7.  Corey Dillon     [CIN - HB]   (94)
    10. Tyrone Wheatley  [OAK - HB]   (92)
    Players - Tackling
    1.  Ray Lewis        [BAL - MLB]  (99)
    2.  Darrell Russell  [OAK - DT]   (97)
    3.  Zach Thomas      [MIA - MLB]  (96)
    3.  Warren Sapp      [TB  - DT]   (96)
    5.  Greg Biekert     [OAK - MLB]  (95)
    6.  La'Roi Glover    [NO  - DT]   (94)
    6.  Luther Elliss    [DET - DT]   (94)
    6.  Junior Seau      [SD  - ROLB] (94)
    6.  Ronald McKinnion [ARI - MLB]  (94)
    6.  Wali Rainer      [CLE - MLB]  (94)
    6.  Trevor Pryce     [DEN - DT]   (94)
    Players - Throwing Power
    1.  Brett Favre      [GB  - QB]   (99)
    2.  Daunte Culpepper [MIN - QB]   (98)
    3.  Kurt Warner      [STL - QB]   (96)
    4.  Peyton Manning   [IND - QB]   (95)
    5.  Jeff George      [WAS - QB]   (94)
    6.  Drew Bledsoe     [NE  - QB]   (93)
    7.  Donovan McNabb   [PHI - QB]   (92)
    8.  Jeff Blake       [NO  - QB]   (90)
    8.  Michael Bishop   [NE  - QB]   (90)
    8.  Kerry Collins    [NYG - QB]   (90)
    8.  Michael Vick     [ATL - QB]   (90)
    8.  Tony Banks       [DAL - QB]   (90)
    Players - Throwing Accuracy
    1.  Kurt Warner      [STL - QB]   (99)
    2.  Peyton Manning   [IND - QB]   (97)
    3.  Rich Gannon      [OAK - QB]   (94)
    4.  Steve Beuerlein  [DEN - QB]   (93)
    5.  Brian Griese     [DEN - QB]   (92)
    6.  Brett Favre      [GB  - QB]   (91)
    7.  Jeff Garcia      [SF  - QB]   (90)
    8.  Mark Brunell     [JAX - QB]   (89)
    8.  Brad Johnson     [TB  - QB]   (89)
    10. Elvis Grbac      [BAL - QB]   (88)
    Players - Pass Blocking
    1.  Orlando Pace     [STL - LT]   (98)
    2.  Tony Boselli     [JAX - LT]   (96)
    3.  Jason Fabini     [NYJ - LT]   (95)
    4.  Jonathan Ogden   [BAL - LT]   (94)
    4.  Jon Runyan       [PHI - RT]   (94)
    4.  Adam Meadows     [IND - RT]   (94)
    7.  Willie Roaf      [NO  - LT]   (93)
    7.  Kevin Mawae      [NYJ - C ]   (93)
    9.  Leon Searcy      [BAL - RT]   (92)
    9.  Bob Whitfield    [ATL - LT]   (92)
    9.  Larry Allen      [DAL - LG]   (92)
    9.  Will Shields     [KC  - RG]   (92)
    9.  Randall McDaniel [TB  - LG]   (92)
    Players - Run Blocking
    1.  Jonathan Ogden   [BAL - LT]   (99)
    2.  Larry Allen      [DAL - LG]   (98)
    3.  Tom Nalen        [DEN - C ]   (97)
    4.  Brad Hopkins     [TEN - LT]   (95)
    4.  Lincoln Kennedy  [OAK - RT]   (95)
    4.  Tony Boselli     [JAX - LT]   (95)
    4.  Will Shields     [KC  - RG]   (95)
    4.  Tony Jones       [NON - LT]   (95)
    9.  Bruce Matthews   [TEN - LG]   (94)
    9.  Orlando Pace     [STL - LT]   (94)
    9.  Steve Wisniewski [OAK - LG]   (94)
    9.  Ruben Brown      [BUF - LG]   (94)
    9.  Erik Williams    [NON - RT]   (94)
    Players - Kicking Power
    1.  Sebastian Janikowski [OAK - K](99)
    2.  Jason Elam        [DEN - K ]  (98)
    3.  Martin Gramatica  [TB  - K ]  (96)
    4.  Darren Bennett    [SD  - P ]  (95)
    5.  Danny Knight      [IND - K ]  (94)
    6.  Mitch Berger      [MIN - P ]  (93)
    7.  Orlindo Mare      [MIA - K ]  (92)
    8.  Kyle Richardson   [BAL - P ]  (91)
    8.  Jason Hanson      [DET - K ]  (91)
    8.  Chris Mohr        [ATL - P ]  (91)
    8.  Mike Vanderjagt   [IND - K ]  (91)
    Players - Kicking Accuracy
    1.  Matt Stover       [BAL - K ]  (96)
    1.  Ryan Longwell     [GB  - K ]  (96)
    3.  Tom Tupa          [NYJ - P ]  (93)
    3.  Orlindo Mare      [MIA - K ]  (93)
    3.  Scott Player      [ARI - P ]  (93)
    6.  Mike Vandejagt    [IND - K ]  (92)
    7.  Darren Bennett    [SD  - P ]  (91)
    8.  Mitch Berger      [MIN - P ]  (90)
    8.  Kyle Richardson   [BAL - P ]  (90)
    8.  Jeff Wilkins      [STL - K ]  (90)
    8.  Martin Gramatica  [TB  - K ]  (90)
    Players - Stamina
    1.  Marshall Faulk    [STL - HB]  (99)
    1.  Donovan McNabb    [PHI - QB]  (99)
    1.  Peyton Manning    [IND - QB]  (99)
    1.  Shaun King        [TB  - QB]  (99)
    1.  Tim Couch         [CLE - QB]  (99)
    6.  Steve McNair      [TEN - QB]  (98)
    6.  Drew Bledsoe      [NE  - QB]  (98)
    6.  Mark Brunell      [JAX - QB]  (98)
    6.  Thomas Jones      [ARI - HB]  (98)
    10. Kordell Stewart   [PIT - QB]  (97)
    10. Stephen Davis     [WAS - HB]  (97)
    10. Jamal Lewis       [BAL - HB]  (97)
    10. Kurt Warner       [STL - QB]  (97)
    10. Charlie Batch     [DET - QB]  (97)
    10. Corey Dillon      [CIN - HB]  (97)
    Quarterbacks - Overall
    1.  Brett Favre       [GB  - 97]
    1.  Peyton Manning    [IND - 97]
    3.  Kurt Warner       [STL - 95]
    4.  Daunte Culpepper  [MIN - 92]
    4.  Rich Gannon       [OAK - 92]
    6.  Donovan McNabb    [PHI - 90]
    7.  Drew Bledsoe      [NE  - 86]
    7.  Mark Brunell      [JAX - 86]
    9.  Jeff Garcia       [SF  - 85]
    9.  Brian Griese      [DEN - 85]
    Halfbacks - Overall
    1.  Marshall Faulk    [STL - 99]
    2.  Edgerrin James    [IND - 95]
    3.  Eddie George      [TEN - 93]
    3.  Fred Taylor       [JAX - 93]
    5.  Corey Dillon      [CIN - 92]
    6.  Curtis Martin     [NYJ - 91]
    7.  Stephen Davis     [WAS - 88]
    8.  Jamal Lewis       [BAL - 86]
    8.  Terrell Davis     [DEN - 86]
    10. Warrick Dunn      [TB  - 85]
    Fullbacks - Overall
    1.  Mike Alstott      [TB  - 95]
    2.  Howard Griffith   [DEN - 94]
    3.  Sam Gash          [BAL - 93]
    4.  Larry Centers     [BUF - 92]
    5.  William Henderson [GB  - 90]
    5.  Richie Anderson   [NYJ - 90]
    7.  Bob Christian     [ATL - 88]
    7.  Lorenzo Neal      [CIN - 88]
    9.  Stanley Pritchett [PHI - 87]
    9.  Tony Richardson   [KC  - 87]
    Wide Receivers - Overall
    1.  Randy Moss        [MIN - 98]
    2.  Marvin Harrison   [IND - 96]
    3.  Terrell Owens     [SF  - 94]
    4.  Isaac Bruce       [STL - 93]
    5.  Cris Carter       [MIN - 92]
    5.  Keyshawn Johnson  [TB  - 92]
    7.  Rod Smith         [DEN - 91]
    8.  Torry Holt        [STL - 89]
    8.  Tim Brown         [OAK - 89]
    8.  Eric Moulds       [BUF - 89]
    Tight Ends - Overall
    1.  Tony Gonzalez     [KC  - 99]
    2.  Shannon Sharpe    [BAL - 94]
    3.  Frank Wycheck     [TEN - 90]
    3.  Freddie Jones     [SD  - 90]
    5.  Wesley Walls      [CAR - 86]
    6.  Chad Lewis        [PHI - 84]
    6.  Jay Riemersma     [BUF - 84]
    8.  Marcus Pollard    [IND - 83]
    9.  Kyle Brady        [JAX - 81]
    9.  Ken Dilger        [IND - 81]
    Left Tackles - Overall
    1.  Jonathan Ogdan    [BAL - 99]
    2.  Orlando Pace      [STL - 97]
    2.  Tony Boselli      [JAX - 97]
    4.  Willie Roaf       [NO  - 95]
    5.  Jason Fabini      [NYJ - 89]
    5.  Tony Jones        [NON - 89]
    7.  Bob Whitfield     [ATL - 88]
    8.  Brad Hopkins      [TEN - 87]
    8.  Tra Thomas        [PHI - 87]
    10. Richmond Webb     [CIN - 86]
    Left Guards - Overall
    1.  Larry Allen       [DAL - 96]
    2.  Ruben Brown       [BUF - 92]
    3.  Bruce Matthews    [TEN - 90]
    4.  Steve Wisniewski  [OAK - 89]
    4.  Randall McDaniel  [TB  - 89]
    6.  Wally Williams    [NO  - 86]
    7.  Mark Dixon        [MIA - 83]
    8.  Pete Kendall      [ARI - 82]
    9.  Rod Jones         [STL - 79]
    10. Steve Hutchinson  [SEA - 78]
    Centers - Overall
    1.  Tom Nalen         [DEN - 95]
    2.  Kevin Mawae       [NYJ - 94]
    3.  Jeff Christy      [TB  - 90]
    4.  Dermontti Dawson  [NON - 86]
    4.  Frank Winters     [GB  - 86]
    6.  Barret Robbins    [OAK - 84]
    8.  Damien Woody      [NE  - 84]
    8.  Olin Kreutz       [CHI - 81]
    9.  Tony Mayberry     [NON - 80]
    10. Jeff Mitchell     [CAR - 78]
    Right Guards - Overall
    1.  Will Shields      [KC  - 96]
    2.  Tre' Johnson      [CLE - 91]
    3.  Adam Timmerman    [STL - 88]
    4.  Dan Neil          [DEN - 87]
    5.  Kevin Gogan       [NON - 83]
    6.  Leonard Davis     [ARI - 82]
    7.  Ron Stone         [NYG - 81]
    8.  Marco Rivera      [GB  - 80]
    9.  Chris Naeole      [NO  - 78]
    10. Brenden Stai      [DET - 77]
    10. Dave Fiore        [SF  - 77]
    Right Tackles - Overall
    1.  Jon Runyan        [PHI - 93]
    2.  Erik Williams     [NON - 89]
    3.  Leon Searcy       [BAL - 88]
    3.  Lincoln Kennedy   [OAK - 88]
    3.  Adam Meadows      [IND - 88]
    6.  Willie Anderson   [CIN - 86]
    7.  Jon Jansen        [WAS - 85]
    8.  Korey Stringer    [MIN - 84]
    8.  Earl Dotson       [GB  - 84]
    10. Kyle Turley       [NO  - 83]
    Left Ends - Overall
    1.  Michael Strahan   [NYG - 96]
    2.  Robert Porcher    [DET - 91]
    3.  Kevin Carter      [TEN - 90]
    4.  Marcellus Wiley   [SD  - 88]
    5.  Michael Sinclair  [SEA - 87]
    5.  Darren Howard     [NO  - 87]
    7.  Simeon Rice       [TB  - 85]
    7.  Leon Lett         [DEN - 85]
    9.  Trace Armstrong   [OAK - 84]
    9.  Eric Hicks        [KC  - 84]
    Right Ends - Overall
    1.  Jevon Kearse      [TEN - 97]
    2.  Michael McCrary   [BAL - 96]
    3.  Courtney Brown    [CLE - 94]
    4.  Jason Taylor      [MIA - 91]
    5.  Tony Brackens     [JAX - 90]
    5.  Hugh Douglas      [SEA - 90]
    7.  Grant Wistrom     [STL - 89]
    8.  Williw McGinest   [NE  - 88]
    9.  Bruce Smith       [WAS - 86]
    10. Kenny Holmes      [NYG - 85]
    Defensive Tackles - Overall
    1.  Warren Sapp       [TB  - 99]
    2.  Darrell Russell   [OAK - 97]
    3.  La'Roi Glover     [NO  - 96]
    4.  Bryant Young      [SF  - 93]
    5.  Luther Elliss     [DET - 92]
    6.  Trevor Pryce      [DEN - 91]
    7.  Corey Simon       [PHI - 90]
    8.  Sam Adams         [BAL - 87]
    9.  John Randle       [SEA - 86]
    9.  Chester McGlockton[DEN - 86]
    Left Outside Linebackers - Overall
    1.  Peter Boulware    [BAL - 96]
    2.  Sam Cowart        [BUF - 94]
    3.  Mo Lewis          [NYJ - 90]
    4.  Bill Romanowski   [DEN - 87]
    5.  Jason Gildon      [PIT - 86]
    5.  Chad Brown        [SEA - 86]
    5.  Dwayne Rudd       [CLE - 86]
    8.  Kevin Hardy       [JAX - 85]
    9.  Barry Minter      [NON - 79]
    9.  Dan Morgan        [CAR - 79]
    Middle Linebackers - Overall
    1.  Ray Lewis        [BAL - 99]
    2.  Zach Thomas      [MIA - 97]
    3.  Marvin Jones     [NYJ - 91]
    4.  Levon Kirkland   [SEA - 90]
    4.  Jeremiah Trotter [PHI - 90]
    4.  Brian Urlacher   [CHI - 90]
    7.  Randall Godfrey  [TEN - 89]
    7.  Micheal Barrow   [NYG - 89]
    9.  Hardy Nickerson  [JAX - 88]
    10. Greg Biekert     [OAK - 87]
    10. Stephen Boyd     [DET - 87]
    10. Jessie Tuggle    [ATL - 87]
    Right Outside Linebackers - Overall
    1.  Derrick Brooks   [TB  - 98]
    2.  Junior Seau      [SD  - 95]
    3.  Jessie Armstead  [NYG - 92]
    4.  Donnie Edwards   [KC  - 88]
    5.  Chris Claiborne  [DET - 87]
    6.  Jamie Sharper    [BAL - 86]
    6.  Takeo Spikes     [CIN - 86]
    8.  Jamir Miller     [CLE - 84]
    9.  Dexter Coakley   [DAL - 83]
    9.  John Mobley      [DEN - 83]
    Cornerbacks - Overall
    1.  Charles Woodson  [OAK - 98]
    2.  Sam Madison      [MIA - 97]
    3.  Champ Bailey     [WAS - 96]
    4.  Samari Rolle     [TEN - 92]
    4.  Shawn Springs    [SEA - 92]
    6.  Chris McAlister  [BAL - 90]
    6.  Aeneas Williams  [STL - 90]
    8.  Ty Law           [NE  - 88]
    8.  Troy Vincent     [PHI - 88]
    8.  Donnie Abraham   [TB  - 88]
    Free Safeties - Overall
    1.  Rod Woodson      [BAL - 97]
    2.  Darren Sharper   [GB  - 94]
    3.  Brock Marion     [MIA - 92]
    4.  Brian Dawkins    [PHI - 89]
    5.  Carnell Lake     [JAX - 88]
    6.  Kwamie Lassister [ARI - 84]
    7.  Mark Carrier     [NON - 83]
    7.  Orlando Thomas   [MIN - 83]
    7.  Marcus Robertson [SEA - 83]
    7.  Mike Brown       [CHI - 83]
    Strong Safeties - Overall
    1.  John Lynch       [TB  - 96]
    2.  Lawyer Milloy    [NE  - 95]
    3.  Rodney Harrison  [SD  - 93]
    4.  Darren Woodson   [DAL - 91]
    5.  Robert Griffith  [MIN - 90]
    5.  Blaine Bishop    [TEN - 90]
    7.  Kurt Schulz      [DET - 89]
    8.  LeRoy Butler     [GB  - 88]
    9.  Lance Schulters  [SF  - 87]
    10. Victor Green     [GB  - 84]
    Kickers - Overall
    1.  Matt Stover      [BAL - 98]
    2.  Martin Gramatica [TB  - 97]
    3.  Olindo Mare      [MIA - 96]
    4.  Ryan Longwell    [GB  - 94]
    4.  Jason Elam       [DEN - 94]
    6.  Mike Vanderjagt  [IND - 93]
    7.  Jason Hanson     [DET - 87]
    8.  Joe Nedney       [TEN - 85]
    8.  Mike Hollis      [JAX - 85]
    10. John Carney      [NON - 81]
    Punters - Overall
    1.  Darren Bennett   [SD  - 95]
    2.  Scott Player     [ARI - 94]
    3.  Mitch Berger     [MIN - 93]
    4.  Kyle Richardson  [BAL - 89]
    4.  Tom Tupa         [NYJ - 89]
    6.  Chris Gardocki   [CLE - 87]
    7.  Dan Stryzinski   [KC  - 83]
    8.  Craig Hentrich   [TEN - 82]
    8.  Brad Maynard     [CHI - 82]
    8.  Bryan Barker     [WAS - 82]
              -=                  STRATEGY                     =-
    Index Number: vii
    Strategies by Ecko217, unless otherwise indicated.
                      =-            RUNNING            -=
    Search Field: vii-a
    Stiff Arm
    This move is effective if you time it correctly.
    From what i've experienced: If you use this right at the moment you're 
    about to get tackled, you'll push the defender down and break free.
    The only downside to this is that you'll lose speed, and allow the next
    defender to catch up quick. You'll also gain a few yds (maybe none) if you
    get tackled.
    *Stiff Arms work great if you have a Power Back.
    This is much more effective than the Stiff Arm, if you can pull it off.
    *The button is Pressure Sensitive - The harder you press, the harder he
    Running Sweeps/Tosses: You can pull this off easily when a defender is
    1-3 yards away(depending on where a defender is).
    On sweeps and tosses, try pressing down the juke button HARD - juke right
    if you're running towards the left and vice versa(stay inbounds).
    Sometimes it helps to double juke when there is more defenders coming at
    you(double juke = juke right, then left). You'll lose a lot of momentum,
    but you can quickly regain speed afterwards, because no defender is
    touching you or trying to slow you down.
    Up the gut: This can be a little more difficult than sweeps because you
    have to worry about more defenders. Remember to follow your assignment;
    If the hole is clogged up, do what you have to do. The best way to get
    around defenders is to juke lightly. For instance, if you have a FB to
    lead you on the block, try to stay behind him until he picks up a defender.
    If a safety is coming at you from the left, juke lightly to the left, and
    vice versa.
    Sidenote: You can juke lightly when a defender is near you, or right 
    above you (12 o'clock). The further he is, the harder you press the juke 
    button, and so on. The same goes for spinning.
    Spin Move
    This is the most effective move in the game, if timed correctly. But, this
    is the hardest move to pull-off(juking is the easiest). This is pretty
    much the same concept as juking - the buttons are pressure sensitive, so
    the harder you press the harder he spins.
    Sweeps and Tosses: You can pull this off when a defender is about 2-4, or
    2-5 yards away(depending on the situation). If you run towards the left,
    spin inwards; press the button down HARD, i.e. hold up/left on the D-Pad,
    immediately press up/right and spin.
    Up the gut: I'm only able to pull this off now and then. In my opinion,
    juking is more effective up the gut. But, anyway, use the spin move when a
    defender is near - spin in the opposite direction(same as Juking).
    You lose the most momentum when you try to pull this off. If you get away,
    then you recover alot faster than juking/stiff arm. I recommend you try
    this every chance you get. 
    *Since juking is the easiest to pull off, practice it first to get the
    hang of it, then practice the spin move.
    Speed Burst
    Up the gut: Sometimes it helps to be patient and wait until the hole
    develops. Don't use your speed burst until you're in the open. You can get
    away from a defender if you press the speed button right before a defender
    is near(usually they will try to dive afterwards).
    Sweeps/Tosses: If you have a speedy back, then it is ideal for you to burn
    the defenders outside. Usually, I would just press the speed button right
    after the snap.
    If you're running a sweep/toss - sometimes it helps to wait until your lead 
    blocker makes the block - in this case, let go of the speed button and stay 
    behind your blocker.
    Downfield with defender behind you: If a defender is catching up quick,
    I usually try to fake him out by moving left/right. When I make a turn,
    I let go of the speed burst because it gives you better agility - let go,
    turn, then press the speed button again.
    If you know you're going to be tackled, then dive for extra yardage. This 
    button is also pressure sensitive.
    *If you're running with a QB, then press it lightly to slide(if you're QB
    likes to cough up the ball alot).
                      =-            PASSING            -=
    Search Field: vii-b
    *This can also be used in Running plays.
    Usually, the cpu will not adjust their defensive schemes when you put a 
    man-in-motion. I usually do this to flood an area with receivers, or extra 
    block. Press up/down to scroll through available players to put in motion, 
    then left/right to send a man in motion.
    Sidenote: try not to be too predictable when playing against a friend....
    Keeping Feet Inbounds
    You can drag your feet simply by holding inwards on the D-Pad immediately
    after the pass. Don't control him, just hold inwards. You can control him
    after the receiver starts to drag his feet.
    Pass lead Sensitivity
    When left at default, you can use this to your advantage.
    If you like to scramble, throw on the run, you no longer have to set your
    feet as much.
    If your receiver is running an out pattern(e.g to the right) and you're
    scrambling the same direction(e.g to the right also), and you decide
    to pass while running, you will overthrow the pass. All you have to do
    to make a good pass is to quickly hold the opposite direction(left in this
    example), and the button for the corresponding receiver(e.g WR O) and you
    wont overthrow the pass.
    The same goes for any other pass:
    Back pedalling will cause the ball to be underthrown.
    Fly Routes
    On fly routes you can pretty much throw it deep all day and put 50+ points
    on the board easily.
    What you have to do is get any fast receiver(e.g. R.Moss, A.Hakim, S.Moss),
    what you want to do is lead the receiver so he'll be a few steps ahead of
    a DB. One important thing to look for is the safeties - see where they're
    shifting. If the move up, or shift the other way; this will lead to 1-on-1
    coverage on WR. You either count 5 steps back; or what I like to do is
    wait until the DB turns around to move downfield, and immediately press
    Up on the D-Pad and the WR button. Make sure you tap the WR button lightly
    as this will lob the pass. After the pass, control your man(with X), and
    speed up right away to catch the ball; catch it with Triangle.
    Sidenote: This is very cheap, but also effective.
    Sidenote2: Slants work pretty much the same way, make sure you have enough
    room to throw if you decide to throw towards the sidelines i.e. left hash
    mark, throw towards right side.
    ***If you want to fix this to make the game more realistic and challenging,
    lower the Human QB Accuracy slider near 0, and Human WR Catching slider
    near 8, and increase CPU Defensive Awareness slider near 20, also lower
    the Pass-Lead Sensitivity slider near 0. The human player will no longer
    have this advantage, and the game will be more realistic.
    (thanks to Lee Corso for pointing that out, check out his Sliders further
    on in this guide).
    Your route-based passing can come in handy, especially with Curls/Hooks.
    All you have to do is hold down the L2 button + [Receiver] before he
    makes the turn. You'll lead him to the end of his route, making it much
    easier for him to gain a few steps on the DB.
                      =-            DEFENCE            -=
    Search Field: vii-c
    Controlling Safeties
    If you have trouble covering, I suggest you let the AI cover. You can 
    control him but let the AI do the work; you know what i mean right?
    *The AI will run a little faster if you let the AI control him.
    On occasion I would just let the AI control him until he loses a step or 
    gets faked-out. I hardly use my speed burst because you lose momentum, 
    especially agility. Only use it when you need to catch up quick (i.e. 
    running towards the left side with your SS on a sweep).
    Tackling can be a little tricky when you face an agile runner. Only dive
    when needed(or when you're sure you can make the tackle). If you miss a 
    tackle and no one else is around, then you'll give up big yds.
    On sweeps, if you know you're gonna get blocked(and no one else is around).
    Then it is advised that you force him to cut back towards the middle where
    your other teamates are. You can run outside(with or without speed burst) 
    until the runner is forced to take the inside route, and immediately cut
    back without your speed burst. You increase your chances of getting by a 
    blocker when doing this - dive when needed.
    You can just run up towards the runner(better to control without speed 
    burst) and he'll make the tackle. If you have a weak tackler. Then I 
    suggest you press the dive button right when you run into the runner, 
    better yet I suggest you do this everytime.
    *The dive buttons are pressure sensitive - you increase your chances 
    of making the tackle when it is pressed down hard(from what I noticed).
    If you control your safeties before the snap, you can react much faster 
    than the AI. Especially when he's assigned to cover and the CPU runs. If 
    it's a pass, stay with your coverage assignment(or you can let the ai do 
    this). If it's necessary, you can support your other teammates by looking 
    for 1-on-1 coverage.
    Now, covering the pass - don't go for the interception all the time unless 
    you're sure you can get the pick. Play conservative and swat the ball down 
    with either R1/L1. If you're having trouble with this, then let the AI do 
    the work.
    *Just remember to use the speed burst when needed - if you can cover good 
    enough, then most likely your D-Line will break down their O-Line, thus
    resulting in a sack.
    Use L2 and R2 to spin. If you look at the DL's assignments you will notice
    that some players will perform stunts. I usually let the CPU control them.
    But for plays like Nickel Man Lock, your RE/DT creates a hole...
    Control your RE. Right after the snap, move outside as in the assignment,
    but right after or right before contact press R2 to spin inwards. Sometimes
    you will get through, and sometimes you wont; if this doesn't work, spin
    the other way.
    Pretty much the same concept as Spin.
    Using your L2 + R2 at the same time will enable you to push an O-Lineman
    with 2 arms. This move is probably the hardest. It's very effective when
    you do this right before you come into contact with the O-Line.
    If done correctly, you will be able to flatten or push down a blocker,
    allowing you to pressure the QB much faster. This also goes with LBs.
    Be aware that you may swing your arms wildly(not pressing at the same time)
    and may lose control easily.
    Defensive Tip - Sprinting
    (by The Doors)
    I have a tip on breaking the line to get at the computer(QB). 
    Most people believe that by jamming the sprint button they can break 
    the line faster. I have found that if you dont use the sprint button 
    to break the line, and just press the shoulder buttons, they break the 
    line a lot easier...The tip here is, not to use the sprint button when 
    tangled up with the offensive line! When you break the line, then you hit 
    the sprint button to get at the QB faster!
                      =-            GENERAL            -=
    Search Field: vii-d
    General Strategy
    (by bej6789)
    Here are a couple of things that I have found VERY useful on offence and 
    On defence, in the first quarter look to see what the computer is throwing 
    at you, are they doing a lot of motion, running, or passing. Make notes on 
    if the tight end is lined up on the QB's blind side and they always run in 
    the opposite direction on that formation, shift your D-line or linebackers, 
    or just be ready to make the tackle on the strong side.
    On offence, give the defence all sorts of plays, if one play works once 
    or twice, don't use a few times in a row, the defence will change their 
    Scheme to cover it. 
    Know your RB-FB-QB's limits. If your QB is someone like Donovin Mcnabb or
    Daunte Culpepper, use a couple of draws or if there is 1 of 2 yards to the 
    first down, run with the QB, fake out the D and run. If your FB is someone 
    like Sam Gash, run a lot with gash blocking and expect some big yards. If 
    your RB has no outside don't run it outside and run it up the gut and get 
    some yards and eventually you'll get a big gain if you have a power blocker,
    if your RB is fast then sprint and burn the LB's and Safeties and hopefully 
    get some blocking from your wide recievers.
    If at all possible get some WR's who are good at blocking (a.k.a Hines Ward,
    Keyshawn Johnson, Patrick Johnson, Terrel Owens). Believe it or not 
    blocking WR's help in the sweeps because they are the ones that are 
    blocking the primary tackler assuming the you burn the LB's.
                      =-        PLAYS IN-DEPTH         -=
    Search Field: vii-e
    By Ecko217 unless stated
    None, so far. Contribute plays if you like. Try to follow the layout of
    the other plays e.g. Strengths, Weaknesses, etc.
    4-3 FIREMAN
    ROLB: Blitz
    MLB: man on back, strongside 
    LOLB: blitz
    FS: man on back, weakside
    SS: man on TE
    RCB: man on SE
    LCB: man on FL
    LE:stunt outside
    RE:stunt inside
    applying pressure:
    you can do 2 things.....
    1. shift your line to YOUR right (R2).....the RT will pick up on your 
    LOLB....LE should have a clear path to QB (if HB doesn't stay to block)
    2. simply move your LOLB to your left - just tap the d-pad
    and move your ROLB up (tap D-Pad)
    with both DE's pulling a stunt, this should cause confusion for the OT's
    strengths: massive pressure with a 6 man rush, great containment for 
    both inside/outside running
    -1-on-1 coverage 
    -cb's not locked in man coverage (motioning wr's can cause confusion -> 
    make sure you move them into a better position for coverage)
    -screens (weak/and strongside) 
    -quick passes to TE 
    -FL slant-ins 
    -wr drags
    -quick-outs for backs....both weak/strongside
    -TE Drag will disrupt path for blitzing LOLB....[in this case, MLB 
    will cover him....while SS will cover the back/strongside]
    4-3 THUNDER
    ROLB: zone, weakside, flats
    LOLB: zone, strongside, flats
    MLB: man on back, strongside
    RCB: man SE
    LCB: man FL
    FS: man on back, weakside
    SS: man TE
    This play is GREAT if a player likes to throw screens at you....both ROLB
    and LOLB will cover the flats.....
    This play is also effective on stopping sweeps/tosses
    Usually, the TE will have height advantage on your SS....so get a good one
    to cover him....or you can control you MLB and support your SS if the back
    doesn't come out the strongside.....only 4 D-Line is rushing the QB, so get
    a good D-Line to apply pressure on the QB. 
    Somtimes I like to keep this as one of my coverage audibles just in 
    case I come across a team that has HB's with great hands (M. Faulk).
    Getting pressure from 4-3 Thunder:
    You can get pressure easily with your front four 
    If you noticed, your WDT's assignment is a STUNT
    First, shift your D-Line left (L2)...then, control MIKE....now, this 
    method is kinda cheap, but effective (you have been warned)
    What you do with MIKE is kinda like a bump-n-run assignment....
    before the snap, you have to line-up your MLB right above the LG.....
    when the ball is snapped, fake the blitz and come into cantact with the 
    LG...then break away and stay 
    back to your coverage assignment.....
    By the time you come into contact with the LG, your RE should have a clear
    path to the QB.
    Watch for quick passes towards the middle, and runs to the strongside
    4-3 UNDER MAN
    ROLB: man coverage, back, weakside
    MLB: man on back, strongside (assuming that TE is lined-up next to RT)
    LOLB: man on TE
    FS: deep zone
    SS: deep zone
    RCB: man on SE
    LCB: man on FL
    Not a lot of pressure on QB, because you only have front four rushing....
    CB's not locked on SE, FL (meaning, if you put FL in motion, LCB will not
    follow, coverage assignments change -> in this case, LCB will cover TE -> move
    him over)
    Applying pressure:
    you can create a stunt by shifting your D-Line right....DT#2 will run around
    RG & RT (you need a fast one to pull this off)
    Also, if you like to control MIKE...you can get an easy sack...look out for
    the TE, if he stays to block, both OLB's will cover the backs.....shift your
    D-Line to the right (R2) and wait until DT#2(WDT) runs around....a hole will
    be created and you can run in to make the sack
    Sidenote: I've noticed that sometimes, your LOLB will not cover the back, 
    strongside...so you may want to move him over(your right) about 1 yd.
    4-3 WHIP MAN
    You can either shift your D-Line and lb's = L2 + R1
    *make sure your ROLB is right behind DT#2, move him over if you have to*
    or place your MLB between RE & DT#2 + ROLB next to RE (your left)
    ROLB: blitz
    MLB: blitz
    LOLB: man coverage on back-strongside
    RCB: man cov. on SE (WR#1)
    LCB: man cov. on FL (WR#2)
    FS: man cov. on back-weakside
    SS: man cov. on TE
    -runs to the strongside
    -1-on-1 cov. for both cb's and ss
    -TE will have height advantage on SS
    -quick slants down the middle from SE
    -runs to the left
    -great pressure, from MLB, ROLB
    -if you're good at controlling FS/SS, you can pick off an easy pass...
    usually, the QB will throw to either TE or SE (because SE is usually their 
    best WR, and TE has height adv.)....you can control your FS and look for 
    a pass to both receivers.....if any backs come out from the weakside, don't 
    forget to cover him.....if it's a run to the right, then run in and 
    make the play...you may want to slide your LOLB over to your right a little.
    3-4 STUD
    Both OLB's will blitz from the outside
    Your D-Line will shift towards the weakside
    Look for the other team's tendencies...which side do they usually run....scout
    their team to see who their best O-Line is.....
    Shift your D-Line to the left L2....your RE should take care of the RT, 
    leaving no one to block your ROLB.
    ROLB-blitz from weakside
    MLB#2 (wilb)-man coverage on back to strongside
    you may want to move this guy over to cover the back
    MLB (silb)-man coverage on TE
    LOLB-blitz from strongside
    RCB-man coverage on WR#1 (SE)
    FS-man coverage on back to weakside
    you may want to move him up to cover
    SS-man coverage on TE
    LCB-man coverage on WR#2 (FL)
    -inside runs 
    -HB toss plays (I-Form, Strong, I-Form Big, any toss plays with leading
    blocker -> strongside) 
    -you leave 1-on-1 coverage with cb's
    -MLB#2 (wilb) will be out of position to cover back, if you move him over,
    you'll become too predictable when playing against a friend....cpu will not
    pick up on this (well, most of the time)
    -up the gut, strongside
    -good pass rush...if you have fast lb's and good cb's....you'll have no
    problem putting pressure on the QB
    -good at stopping runs to the left since you're D-Line is shifting left
    -double up on TE
    As far as inside runs, control your SS (since MLB is also covering him)....
    and run in to make the play....but be careful not to run towards the weakside
    too much....the HB will simply bounce outside to your right....so try to close
    up the lanes....run in if you know you're able to make the tackle.
    Your mike (olb's line up as mike on nickel and dime packages)...will make 
    blitz between your RE & DT
    If you decide to move him up....sometimes he'll miss the tackle on the 
    hand-off to the HB.....just leave him alone and don't move him up...if 
    you're playing against a friend, he/she may pick up on this and it'll 
    become too predictable.
    ROLB: man coverage, back, strongside
    LOLB: blitz
    FS: man coverage, back, weakside
    SS: man on TE
    RCB: man-lock on SE
    LCB: man-lock on FL
    CB#3: blitz
    Getting Sacks/applying pressure:
    notice both DT's assignment is a stunt, they are the ones who open up a 
    gap for you
    -shift your D-Line to YOUR right - R2
    -move your LOLB to your right about half a yard (just tap the D-pad)...
    your LOLB should have a clear path to the QB (between C & RG) if the RG 
    sticks to the SDT
    lots of pressure with a 6 man rush.....gives little time for QB to react....
    O-Line may be confused easily with stunts by both DT's....
    if you're good at controlling your SS, you can get an easy pick since 
    most quick passes are to the TE/SE
    -puts a lot of pressure on your secondary b/c it leaves 1-on-1 coverage 
    on each receiver....
    -height advantage for TE
    -watch for quick passes to the HB - flats/weakside
    -both FS & ROLB are not in good position to cover HB/FB (you may want 
    to move them up/over....don't be too predicable)
    -moving ROLB over may mess up the play (O-Line picks up blitzing LOLB)
    .....you should control him and cover the flats/strongside
    if your afraid that you might get burned deep, call loose coverage for 
    your CB's Triangle + O....and move both safeties up a little
              -=                   SLIDERS                     =-
    Index Number: xvii
    This whole section is by LeeCorso, visit his site at:
                      =-           Breakdown           -=
    Search Field: viii-a
    -QB accuracy: 
    This slider most accurately resembles real life play at 0(for human). 
    Not only do the throws most accurately reflect their QB ratings, but 
    it also forces you to take real life elements into account. For example, 
    you wont get away with throwing across the field, or throwing off the 
    back foot, or making ridiculous throws on the run. And you yourself 
    must put the right touch on the ball (bullet, lob, bomb) But for the 
    CPU this slider is majorly inbalanced, it needs to be MUCH higher, 
    just to have the same effect. 
    -Pass blocking: 
    Their are two separate issues to deal with here. One is their pass blocking
    AI. The other is their actual physical pass blocking abilities. 
    Their physical pass blocking abilities wont drop off much if this 
    slider is reduced. but, if this slider is lowered any more than 15(for 
    human), There will be a very significant drop off in the AI. This will 
    lead to many blitzes going unblocked, and the o-line frequently missing 
    assignments and being out of place. 
    -WR catching: 
    This one is pretty self explanatory, although, increasing it any more than 9
    will bring about a huge jump in the WR's catching abilities, which can be 
    exploited by abusing of the long ball, because they will make ridiculous 
    catches on a regular basis. And lower it any more than 9 will cause a big 
    drop in their catching abilities, many easily catchable balls will be 
    dropped. This slider is very sensitive any higher or lower. 
    -RB ability: 
    This is a slider there are alot of different theories on, and many people use
    differently. Here is the deal with this slider. First of all, it does not 
    affect any other position other than RB. Also, specifically what it does is 
    slightly increase the speed, and significantly increase the tackle breaking 
    abilities. The reason i have it on 12(for human) is so that the speed of the
    RB's works in line with their speed rating, on the default setting they were
    off by a couple tenths of a second. Increasing this slider would cause the 
    RB's to play at a much higher level then their attributes indicate, 
    speifically their tackle breaking abilities, agility, speed, and strength 
    -Run blocking: 
    There is not much AI involved with this slider, it is just pure blocking 
    abilities. This slider doesnt not work very realistically on default, the
    inside run blocking is not nearly good enough. But the problem in increasing
    this slider for those that play on all-pro is, that the WR's block way better
    than the o-line. So increasing this slider to solve one problem, would bring
    another, because then the WR blocking would be evene better, and would be 
    ridiculous. The only way to solve this new problem that arises after 
    increasing this slider for all-pro(doesnt happen on all-madden), is to edit
    the WR's attributes, by lowering their run blocking attribute down to 15 (the
    lowest possible). 
    -Defensive awareness: 
    This slider should always be maxed out. Having it any lower would have the
    defense playing making many dumb mistakes and coverage errors, and be slow
    to react to plays developing, and would also expose the secondary and cause
    them to get beat much more often than realistic even in favorable matchups. 
    This slider is very tricky. If you put it too high, then their pass-defending
    abilities are too good, and they will most of the time swat at would-be 
    interceptions. But if you put it too low, then they will literally not even
    attempt to swat the ball and just stand in place. The best balance is to put
    this slider at the settings ive indicated for each dificulty level. They swat
    how they should, when they should, and attempt at interceptions when they 
    This one is a no-brainer. This slider must always be at 20. and even at 20,
    alot of times its not enough. Too many would-be interceptions bouncing off
    their facemasks. 
    -Break block: 
    Basically this slider affects two things. The ability of the defense to get
    away from blockers (either over them, or away from them, depending on the
    setting) and their ability to stand their ground/push forward. And this slider
    is directly related to and works in conjunction with the run and pass block
    sliders. Basically if this slider is too high, the defenders will literally
    slam over and through the blockers very easily on a consistent basis. For 
    most slider settings, this slider works best very low. 
    In this area are also two separate issues to deal with here. One is, their
    AI of knowing what angles to take on you to tackle you. The other is, their
    actual physical abilities in tackling you. Both seem to work right on par
    with each other (unlike other settings), and I found this setting to work
    best on the settings ive indicated for each difficulty level, cause it makes
    for very realistic tackle/broken tackle ratio, and very realistic physique
    factoring tackle animations. 
    -All-pro/All-madden slider difference: 
    The sliders system works completely differently from all-pro to all-madden.
    And I dont mean the fact that all-madden has much higher AI, or the cpu 
    catch up speed factor, which makes for a very big jump in the challenge 
    category. But literally the sliders work differently and have different 
    meanings from all-pro to all-madden. For example, the cpu run blocking which
    I have on 15 for all-pro, works just the same way as it does on 7 for 
    all-madden. Putting the run blocking on 15 for the cpu on all-madden would
    give them a huge advantage in that area. And the same goes for all other
    areas which are different from all-pro to all-madden (qb accuracy, 
    knockdowns, tackling, break block, etc) So anyone who would try to take 
    their sliders from all-pro to all-madden for challenge purposes (or vice 
    versa) and expect the gameplay to be the same only more/less challenging,
    will be in for a big surprise. All-pro and all-madden each require their 
    own individual set of sliders. (pro and rookie do not require their own 
    set, the sliders work the same way all-pro does. the only difference is 
    the significant drop-off in AI) 
    -Human/cpu slider difference: 
    Just like the sliders work differently from all-pro to all-madden, some 
    also work very differently from human to cpu. For example, QB accuracy, 
    for the reasons named above, works most realistically for the human team 
    on 0. But, putting the cpu qb accuracy on 0 will have the cpu qb's throwing
    incredibly off. It needs to be increased much higher for their slider to 
    have the same effect as the qb slider does for human. The same applies for
    all other areas that are inbalanced (run blocking, break block, tackling, 
    etc) .
                      =-     Recommended Sliders       -=
    Search Field: viii-b
    As we all know by now, when we play on all-pro, we cant have both areas of
    running (outside and inside) working to its fullest realism potential at 
    the same time. Either the inside running will be realistic, but the 
    outside a lil too easy, or the outside will be realistic, but the inside 
    a lil too hard. For those who run most of the time inside, the inside 
    running based sliders are the ones for you. For those who run most of the 
    time outside, or equally outside and inside, then the outside running 
    based sliders are the ones for you. And either way you play, the all-madden
    sliders could work out good for you, cause on all-madden this running game 
    problem is non-existent. And if you choose to play on all-madden against 
    another human, the 2 player all-madden sliders would be the best choice. 
    *** ALL-PRO SLIDERS (inside run based) ***
    difficulty level = ALL-PRO (could also be played on pro, and rookie) 
    min per quarter = ANY (8 gives most realistic stats) 
    substitution pct. = 69% out, 74% in 
    (all numbers are counting from the left; 0 is max left, 10 is middle 
    (default), 20 is max right) 
    QB accuracy==0 / 20 
    pass blocking=15 / 15 
    WR catching==9 / 9 
    RB ability====12 / 12 
    run blocking==15 / 15     OR= 10 / 10   PLEASE SEE *All-Pro RUNNING GAME NOTE*
    awareness====20 / 20 
    knockdowns===7 / 7 
    interceptions==20 / 20 
    break block===5 / 5 
    tackling======7 / 7 
    *** ALL-PRO SLIDERS (outside run based) *** 
    these sliders were taken from the above sliders, but very significantly 
    adjusted (added 15 to break block, took away 5 from run block) to make 
    them outside run based. 
    difficulty level = ALL-PRO (could also be played on pro, and rookie) 
    min per quarter = ANY (8 gives most realistic stats) 
    substitution pct. = 69% out, 74% in 
    (all numbers are counting from the left; 0 is max left, 10 is 
    middle (default), 20 is max right) 
    QB accuracy==0 / 20 
    pass blocking=16 / 16 
    WR catching==9 / 9 
    RB ability====12 / 12 
    run blocking==10 / 10     OR= 5 / 5     PLEASE SEE *All-Pro RUNNING GAME NOTE*
    awareness====20 / 20 
    knockdowns===7 / 7 
    interceptions==20 / 20 
    break block===20 / 20 
    tackling======7 / 7 
    *** ALL-MADDEN SLIDERS (single player) *** 
    the running with these sliders on all-madden works realistically 
    both for the inside and outside running game. these sliders are 
    intended only to play against the computer. 
    difficulty level = ALL-MADDEN only (single player) 
    min per quarter = ANY (8 gives most realistic stats) 
    substitution pct. = 69% out, 74% in 
    (all numbers are counting from the left; 0 is max left, 10 is 
    middle (default), 20 is max right) 
    QB accuracy==0 / 17 
    pass blocking=15 / 16 
    WR catching==9 / 9 
    RB ability====12 / 10 
    run blocking==15 / 7 
    awareness====20 / 20 
    knockdowns===10 / 10 
    interceptions==20 / 20 
    break block===20 / 0 
    tackling======11 / 8 
    *** ALL-MADDEN SLIDERS (2 players) *** 
    The running with these sliders on all-madden works realistically 
    both for the inside and outside running game. these sliders are 
    intended only for 2 player games. 
    difficulty level = ALL-MADDEN only (2 players) 
    min per quarter = ANY (8 gives most realistic stats) 
    substitution pct. = 69% out, 74% in 
    (all numbers are counting from the left; 0 is max left, 10 is 
    middle (default), 20 is max right) 
    HUMAN (computer sliders not necessary for 2 players) 
    QB accuracy==0 
    pass blocking=15 
    WR catching==9 
    RB ability====12 
    run blocking==10 
    break block===5 
    On all-pro, the WR's block much better than the O-linemen. 
    This reason, (along with low AI) is why there is a problem 
    finding a balance between outside and inside running on all-pro. 
    The first set of run block sliders laid out for both all-pro 
    settings, work only if you lower all WR's run blocking attribute 
    down to 15 (the lowest possible). you can lower all the WR's at 
    once, or just the WR's from the team you are playing with and 
    against. this makes the WR's block how they really should, and 
    allows the O-linemen to block better how they really should 
    (by being able to increase the run block slider), and makes 
    the game much more realistic....BUT, if that WR roster editing 
    is something you would not want to do, then you can just use 
    the second set of run block sliders, on the right of the first. 
    But the inside running game will not be nearly as realistic as 
    with the roster edit..luckily this is not a problem on all-madden, 
    so dont worry about any roster editing for all-madden. 
    *QB NOTE* 
    With the QB setting on 0, it makes the QB you are playing with play 
    like he would in real life. So it is very important to make the right 
    reads, have youre feet set, throw to the right receiver, and put the 
    right touch on the ball. Some may have a problem with the pass-lead 
    sensitivy, because it becomes much more of a factor here. So if you 
    like to throw on the run alot, it would be best to disable pass lead 
    sensitivity (by putting it on 0) 
    With the knockdowns slider on (7 all-pro, 10 all-madden) it makes 
    it a little bit harder for youre defensive backs to make the 
    interception, so it would be best for you to manually make the 
    interceptions yourself. What can be done by those by not very 
    skilled in making interceptions manually, is lower the knockdowns 
    slider....BUT, this will make youre defensive backs always go for 
    the interception, and very rarely tip the ball when they are 
    supposed to, and this will leave youre pass defense exposed and 
    lead to bad defensive back play. So it is best to make the 
    interceptions manually and leave knockdowns on (7,10). This doesnt 
    apply for the computer, they make interceptions just as frequently 
    FG Length=====8 
    FG Accuracy===8 
    Punt Length===15 (so the CPU doesnt fair catch so much) 
    Punt Accuracy=10 
    Kickoff Length=10 
    FG Length=====5 
    FG Accuracy===5 
    Punt Length===10 
    Punt Accuracy=10 
    Kickoff Length=20 
    FG Length====10 
    FG Accuracy==10 
    Punt Length===10 
    Punt Accuracy=10 
    Kickoff Length=10 
    FG Length=====5 
    FG Accuracy===5 
    Punt Length===10 
    Punt Accuracy=10 
    Kickoff Length=15 
    *PENALTY SLIDERS (any level)*
    false start= 60 
    holding= 12 
    facemask= 12 
    offensive pass interference= 70 
    defensive pass interference= 82 
    kick catch interference= max right 
    clipping= default 
    intentional grounding= max right 
    roughing the passer= 10 
    roughing the kicker= 75 
    Again, thanks to Lee Corso for all that!
              -=          LEE CORSO'S HINTS & TIPS             =-
    Index Number: ix
    Everything here is by Lee Corso, EVERYTHING!
                      =-     Game Speed Analysis       -=
    Search Field: ix-a
    Basically, not only is the player speed in madden realistic, but 
    extremely realistic, and damn near perfect. Here is why this is so... 
    I got the idea for testing the player speed, to see just how realistic 
    it is. So what i did was get myself a stopwatch and head on over to the
    lab (practice mode) for some experimenting. I would time the 40 yard 
    dash times of created players with the speed rating that i gave them, 
    and here is the chart that i came up with, after alot of testing with 
    many different methods to be sure they are accurate: 
    So a player with a speed rating of 99 runs a 4.3 second 40 yard dash, 
    and so on. 
    I consider this speed to be just as realistic as it could possibly be. 
    Sure, some may say there are players who run times faster than a 4.3 
    (into the 4.2's) in the NFL. But, you would have to factor in at least 
    some drop in speed when they put on all the pads, tight equipment, and 
    helmet. So this is an area that EA definately hit right on the head. 
    Lets all hope they dont give in to pressure from the non-true simulation 
    fans, and keep the speed the same. 
    All the players had a 99 rating as their ACC attribute, to be able to 
    get a read on just what their top speed was. So the actual 40 times of 
    players with those ratings may slightly differ, but the top speed will 
    be the same. 
    Also, before I did anything, I first ran alot of tests to look into what 
    effect height, weight, strength, and agility had on their speed, and it 
    had none. 
                      =-     New Difficulty Level      -=
    Search Field: ix-b
    Im sure by now, the debate for most people is whether they should 
    choose all-pro, or all-madden to play the computer. 
    All-madden's advantage is that it is much more challenging (due to 
    much higher player AI), but the disadvantage is that its at the 
    sacrifice of some realism (computer players have huge cheating 
    speed advantage) 
    All-pro's advantage is that it plays more realistic (because all 
    players run true to their speed) but the disadvantage is that after 
    a while its not enough of a challenge (due to the players low AI) 
    Well, what if i told you that there is a way of playing with the best 
    of both worlds? 
    By now many people know that when you play a 2 player game of all-madden
    (H2H mode) against another human, that is exactly what happens. You get 
    the increased AI of all-madden, and you also get the true speed of every 
    player factor of all-pro. The reason is because they designed it so that 
    when 2 human players play each other, there is no cheating speed advantage
    for either side. But unfortunately, there has never been a way of playing 
    like this against the computer...........until now. 
    This is what you have to do: Pick to play on all-madden, and put both human 
    controllers under the same team. Thats it! 
    This is the equivalent of a new difficulty level! Its not all-madden, 
    cause all the players run true to their speed, and its definately not 
    all-pro, the AI way is way higher. 
    This works because by activating the 2nd controller, it fools the computer 
    into thinking its gonna a game of player 1 vs player 2, so you can just 
    move the 2nd controller under the 1st, and play against the computer on 
    H2H mode! And player 1 will be still be the main player, so the fact there
    is another human controller activated on youre team is almost irrelevant. 
    There is no doubt this H2H CPU mode of playing is by far the most realistic.
    You no longer have to choose between realism or challenge, you can have both.
    So I encourage people in search of the best way to play the computer to try 
    this out, you will not regret it. 
    Unfortunately, there is a price to pay for this realism: 
    There is just one small thing you have to do....before each running play, you
    need to use the 2nd controller to click off control of the RB, so you can get
    it after the handoff. its not that annoying if you have the controller very
    near by, and you can get used to it after a while. (For those who may find
    this solution a little awkward to implement, see section below for some pretty
    good alternatives.) 
    Alternatives to 2nd Controller Trick
    The only true way to eliminate the all-madden cpu afterburners effect 
    is by implementing the 2nd controller trick. (see above section) But 
    for those who may find that solution a little awkward to play with, 
    here are some pretty good alternatives that can be used, in order of 
    -Editing your teams roster: 
    This method is to edit the offensive players on your team, increasing their
    speed atrributes by 10 points. You increase by 10 points the speed attributes
    of your QB, RB, WR's, TE, and FB, and this helps out alot in balancing the 
    speed effect of the cpu, making it harder for them to cheat to catch up to 
    -Increasing RB ability, and CPU tackling sliders: 
    This method is to increase the RB ability slider up to 20 (maxed out) 
    The reason this helps is it this makes your RB gain 10 speed attribute points.
    (if it was near default) But, the side effect is that they also receive a 
    hike in all the other RB attributes, (strength, break tackles, agility) 
    so the way to balance out this side effect is to increase the CPU tackling
    slider by 10 more points than wherever it was at. 
                      =-   CPU Speed Cheat In-Depth    -=
    Search Field: ix-c
    Alot of people have misconceptions that everyone on the cpu team on 
    all-madden runs on a constant 99 speed, or has all their attributes 
    on 99, but that is not so. The way it works, is all cpu players run 
    at their regular speed, but, as soon as the human player gets ahead 
    of the cpu defenders in the open field, that is when they turn on 
    the all-madden afterburners, and at this point is when they get a 
    huge speed burst. 
    Also, alot of people have misconceptions as to which difficulty 
    levels do or dont play with cpu speed cheats. Some think all-pro 
    doesnt play with it, while some think all-pro does play with it, 
    but pro doesnt. Well, as you will soon see, every difficulty level 
    plays with some amount of cpu catch-up, or slow-down, even on 2 
    Here is a chart of how it works for each difficulty level: 
    -Rookie: 3 yard cpu slowdown 
    -Pro: 1 yard cpu catch-up 
    -All-Pro: 1 yard cpu catch-up 
    -All-Madden: varies between a 1 and 4 yard catch-up 
    -2 players (any level): 1 yard human defense catch-up 
    (all this applies when the offensive player and defender are at or near 
    equal speed) 
    Also, Here is something that is present in the 3 main levels (not rookie), 
    which gives the illusion of a far greater cpu catch-up, and that is what 
    is known as diagonal darting. This is where cpu defenders go diagonally 
    across the screen at boosted rate. They dont really gain any more ground 
    on you than they should (vertically), but it is an unrealistic and unfair 
    advantage that how far they are from you diagonally makes very little 
    impact, and it only matters vertically. 
    -Rookie: They slow down at a ridiculous pace on rookie, giving the 
    appearance as if they are just jogging while you are running. 
    -Pro: Something surprising to many, is that the speeds are not balanced 
    on pro, and that there is no slow-down, but its actually a catch-up. The 
    cpu catch-up here is 1 yard. 
    -All-Pro: Just like on pro, the cpu catch-up on all-pro is 1 yard 
    -2 players: (any level) Something that was also very surprising to many, 
    even while having 2 controllers activated, their is still a speed cheat! 
    But its small, its actually just 1 yard, which is not nearly as bad as it 
    being up to 4 yards like on heisman. But is still a slight unfair advantage
    for the human defense while playing another human. 
    -All-Madden: this is where things get very complicated... 
    The cpu speed cheat on All-Madden varies between 1 and 4 yards, depending on the
    speed of the offensive player and defender... 
    Here is a chart of how it works: 
    99: 1 yard 
    90: 2 yards 
    80: 3 yards 
    70: 4 yards 
    -if both players are at or near 99 speed, the cpu defender will gain 1 yard 
    on you while chasing you. 
    -if both players are at or near 90 speed, the cpu defender will gain 2 yards
    on you. 
    -if both players are at or near 80 speed, the cpu defender will gain 3 yards
    on you. 
    -if both players are at or near 70 speed, the cpu defender will gain 4 yards
    on you. 
    -anything under 70 speed is inconclusive and irrelevant, because most players
    on defense are well over that, and even the d-linemen are close to it, so you
    cant worry about just one defender chasing you, cause any of them will catch
    A bad effect this unbalance between the speed cheats causes, is it gives an
    unfair advantage to the faster players, because not only are they faster 
    than everyone, but also they are less immune to the cpu speed cheat, so 
    this gives an even greater advantage to faster players and creates an 
    unbalanced playing field. 
    (For information on how to fix, or remedy the all-madden speed cheat 
    problem, see the previous two sections above.) 
    Also, here is a rundown of how it is they catch up to you..... 
    All catch-up yardage is completed after 60 yards... 
    Here is a chart of how it works: 
    4 yard catch-up = 1 yard gain every 15 yards. 
    3 yard catch-up = 1 yard gain every 20 yards. 
    2 yard catch-up = 1 yard gain every 30 yards. 
    1 yard catch-up = 1 yard gain every 60 yards. 
    -if its a 4 yard catch-up, they would gain a yard on you after every 15 yards.
    -if its a 3 yard catch-up, they would gain a yard on you after every 20 yards.
    -if its a 2 yard catch-up, they would gain a yard on you after every 30 yards.
    -if its a 1 yard catch-up, they would gain a yard on you after every 60 yards.
    It also has to be realized that when the cpu is within 2 yards of you, 
    you are within striking distance, because they can dive at you and will 
    probably bring you down. So add 3 yards to any total catch-up amount, 
    and that is how many yards you would have to be ahead of the cpu to be 
    able to outrun them. 
                      =-  Human Running Game Problem   -=
    Search Field: ix-d
    As many of you that have tried out the running game for Madden 
    2002 know, its not very realistic. The inside running is too 
    hard, while the outside running is too easy. These are the main 
    reasons why it is so, and with the solution to each one. 
    -O-Line does not block nearly good enough: 
    No matter how good your line is, they will be getting dominated 
    and manhandled by the defensive line, severely disrupting the 
    chances for a realistic consistent inside running game. The only 
    thing we can do to fix this problem is increase the run block 
    -Elbow tackles: 
    The defenders are able to knock down the runner at the slightest 
    contact, even while in the process of being blocked, and even 
    from terrible positions or angles. The only thing we can do to 
    fix this, is decrease the defensive tackling slider, and/or 
    increase the RB ability slider. 
    -WR's block way too good: (only on All-Pro) 
    The WR's block way too good on All-Pro. They block around 5 
    slider points higher than the o-line does. The only thing we 
    can do to fix this is edit the rosters, and lower all the WR's 
    run block attribute down to the lowest possible. Or, play on 
    -Defensive AI doesnt react to outside running: (only on All-Pro) 
    After all 3 of these problems are taken care of, the inside running 
    will be very realistic... but then there is another problem that 
    surfaces, and that is the outside running. And this one is very 
    tricky. There is no true way of fixing this, because this is the 
    result of the built in problem of all-pro, which is the low player 
    AI. The safeties and linebackers take way too long to react, And 
    when they do react, they take terrible pursuit angles and get easily 
    blocked off. And even if you get stopped a few times, you can 
    continue to run the same play consecutively as long as you like, 
    and the defense will never anticipate or realize the same play 
    coming over and over, leaving them at your mercy. So what we have 
    to resort to to fix this is give them other advantages to balance 
    it out, by drastically increasing their break block slider, and 
    by significantly reducing the run block slider, it makes up for 
    the problem and gives them the ability to stop the outside run. 
    But not only does this lead to unrealistic outside running, BUT 
    it also severely cripples the inside running game. Meaning that 
    you have to choose one area of running to make realistic and go 
    with it, either outside or inside, cause both areas cannot be 
    realistic at the same time. The only thing we can do to fix this,
    is play on All-Madden. 
    Best Fix for the Problem
    This is the best way, and pretty much the only way, to fix all
    of the previously mentioned running game flaws, and have the
    running play out realistically like it should (for human team): 
    Difficulty level = All-Madden. 
    Increase Human RB ability slider up to 12 
    Increase Human run blocking slider up to 15 
    Increase CPU defensive awareness slider up to 20 (max right) 
    Decrease CPU break block slider down to 0 (max left) 
    Decrease CPU tackling slider down to 8 
    -The outside containment problem is addressed by playing on All-Madden,
    where the AI is much higher. 
    -The bad offensive line blocking is fixed by raising the run blocking
    -The "elbow tackling" is address by slightly increasing RB ability and
    slightly reducing tackling. 
    -The problem with the WR's blocking too good is fixed by playing on
    All-Madden, cause it does not happen there. 
    The results are really good playing like this, very realistically
    resembles real life play. 
                      =-     'Long Bombs' Problem      -=
    Search Field: ix-e
    As many that have tried throwing the deep ball know, its not 
    very realistic. Long bomb attempts can be completed an extremely 
    high percentage of the time, leaving the defense at your mercy. 
    These are the main reasons why it is so, and with a solution to 
    each one: 
    QB accuracy: 
    The accuracy for the human qb's on the default setting is way too 
    high, and it is most noticeable on deep ball attempts. On default, 
    qb's virtually never over-throw or under-throw a bomb attempt, the 
    bombs always reach the mark, and not only that, but they land 
    precisely on the receivers hands, and in stride. The only thing 
    we can do to fix this, is decrease the human qb accuracy slider. 
    DB awareness: 
    The DB's AI on the default setting is very low. Most of the time 
    they either fail to be in position to make the play, or are in 
    position but just fail to make the play. The only thing we can 
    do to fix this, is increase the defensive awareness slider. 
    WR catching: 
    The WR's catching abilities on default is very high, and its most 
    noticeable on deep ball attempts. Long passes which should be difficult 
    for wr's to catch are very easy, they make incredible catches routinely,
    and then rarely drop it even if being hit while catching. The only thing
    we can do to fix this, is decrease the wr catching slider. 
    Interceptions is a big problem in this game, and this slider on default
    does not help any. Very rarely will the defense make an interception 
    even on passes which should be very easy to intercept. This affects 
    the deep ball because many times the db will be in position to make 
    the int. and instead muffs it, if they could intercept it more often at
    least it would be a detraction to going for the long ball as often. The
    only thing we can do to fix this, is increase the interceptions slider. 
    Knockdowns: (if on 0) 
    Actually, this slider on default works good. The reason I am mentioning
    it here, though, is because it seems the majority of people play with
    this slider on 0, as a way to get the defense to attempt intercepting
    the ball more. While that does happen on 0, the side effect is that
    basically the pass defending skills of the db's are neutralized, because
    this slider affects how often and with what success they can swat the ball
    down, and on 0 they will most of the time not even raise their hands to
    break up the pass.If this slider is on 0, the only thing we can do to fix
    this is to increase it. 
    Best Fix for the Problem
    This is the best way, and pretty much the only way, to fix all 
    of the previously mentioned passing game flaws, and have the 
    passing play out realistically like it should. 
    Decrease human QB accuracy slider down to 0. 
    Decrease WR catching slider down to 9. 
    Increase defensive awareness slider up to 20. 
    Increase interceptions slider up to 20. 
    Increase knockdowns slider up to 7 (if it was lower, if was higher, 
    leave it there) 
    -The qb accuracy problem is fixed by significantly lowering the 
    accuracy slider. 
    -The bad db AI is addressed by increasing the awareness slider. 
    -The db's very bad intercepting abilities is addressed by maxing 
    out the interceptions slider. (doesnt work great, but works as 
    best as possible) 
    -The lack of attempts at the ball by the db's is fixed by increasing 
    the knockdowns slider (if it was lower) 
    -The amazing catching abilties of the wr's is addressed by lowering 
    catching slider. (its just lowered by one point, down to 9, but that 
    one point drop makes a big difference. this slider is very sensitive) 
    The results are really good playing like this, very realistically 
    resembles real life play
                      =-     Pass-Lead Sensitivity     -=
    Search Field: ix-f
    The Pass-Lead sensitivity slider is a little known, but very 
    useful slider setting that can be adjusted to suit your personal 
    playing style. Exactly what it determines is how much control 
    you can have on where your passes are going when you throw the 
    ball. With this slider on default, for example, you can press 
    up, left, or right simultaneaously as you press to throw, and 
    it will make the ball sail in that direction (useful for more 
    accurate throws or leading receivers). Increasing this slider 
    would make in more sensitive, decreasing it any would make it 
    less sensitive. One problem that this slider poses, however, 
    is that when throwing on the run, this slider can be a really 
    big nuisance instead than any help. Because throwing on the 
    run with this slider would have the ball sail in the direction 
    you are running in, which means you would have to come to a 
    complete stop, and then throw the ball. So for those who like 
    to scramble and/or throw on the run alot, it would be best to 
    disable pass-lead sensitivity by turning off this slider by
    putting it on 0-max left) 
    This slider is affected by how low or high the human QB accuracy 
    slider is. The higher the accuracy slider is, the less the 
    pass-lead slider has an effect, and vice-versa. 
                      =-     Computer Assistance       -=
    Search Field: ix-g
    Mostly everybody plays with computer assistance, and dont 
    even realize it. For example, when you turn into the WR to 
    make a catch, that is you making it...or is it? Or when you 
    turn into the DB and make the interception, or the knockdown, 
    that is you making it right....or is it? 
    Unless those particular human sliders were on 0, then the 
    answer is no. 
    The level of computer assistance is determined by the sliders. 
    The lower a particular slider is, the less computer assistance 
    you will get for that area. The higher it is, the more computer 
    assistance you will get. On default sliders, nobody is really 
    able to do much by themself, even if they try. Obviously if 
    you dont turn into the player, the computer will do everything 
    for you, but what people dont realize is that even when you do 
    turn into the player, and try to make a play, you are still 
    getting a great deal of computer assistance. 
    For example, if you turn into the WR to make the catch (with 
    default sliders), you probably will have great success catching 
    the ball. But now, try going into practice mode, and putting the 
    human WR slider on 0, and see what happens. Suddenly now that you
    have no computer assistance, you will not be able to make catches 
    the same way you have before as easily. Alot more emphasis is on 
    positioning, the angle, and timing of the catch button, to make 
    the catch, where as before it was very much easier to just get 
    close to it and end up with the catch. 
    Another example, (with default sliders) when you are the QB, 
    you have the luxury of being able to throw from alot of bad 
    and awkward positions(backpedaling, across the field, etc), 
    even with very bad quarterbacks, even into tight coverage, 
    and without the precise touch on the ball....and it would 
    not matter, the ball would still be right on target. Now, 
    trying putting the QB accuracy slider on 0, and go into 
    practice mode, and try to throw the same way, see what 
    happens. Suddenly, youre throws are way off the mark. 
    Becuase with computer assistance off, it is youre responsibility 
    to put the right touch on the ball, to have your feet set, 
    your body set, and to throw to the right receiver, in order 
    to make a good throw. 
    This also applies to all other areas of the game that the 
    human player controls, which is RB ability, tackling, breaking 
    blocks, knockdowns, and interceptions. (total of 7) as long as 
    those sliders are higher than 0, you will be assisted by the 
    computer in those areas, how much depending on how high the 
    slider is. The only way to truly be able to play without any 
    computer assistance and be sure that you are doing everything 
    yourself, is to put all those (7) sliders on 0.
                      =-    Difficulty Levels/H2H      -=
    Search Field: ix-h
    - All-madden one player: 
    As we all know, all-madden is much tougher than all-pro. 
    And we know the AI is much better on all-madden, which is
    what contributes to it being tougher. The other factor is 
    the CPU speed. Alot of people have misconceptions that 
    everyone on the cpu team on all-madden runs on a constant 
    99 speed, or has all their attributes on 99, but that is 
    not so. The way it works, is all cpu players run at their 
    regular speed, but, as soon as the human player gets ahead 
    of the cpu defenders in the open field, that is when they 
    turn on the all-madden afterburners, and at this point is 
    when they get a huge speed burst. That is why you will see 
    many situations where you get caught from way behind by much 
    slower players. This is what drives many people away from 
    playing on all-madden against the computer. (for detailed 
    information on exactly how the cpu all-madden afterburners 
    effect works, click here) 
    - All-madden 2 players (H2H mode): 
    When the second controller is activated, this activates H2H 
    mode, and the great thing about H2H mode is that the human 
    team's players on defense will NOT get the beneficial effect 
    of the all-madden afterburners. So this means the playing
    field is balanced, and all players will run at their appropriate 
    speed at all times. And the great thing when you play all-madden 
    H2H, is you get the benefit of all players having the high AI 
    of all-madden, and without the unrealistic afterburners effect.
    If you were to play on all-pro H2H, the difference would be 
    that all players would have much less AI. So definately the 
    most realistic, and challenging way to play against another 
    human is on all-madden. (for information on how to play against
    the computer under H2H mode, click here) 
    - Difficulty level effect on the human team(s): 
    The AI of the difficulty level you are playing on doesn't 
    just affect the computer team, it also affects the human 
    team.Your teams AI will play according to the difficulty 
    level you are playing. So for example, if you play on rookie,
    your cpu controlled human teammates will have the very low AI.
    If you play on all-madden, your cpu controlled human teammates
    will have high AI. 
    Here is an easy to read chart that gives a summary on the 
    effect of every difficulty level, and the effect of playing 
    H2H on it: 
    1 player: 
    All-madden - high AI (both teams), extreme computer defense catch-up speed
    All-pro - mediocre AI (both teams), minimal computer defense catch-up speed
    Pro - bad AI (both teams), minimal computer defense catch-up speed
    Rookie - very bad AI (both teams), extreme computer defense slow-down speed
    2 player (H2H): 
    All-madden - high AI (both teams), minimal defensive catch-up speed
    All-pro - mediocre AI (both teams), minimal defensive catch-up speed
    Pro - bad AI (both teams), minimal defensive catch-up speed
    Rookie- very bad AI (both teams), minimal defensive catch-up speed
                      =-     Expand Your Playbook      -=
    Search Field: ix-i
    Im sure many have restrained themselves at times from picking 
    playaction plays, even though the actual plays looks good, due 
    to the fact that the qb playaction animation is too slow and 
    takes too long to complete, and usually does more harm than good. 
    But here is a way you pick those plays, without having to do 
    the actual playaction. Just pick the play, and hot route the 
    RB to block. For most playaction plays, the rb's will run a 
    route after the playaction, but if you hotroute them to block 
    for you instead, the qb does not go through the playaction 
    animation, and it plays out like a regular play. Can be very 
    useful at times. 
    A logical assumption would be that just putting the RB in 
    motion would also accomplish this. But actually it does not 
    work that way. The reason is that strangely, even if you 
    motion the RB outside, the QB still does the playaction, 
    although he goes through a quick semi playaction animation, 
    and then starts scrambling! So this can many times lead to 
    a broken play or easy sack for the defense. 
                      =-       Tournament Tips         -=
    Search Field: ix-j
    It is customary for most if not all tournaments to be played 
    with default sliders. Not because they are the best, but 
    just because there is no other choice. If they were to 
    use an edited set, most people couldnt agree to one set, 
    and it would probably cause alot of controversy. So default 
    sliders is the only option for all tournament play. 
    Unfortunately, default sliders have many gameplay flaws. 
    This leads to very unrealistic play, and also is an unfair 
    advantage for those who have a full knowledge of these 
    flaws, over those that dont. Here is how you can have that 
    advantage in your favor: 
    Flaws to use to your advantage: 
    -Youre QB accuracy: 
    Basically in this area, the human player has a big advantage, 
    in that you can make great throws out of most any situation 
    you may be in. So dont be afraid to throw that ball in there 
    even if you are back pedaling, running, throwing across the 
    field, or turning around. also dont be afraid of making any 
    tight throws, youre qb can most of the time get it in there 
    with ease. 
    -Youre WR catching: 
    In this area, your receivers will consistently make great 
    catches, just throw it to them when necessary in any 
    situation and unless they are very tightly covered, they 
    will come down with it. So definately go for the long 
    bombs early and often and as much as possible, and also 
    dont be afraid to muscle the ball into them whenever 
    necessary (also, turning into the WR gives you an added 
    boost to youre catching powers) 
    -Opposing team's defensive awareness: 
    You can exploit the opposing teams low defensive awareness 
    many ways. One way is, attack them alot with the passing 
    game. Their DB's will not be able to cover your WR's much. 
    Also, audible alot, hot route alot, move youre WR and RB 
    in motion as much as possible, this will most of the time 
    confuse the hell out of the defensive players and lead to 
    huge plays. Also, loading up 3 receivers on one side alot 
    is good, the DB's get confused about who to cover. 
    -Youre teams defensive awareness: 
    Just like you can exploit the opposing teams defense, they 
    can do the same to you. So avoid calling complicated defensive 
    plays, and try to stay away from zone defense if possible. 
    Also, make sure to be ready to help youre CB's with youre 
    safety in man coverage, they will get burned alot 
    -Opposing team's pass blocking: 
    Offensive lines have extremely low AI when pass blocking. 
    So the best way to exploit this is to blitz blitz and blitz 
    some more. As much as possible, and as many players as 
    possible. And if tourny rules permit, move the players 
    around to put them in better position, because the o-line's 
    pass block AI is so bad they are not capable of picking up 
    blitzes most of the time, and especially even more so if 
    you blitz multiple players 
    -Youre teams pass blocking: 
    Is also gonna be really bad. So just like you can expose the 
    opponent, be careful they can expose you too. Always have 
    backs in the backfield to block for you, or a TE, or have 
    a mobile QB, or all of the above. Because you are gonna 
    get a massive pass rush and you cant rely on youre o-line 
    helping you out much. 
    -Youre teams intercepting skills: 
    Do not ever rely on youre cpu teammate to try to 
    intercept the ball, they are not virtually unable 
    to. Try instead to get it yourself every time you 
    see a chance for an int., you dramatically increase 
    your chances 
    There are a few others, but they are not as important as 
    these. Learn to use these flaws of default slider gameplay 
    to youre advantage, and you may the upper hand over 
    your opponent(s). 
    Thanks once again to Lee Corso, and make sure to visit his website
    and message boards where you can see many charts and roster updates.
              -=          FREQUENTLY ASKED QUESTIONS           =-
    Index Number: x
    Q1. What is 'Bump and Run' Coverage?
    Bump and Run coverage is where your CB's push or hit the WR's out 
    of bounds or off course. The advantages of it are that it takes more 
    time for the recievers to hit there routes, and the QB has to hold onto 
    the ball for a longer time hence giving you the chance for a sack. The 
    best times to use it are on obvious passing downs, to make the QB hold 
    the ball longer.
    The general idea is that your DBs play very tight to the receivers 
    they are guarding and give them a good bump at the line of scrimmage 
    to hold them up at the line. This disrupts timing on plays and helps 
    keep the offence from running quick slants and outs, but it may allow 
    fast receivers to get open deep, once they recover from the bump and 
    turn on the jets.
    (Q = TheDoors; A = bej6789, NaptownCharlie)
    Q2. What are the best plays to stop a 10-15 yard passing play?
    It depends where the 15 yard pass is going, but I like to play in a 
    3-4 set, something like drop zone to put a lot of linebackers in that 
    part of the field. The problem is that you stop the short pass, but you 
    give up the run and the long pass to the slot receiver who can usually 
    beat your linebacker downfield.
    (Q = TheDoors; A = NaptownCharlie)
    Q3. Why is it that when I release a player I get a cap violation, and it
        costs me money?
    You get a cap-penalty when releasing players that still have a contract. 
    The higher the salary and the longer the contract, the higher the 
    I think the cap penalties work like they do in real life. Signing bonuses 
    are pro-rated over the life of the contract, but if you release a player, 
    you get to eat it all in one big bite. This collapsing of the remaining 
    bonus is a "cap penalty." Because the there are no guaranteed contracts 
    in the NFL, any regular salary does not incur a penalty when a player is 
    (Q = TheDoors; A = blane, Rudiger)
    Q4. How do you call a quick (spike the ball) play without going into the
    Hold the circle button after the previous play ends.
    (Q = TheDoors; A = Rudiger)
    Q5. What other plays (apart from Spike) can you call without going into
        the huddle?
    You can also run the previous play if you hold down Triangle.
    Also see Q8.
    (Q = TheDoors; A = PrimeTime 21)
    Q6. If you play with fatigue on does the computer make all the in game
        subs for you?
    By default, yes. That is what the Sub In/Out sliders mean. The computer
    substitutes players who are below 69% Fatigue out of the game (default
    setting), and substitutes them back in when over 74% (default setting).
    However, you can switch off Auto-Subs completely, then you have to take
    care of it by yourself.
    (Q = The Doors; A = blane)
    Q7. How do you slide with the QB when scrambling?
    Tap Square, don't hold it, just tap it.
    (Q = telias; A = TheDoors)
    Q8. Plays without going into the huddle:
    Triangle: repeats previous play
    Circle: Spike (stop clock)
    Square: fake spike trick play
    Once you're back at the line, you can call audibles, call hot routes,
    and/or put a man in motion.
    (A = Rudiger)
    Q9. Before the snap when you are on defence, if you press triangle it
        brings up "Audible Coverage". What does this do?
    Coverage audibles are called by pressing triangle, then square for bump
    and run, circle for loose coverage, and X to "shift the safeties and
    linebackers into better position to cover their assigned man," according
    to the instruction manual.
    (Q = TheDoors; A = NaptownCharlie )
    Q10. What does LOS mean in the Depth Chart?
    LOS stands for Long Snapper - the guy who snaps for Punts and Kicks.
    (Q = steelgladiator; A = NaptownCharlie )
    Q11. If I want to control my receiver before the catch, which button do
         I use to catch the ball?
    Press X after the QB releases the ball to get control of the receiver.
    Use circle to sprint, square to dive, and triangle to jump. If you can
    get him to the yellow symbol or fairly close, he should make the catch 
    automatically (or not - sometimes he won't make the catch no matter how 
    perfect you execute).
    (Q = TheDoors; A = Rudiger)
    Q13. Post it on my message boards
              -=                    OUTRO                      =-
    Next Version:
    -More Strategies, hopefully
    -Whatever you request
    -Everyone who is listed in the guide for their contributions
    -Lee Corso, for lots and lots of info
    -"A" Tadeo for the  Disclaimer
    -CJayC for putting this FAQ on his site, www.gamefaqs.com
    -EA Sports for this Game
    -Microsoft for Windows and Notepad
    -Packard Bell for my PC(If I put them here will I get a new one?)
    -You for reading it
      ___  _     ___  ______ _____ ____ ____ _  _
     / _ \| |   / _ \/ __/ |/ / _ \| __|    | \/ /
    | ___ | |__| ___ |__ \   | ___ | __| || ||  |
    |_| |_|____|_| |_|___/_|\_\| |_|_| |____|_/\_\TM
                          ©Ronan Murphy - AlaskaFox 2002

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