-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======================== N C A A F O O T B A L L 0 8 ====================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FAQ/Strategy Guide Xbox 360 Version 0.15 Started: July 20, 2007 Last Updated: July 24, 2007 This guide is Copyright (c)2007 Matelite (Patrick "Petey" Surber). All rights reserved. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ====================== T A B L E O F C O N T E N T S ====================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ***IMPORTANT NOTE*** To find your favorite team or a subject you're looking for, press CTRL + F to search this document for anything. Most know this, but for those computer illiterate folks out there, that's a good trick. ***IMPORTANT NOTE*** 1. What's New? 2. Intro 3. Rules/General Strategy 4. Terminology/Abbreviations 5. FAQs 6. Offense- General A. Running B. Passing C. Philosophies D. Situational E. Two-Minute Offense 7. Defense- General A. Run B. Pass C. Blitz D. Situational E. Philosophies 8. Special Teams A. Return game B. Kicking (kickoff) C. Kicking (Field Goal/PAT) D. Punting E. Fakes 9. Minigames 10. Team-by-team Breakdown and Strategies 11. Special Thanks 12. Contact Information 13. Legal Stuffs -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ============================ 1. W H A T ' S N E W =========================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Version .15 -Started the FAQ -Completed first five and last three sections -Completed the running game plays for the Ace, Flexbone, and Wishbone formations Version .25 -Running game completed for the Power I, Shotgun, and I formations -A start on the passing game- Routes & How to throw to them Version .35 -Passing game -Philosophies -Situational offense -Two-minute offense Version .50 -Special teams UPCOMING Version .75 -Defense -Minigames -Top 25 Division I-A Team Breakdowns -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ================================= 2. I N T R O ================================ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ever since I can remember, I've loved football. Growing up in Texas, Friday nights are dominated by High School football, Saturdays are ruled by college football, and Sundays are spent watching the NFL. For me, it was always the Longview Lobos on Friday, Texas A&M Aggies and Miami Hurricanes on Saturday, and the Dallas Cowboys on Sunday. However, I grew to love watching all teams play if a game is on, and developed a group of respected teams and disrespected teams. I've always loved college best because it's a mix of the pure passion of high school ball with the skill and athleticism of the NFL. Add in rivalries, bowl games, traditions, and a national stage, and you've got my dream sport. EA sports has made Madden, the pro football game, for years. Since 2001, they've made NCAA football, and since 2001, I've purchased the game. Just this year did I get NCAA for a "next-gen" system, and I'm glad I did. While some of the finer points of presentation are taken out, the amazing visuals and smooth gameplay, as well as other additions to presentation make it worth the sacrifice. And next year, we'll probably get what was lost back. While many more buy Madden every year, a good number buy NCAA. I'm one of those for many reasons. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ============= 3. R U L E S & G E N E R A L S T R A T E G Y ============== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- There are some out there who are new to the game, so I included this section. I know that while many buy this game yearly (and have for many years) but I figured if I help at least one person out, it was worth it. ***OFFENSIVE POSITIONS*** A quarterback is usually the player to receive a snap from the center. He then usually does one of three things: hand the ball of to the halfback, drop back and throw a pass to a receiver or tight end, or drop back to pass and run with the ball himself (or else on an option or designed run). If he's tackled before he can pass, the ball is spotted where he was tackled at. The halfback and fullback both usually receive handoffs on running plays. Most of the time, though, the fullback blocks if he's in the game. On passing plays, the halfback and fullback either stay and help block for the quarterback, or are receivers themselves. Rarely do these two players pass, but it happens on designed trick plays. The wide receivers block on running plays and run routes to catch passes on passing plays. Rarely, on designed trick plays, will these players receive a handoff or throw a pass. The offensive line's job is to block for the halfback or protect the quarterback. These players don't do much else. There are many blocking schemes, but they are done automatically, so you usually won't have to worry about executing the plays. However, you can take control of one of these players and block yourself. The tight end is a versatile player who can serve as an offensive lineman or wide receiver. He can block or go out for a pass. ***DEFENSIVE POSITIONS*** The defensive line's job is to tie up the offensive line to allow the linebackers to make a tackle on running plays. Sometimes, though, they'll completely fight through a block and make a tackle behind the line of scrimmage themselves. They also serve to provide a pass rush to either make the quarterback throw before he wants to, usually resulting in an incomplete pass or interception, or to tackle the quarterback resulting in a sack. Rarely do defensive linemen help cover the pass. The linebackers are the main defensive players. They can serve to provide a pass rush, defend the pass, stop the run, and do anything really. They must be athletic and strong at the same time. The safeties, strong and free, are the smaller, faster players who usually serve to defend against the pass. They do blitz and support the run stopping game, but not often. They are usually the last line of defense in running plays, and the one to make the tackle in passing plays. Cornerbacks are strictly for defending the pass, and generally only make the tackle on outside runs. Their job is to cover receivers and knock the pass down, or if unsuccessful, tackle the receiver after the catch is made. ***SPECIAL TEAMS POSITIONS*** The kicker's job is to kick field goals, extra points, and kickoffs. He's usually a very small player with a strong leg. The punter does nothing but punt to the other team (more on why he punts later). He has a strong leg as well, but he also will need to have a decent arm. The return man is usually a receiver, halfback, or defensive back who has the most speed on the team. His job is to receive a punt or kickoff, and return it back up the field as far as possible. ***HOW TO WIN A GAME*** The general object of the game is to score more points than the opponent. At the end of the day, there are all sorts of stats, but the scoreboard is the one that matters at the end of the day. For example, the Arizona Cardinals outplayed the Chicago Bears on Monday Night Football, but lost due to about 3 or 4 big plays by their defense and special teams. Points are scored in many ways. ***HOW TO SCORE POINTS*** Points are scored in one of four ways. Six points are awarded for a touchdown (there are many ways to score a touchdown). One point is awarded for a point after attempt in which the kicker kicks a field goal from the 3 yard line (the line of scrimmage is the 3, the actual kick comes from about the 8). Also, two points can be obtained if the ball-carrier crosses the goal line on a play run from the 3 yard line. Three points are awarded for a kicked Field Goal (more on this later). Two points are awarded for a safety. ***HOW TO SCORE A TOUCHDOWN*** A touchdown is awarded when a runner crosses the goal line while holding the football. The runner can be a halfback who has taken a handoff or pass, a receiver who has taken a handoff or pass, a quarterback who has taken a snap, or a defender who has recovered a turnover. Also, a receiver can catch a pass while in the end zone, and that's a touchdown as well. In the event of a turnover, the defender can return the ball if not tackled. On kickoffs and punts, the return man can also score, but it's more difficult because all 11 of the other team attack him with only 10 blockers. ***HOW TO SCORE A FIELD GOAL*** The kicker must kick the ball between the uprights, and above the crossbar. This can be easy or difficult depending on the distance and angle of the kick. From up close, any kicker should be able to make a kick. From a distance, the kick becomes more difficult because the ball must clear the crossbar while maintaining a good trajectory. ***HOW TO SCORE A SAFETY*** A safety is a rare event in which the ball carrier is tackled in his own end zone, or a lose ball is knocked back through the end zone without being recovered. Two points are awarded. ***WHEN THE BALL IS TURNED OVER TO THE OTHER TEAM*** The first way the ball can be turned over is on downs. A team has 4 downs to make 10 yards. Each time they get their 10 yards, they also get a fresh set of downs to make 10 new yards. If they fail to get the 10 yards, the ball goes over to the other team. Usually, if players haven't achieved a first down after 3 attempts, they punt to prevent turning the ball over on downs. The punter punts to the other team, usually quite a few yards, to give the ball to the other team, but quite a few yards away from the end zone. If a punt is blocked, it becomes a live ball in which either team can recover. If an offensive player picks up the ball and does not return it past the first down marker, the ball goes over on downs. A fumble is when the ball carrier drops the ball before his knee touches the ground when tackled. Once the ball is dropped, it's live and either team can recover. A defender can pick the ball up and run with it, but not if he falls on it. Also, if a pass is thrown backwards, and the ball is not complete, it counts as a fumble. A forward pass, if not caught, is not considered a fumble, but an incomplete pass in which yards are neither gained nor lost. If the ball is caught by the defense, they have possession of the ball. It can be returned, and is usually results in good field position for the defense due to the speed of the defender. If any of these take place in the defender's end zone, the ball is placed on the 20 assuming he is tackled in his own end zone. If he takes the ball out, his team takes over where he is tackled. If he leaves the end zone and is tackled in it, it counts as a safety. After scoring a touchdown or field goal, a team has to kick off to the other team. They can kick it onsides in attempt to get it back, but this is usually only attempted in desperation when trailing late in the game even after scoring. For additional questions, please visit this website: http://en.wikipedia.org/wiki/American_football_rules -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ========= 4. T E R M I N O L O G Y & A B B R E V I A T I O N S ============ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once again, to many of you football gurus, this is old news to you and you can skip past this section. Subconsciously, I'll type jargon that those not familiar to the game (and possibly those who are) will not understand. This section is to help those understand just what I'm talking about. I. Abbreviations HB- Halfback RB- Runningback QB- Quarterback FB- Fullback WR- Wide Receiver TE- Tight End OL- Offensive line(man) K- Kicker P- Punter DL- Defensive Lineman LB- Linebacker DB- Defensive back (Safety or cornerback) LOS- Line of scrimmage TD- Touchdown FG- Field Goal TO- Timeout PA- Play Action II. Terminology Back- Halfback or Fullback usually Backer- Linebacker Box- The area between offensive tackles 4 yards off the line of scrimmage Halfback- Runningback Line- Refers to the set of all offensive or defensive linemen Lateral- A backwards pass in which the runner who receives the ball can continue to run. However, since it is a backwards pass, if the ball is dropped, it is live. Mesh- Where a halfback or fullback runs after receiving a handoff. Coaches preach to "hug the mesh" meaning stay running where the play says to go, even if it doesn't look good. Pitch- Lateral Pick- Interception Play Action- A fake to a runner to make the play look as though it's a run, but is instead a pass Pooch- A kickoff in which the kicker kicks the ball high in the air but a short distance Six- A touchdown Squib- A kickoff in which the kicker kicks the ball along the ground instead of in the air Wide out- Wide Receiver Tailback- Halfback If there is anything else in this guide that you don't understand what I'm talking about, feel free to e-mail or IM me (my contact info is listed at the end of this guide) and I'll add it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =================================== 5. F A Q s ================================ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Surfing this board from the last few weeks, I've seen many questions asked many times, so in hopes of removing some of them, I've decided to add this section. 1. Is there co-op (two players playing on the same team) in this game? 1a. No. For some reason, EA kept it out of this game. I don't like it any more than anyone else, but until next year, we just have to deal with it. 2. What are the trick plays, and how do I find them? 2a. Most people are referring to the Hook and Ladder and Statue of Liberty plays that Boise State ran in last year's exciting Fiesta Bowl. The Statue of Liberty is found in Boise State's playbook in the Ace formation with three receivers bunched. The name of the play is "Statue" and looks like a simple counter trap. This play rarely works, as it's a simple draw play which have never worked much in NCAA. The Hook and Ladder, while more effective, is more risky. It's in the Hail Mary formation and it's name is Circus. The X receiver will run a route to the inside. To execute the play, throw to him just as he breaks inside, and as the other receiver runs by, press LB to pitch it to him. Please note that there is no guarantee the pass will be complete, or the pitch will be caught. Also, if the pitch ISN'T caught, it will be treated as a fumble, so it's an especially risky play. 3. What's the deal with West Virginia? 3a. Many people (online and off) will play as West Virginia because they have an easy offensive system with great players to execute it. The quarterback, Pat White, has speed, as does the tailback Steve Slaton. It's mainly a spread option style of offense, and is easy to execute with the athleticism of White. Also, in pass plays, White can run away from pressure and he's hard to bring down. There are ways to counter this style of offense if run correctly. 4. Why are there no names, and how do I get rosters? 4a. There are no names on the players because in order to put them, the athletes would have to receive monetary benefits. The NCAA does not allow it's athletes to receive any kind of money or gifts, so EA can't pay the players to use their names. In order to get them, you can type them in yourself (which takes quite some time, especially without a keyboard). Also, some websites have their own rosters which can be downloaded and transferred to the game using Xplorer and a memory card. 5. Is there any way to hide what play I'm calling? My opponent keeps looking at my play and selecting to defend it. 5a. Yes. By pressing A, you select a play. To hide your play, press and hold A on the play you want. Don't let go. Instead, keep holding A and move to another play. The play you release A on won't be selected, but will look as if you selected that play. Instead, the play you started to hold A on will be selected. This is especially effective when you select a play-action pass and make it look as though you're selecting a running play similar to the RB mesh point. 6. Are the mascots, cheerleaders, cannons, referees, coaches, footprints, or fans in the game? I want the game to feel like college football. 6a. Unfortunately, no. EA cut back on quite a bit in order to make room for the smooth, visually stunning gameplay. Once again, I don't like it any more than you, but we have to deal with it. 7. Can I make a playoff system? I like it more than this BCS crap! 7a. Once again, no. The BCS and NCAA have a contract, and it's doubtful that the BCS would let the NCAA promote a system which is more than likely more successful than the BCS. 8. How do I do the lead blocker? 8a. Before a play starts, the offensive player can press B to cycle through players. Some eligible players can go in motion. Once the desired player is selected, press LB on the player and you'll control them until you make a block or press the A button to switch. 9. Can I make my own playbook? In previous years, we could put different formations together. 9a. No, and this really gets on my nerves. It's harder to make a customized offensive system with the playbooks being predetermined. Hopefully everyone can find a book that goes with their philosophy. 10. Do players jerseys get dirty or do the fields mess up? 10a. Yes. Sorta. On the stadiums with natural grass, players jerseys do get dirty. I've especially noticed this on Notre Dames stadium. Fields, while they don't tear up, do take on water. I've seen many puddles in the stadiums towards the end of the game which look real. 11. How can I high-step into the end zone? In previous years I could! 11a. When you're far enough ahead of the defenders, press and hold the B button. If you're not far enough ahead, a simple spin will be executed, temporarily stalling the runner allowing the defense to catch up. 12. What's with the fumbles? 12a. Yes, I've noticed a fumbling problem too. This, and the high amount of picks can be fixed with sliders. Also, pressing the button to cover/protect the ball can be used. 13. What is Super Sim? 13a. A special feature which will run plays automatically. They can be watched by the player, or immediately simulated. This is good when a comfortable lead has been obtained. Remember, it IS risky because the computer won't always do what you want it to. It could throw an interception, and if you're extremely unlucky, be returned for a touchdown. 14. How can I view the highlights? 14a. See the section entitled EA Highlights. 15. Is my high school in this game? 15a. Kinda sorta. You pick your home town and name your high school. You'll go up against random high schools from that state named by the city. For example, you'll play Tyler High instead of Tyler Lee or John Tyler. There are many different color combinations as well. Luckily, I was able to make my school close to how it really looks. The state championship game is usually played in the stadium of a big university of that state. 16. Did you play football? 16a. Yes. I started 13 games at left guard on a 12-1 5A Texas team, the Longview Lobos in 2004. We ran an option offense when it boils down to it, with a large emphasis on the fullback (one of the few Texas teams who still run the ball as a mainstay attack). We won district with a win over the eventual State Champions Tyler Lee 34-31 in overtime, and only lost to Lufkin 31-21 in the 3rd round because our fullback broke his hand and fumbled 4 times. That and Jorvorskie Lane is an amazing halfback. I didn't play college ball, but I know many collegiate coaches and athletes, and a few pro assistant coaches. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============================== 6. O F F E N S E ============================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ***IMPORTANT NOTE*** The following strategies and philosophies are what work for me and are my personal preferences. These are the ways I run plays, and when I call them. They've usually worked for me, but feel free to build on them. Every gamer has their own style of play, and it's good to develop your own and not copy off of anyone else's. ***IMPORTANT NOTE*** Your goal, remember, is to score points. I know this sounds simple, but many forget this when selecting plays and strategies. You can gain a thousand yards, but it won't mean anything if you don't convert those yards into points, specifically touchdowns. I'm not saying that field goals are bad; they're not. But everyone prefers 7 points to 3. The object is not to complete passes or get first downs. It's to score points. To get first downs is good, don't get me wrong. They keep you on the field, and it's hard for the opponent to score when their offense is not on the field. I like to sustain drives which take about 12 plays and a little over 3 minutes off the clock. Not always does it work this way and I'm forced to improvise. While I like to sustain drives, I'll take a big play if it ultimately results in points, the main goal of the offense. I do turn the ball over, because no team is perfect. I also have to punt at times. When selecting plays, remember that you could gain 3 yards on every play and do well. If nothing else is working, start running power plays which are a sure 3 yards, and protect the ball. You can pad stats later. Right now, you need to score points, and 3 yards and a cloud of dust is a great way to do it. ******************************RUNNING GAME************************************* There are many different types of runs and formations, some which disguise the run better, but are harder to run out of. Others make no bones about the fact that it's a running play, but usually work better even so. Running the ball effectively is important because it allows YOU to control the tempo of the game. After a running play, assuming it doesn't go out of bounds, the clock continues to run. Even after a first down, once the chains are set, the clock continues to move. By putting a drive together of 12 running plays, you can melt off as much as 4:30 of the clock! This is great late in the game when protecting a lead, and great early on to frustrate an opponent because they can't get on the field on offense. ===========================The Ace Formation================================== There are a few different variations of the Ace formation. The Ace formations feature one back, the halfback. There is no fullback, so it looks like this: x x x B x x x x Q x H Assuming that Q is the Quarterback, B is where the ball/center is, and H is the halfback. The Tight End (the x three spaces to the right of the B) is in the game. Other formations have two tight ends: x x x x B x x x x Q H ---The Dive Play--- Formations with two tight ends are easier to run out of, as there are more blockers right along the line of scrimmage. The simple runs out of this formation don't involve a lead blocker, and are very straightforward. A simple dive play looks as follows: o o | o |o o o o o |o o o x x x B x x x x Q | x | / H As you can see, the receivers will block man-on-man with the DBs. The left tackle will block the left end, the right center and guard will block the left backer and left tackle. The right guard takes the right linebacker, and the right tackle and tight end get the right tackle and right end. The quarterback doesn't block anyone, leaving the two safeties to make a tackle. This, of course, assumes that all of the linemen block their men, which doesn't always happen. Fortunately, if the receivers miss a block, it won't effect the play much because it's an inside run. However, if the right tackle or center miss their block, the defender is one-on-one with the halfback which could cause disaster, and the play is stopped for a minimal gain or even a loss. Should everyone pick up their blocks, make a move on the safety, and you could be off to the races. However, the dive isn't a play designed to score from a long distance. ---The Stretch Play--- The stretch play is similar to a dive, except it revolves around the runner finding a hole of his own instead of following the mesh. All of the linemen will zone to the right in a simple play. The mesh will look as follows: o o | o o o o o o |o o o x x x B x| x x x Q / x / / H However, a hole could open up back between the left guard and tackle. Stretch plays have hardly worked in the past in NCAA games, and I'd advise against running one in the 08 version; this version. However, that is how one works. ---The Counter Trap--- Like the name indicates, the play revolves around two things: a counter step of the runner to make it look like a sweep to one side, only to take a handoff the other way, and a trap block by an offensive lineman, usually a guard. The mesh looks like this: o o o o/ o o o o o o o x x x B x x x x Q/ x / / --H The pulling lineman looks like this: o o o o / o o o o o o o x x x B x x /x x \-/---/ x / / --H I took the QB out of the play to make room for the lineman to pull since the QB will be out of his way to hand the ball of. I like to use the lead blocker feature and pull myself, but some like to let the CPU do it themselves. I know I said there was no lead blocker out of this formation, but this is as close to one as you'll get. The left tackle mans up on the left end. The left guard pulls to block the right end while the center takes the left tackle. The right guard takes the right linebacker while the right tackle takes the right defensive tackle. The tight end goes to the safety, and the receivers man up on the DBs. The left linebacker is unblocked, but a good RB should be able to outrun him once he explodes into the secondary. There are different types of this play in which the guard might go to the backers, or even the safeties. It really depends on the personnel and how they're lined up. Once again, this assumes that all of the linemen pick up their blocks. It can gain much more yardage than the dive can if everyone does pick up their blocks. The worst case scenario is that the center gets beat and the left tackle makes the tackle. Because the play takes so long to develop due to the counter step of the RB, the play can lose close to 5 yards if that happens which isn't good. ---The Sweep--- The sweep is a play designed for the halfback to run around the perimeter and reach the outside using speed. Not always is the play blocked perfectly, but when done so, can lead to some good yardage. Even if not, it usually results in the halfback being one-on-one with a defender where the runner can usually dodge the tackle. It also usually has a lineman pull, and looks like this: o o o o o o o o o o o x x x B x x x // x Q \----// x / / H----- The QB takes a 3/4 turn to the left and pitches the ball back to the HB who runs to his right. The receivers man up as do the tackle and tight end. The guard pulls and blocks whoever is free. It could be a DB who got off his block, or the safety. Because of this, it usually results in positive yardage, even if a player misses his block because the guard picks up the slack, and lets the safety make the tackle, which results in quite a bit of yardage. Worst case is if the defensive end comes off the block of the tight end and runs straight forward and makes the tackle. Because the mesh takes so long to cut upfield, it's possible the play can lose 5 yards. However, if the tight end and at least one WR get their blocks, the play should result in positive yardage. If you can break a tackle or two, you should be in good shape. ---The Option--- While the option is usually run from an I formation to utilize the fullback, both blocking and as an option, it can be run from the Ace formation, although differently. o o o o o o o o o o o x x x B x x x / x Q------- x / / H-------- The playside guard takes the backside linebacker while the tackle and tight end take the defensive tackle and end. The Right backer goes untouched and is the pitch man. If he goes for the QB, pitch to the RB by pressing LB. If he attacks the RB, use the juke stick to juke left and cut upfield for a nice gain. Remember to protect the ball when you're about to get tackled if you're the QB, because they have a greater tendency to fumble. Either way, if the receivers block, you'll be one-on-one with the safety if you pitch it correctly. A worst- case scenario is that one of the linemen doesn't block and the QB is tackled behind the line for a loss of maybe a yard or two. If the pitch is made and a DB comes off a WR block, you could lose 4 or 5 yards. The absolute worst is that the pitch is fumbled which happens when a bad pitch is made when a defender is in line of the pitch. If a pitch is made early, the backer can redirect and tackle the RB behind the line, so let him commit and be patient when pitching. Sometimes it's better to take a two-yard loss instead of a fumble or 5 yard loss. ---The Draw Play--- Like the stretch play, the draw has hardly worked over the years, but it's worked for me once or twice. And like the countertrap, it can lose yardage due to the length of the play to set up. o o | o |o o o o o | o o o x x x B x x x x Q | x | | H- The play looks like a pass and the RB takes 3 baby steps before receiving the handoff. For some reason, it's never worked because something is wrong with the way the lineman pass set and then try to run block. I'd advise against running this play more than once or twice a game, because it'll usually result in a loss of yardage. ***IMPORTANT NOTE*** There are many variations of the Ace Formation, but these are the basic running plays which you'll find in all of them, and how to execute them. The plays shown were all to the right, but can be run to the left as well. They can be run with two tight ends, no tight ends, etc. In running plays, where they are lined up doesn't usually matter, as the defenders will line up to cover them. Like I said, while some coaches will preach to hug the mesh, feel free to improvise on any play. If you need to make a cut, do it! Just protect that football! ***IMPORTANT NOTE*** ============================The Flexbone Formation========================== The Flexbone is only run by some of the service academies Air Force and especially Navy. I can't remember if Rice still runs it, but they might. However, if you're thinking about using either of these playbooks, or the Option Run playbook, read up on this formation. It's similar to a basic I, only with motion. To run this formation, you'll have a fullback and either one or two wingbacks, so it will look like this: o o o o o o o o o o o x x x B x x x W Q W F This is, of course, with one tight end and one receiver. There are formations with no receivers and two tight ends, and no tight ends and two receivers. Also, sometimes there won't be a second wingback, and instead a receiver: o o o o o o o o o o o x x x B x x x W Q x F ---The Fullback Dive--- This is similar to the countertrap, except it goes to the fullback, and no lineman pulls. It's a quick play, and is guaranteed to gain at least one yard. The problem is, you need to gain three yards every play to be successful, and the play isn't guaranteeing 3 yards. In fact, it usually won't gain more than 5 or 6 which is still good. It looks something like this: o o o o o o o o o o o x x x|B x x x W /Q W | -F The linemen will usually just block man-on-man. If the center gets the block on the defensive tackle, and the right guard gets the block on the right defensive tackle, the play will gain more than 3 yards, even if the backers don't get picked up successfully. Because the play develops so quickly with the fullback receiving the handoff, only lined up about 3 yards behind the LOS, he'll hit the hole fast. Even should a defensive linemen not get blocked, the FB can usually power forward for at least a yard or two. Also, make sure to cover up, as the fullback is more prone to fumble than a halfback. ---The Triple Option--- This is similar to a triple option out of the I formation which can have two different mesh points for the fullback. However, this involves one of the wingbacks going in motion. The ball is usually snapped automatically (another amazing feature of this game). You'll press A and the wingback will go in motion. The snap will occur about when the Wingback is where he is in the picture, and the fullback will take one of the following mesh points: o o o o o o o o o o o x x x|B x x x W |Q | F W Or o o o o o o o o |o o o x x x B x x x W | Q \ F W In the first mesh, the QB takes a 1/4 turn to the left and will option from there. In the second, the mesh is off of the guard's outside hip, and the QB will take a 3/4 turn before possibly handing off. To hand off, after the ball is snapped, press and hold the A button as the FB passes by the QB. This, like the fullback dive, will usually at least result in a yard or two, no gain at worst, and about a 5 or 6 yard gain at best. If you choose not to give to the FB, the QB and WB will option out to the left similar to the ace formation. The left Wingback will block the defensive end, and your play will look like this: o o o o o o o \ o Fo o o x \ Wx x B x x x ------Q \ \ ----------W You'll want to pitch off the safety or linebacker, depending on which reaches the QB first. In the diagram above, the fullback is hugging the mesh, even without the ball, and the left wingback has stepped up to block the left end. I did it this way to show where the QB and right WB go. The overall play will look like this: o o o o o o o \ o |o o o x \ x x B x x x -W--|-Q . \ \ . \ F . ----------W Make a good read to decide if you want to give the ball to the fullback (and usually get a few good, tough yards), or take it to the outside and risk a big loss or fumble, but possibly get closer to 10 or more yards. As one might imagine, this play can be run as a mainstay attack, as the fullback, quarterback, or either wingback can receive the ball, giving different results from a single play. Just remember that with game fatigue, it's best to spread the ball around to prevent any one player from getting tired and fumbling or running slowly for minimal gains. ***IMPORTANT NOTE*** As with the Ace formation, these are only two ways to run the plays. The option can go left or right, out of many different flexbone variations, and to either wingback, making it a very successful running formation, even if there is no variety between plays, but in the decision made instead. The fullback is great for grinding the ball and gaining a few yards to keep getting first downs, and the other offense off the field. Once again, protect the ball! ***IMPORTANT NOTE*** =========================The Wishbone Formation============================== This formation is one that makes no bones about the fact that the play is likely a run. It's similar to the Flexbone, except with the two backs lined up behind the fullback. Therefore, once again, either halfback, the fullback, or quarterback can be the ball-carrier, giving great variety to the offense, forcing the defense to account for many players, sometimes unnecessarily. It looks like this: o o o o o o o o o o o x x x B x x x Q F H H In addition to the above look, there is one with no tight end and two receivers, and one with two tight ends and no receivers. Each have "duplicate" plays, meaning the same plays are run just from different looks. ---The FB Dive--- This is VERY similar to the FB dive of the Flexbone, and once again is usually carries little risk/reward. You won't lose much yardage, but you won't make more than a handful either. o o o o o o o o o o o x x x|B x x x |Q | F H H Just make sure to protect the football, and try to make a power move through the first defender or two to drag them for extra yardage. ---The Double Lead/Dive--- The Double Lead is similar to the dive play from the Ace, except there are two lead blockers. If the play is run to the left, the ball will go to the right RB and he will mesh as follows: o o | |o o o o o o \ o o o x x x B x x x \Q \ F\ H H The two lead blockers, the FB and the left RB will block as follows: o o o o o o o o ||o o o x x|x B x x x || Q | \ | F H H As you can tell, with two lead blockers, it's good vs this defensive formation. The defense will have to bring in 8 men in the box in order to stop a double lead. Just follow the blockers in, and hope a hole opens. A problem can arise when the players just lock up and there is no hole to run through. Even so, unless something goes terribly wrong, you should gain at least a few yards, especially if it's against a 4-3 or 3-4. ---The Sweep- Once again, the two lead blockers serve as a great help as they will block on the perimeter for the halfback to get outside. It's similar to that run from the I and Ace formations, but instead of a receiver locked up with a DB on the outside, the extra halfback will block him instead. The block of the fullback and right halfback will look like this: o o o o o o o o o o o x x x B x x x / Q / / / / F---- / H H---- And the mesh of the left halfback like this: o o o o o o o o o o o x x x B x x x H Q F/ / / H---------- Once again, it's up to the player to improvise. They can cut upfield between the FB and right halfback, go around the perimeter and use speed, or even cut up inside the FB but outside of the offensive line. With a fast halfback and good blocking, this play can lead to some good yardage. However, if a lineman misses their block, this play could spell disaster as the halfback meshes along the same line about 6 or 7 yards behind the LOS for quite some time. Speed is the key, so only pitch it to the faster of the two halfbacks. ---The Triple Option--- Similar to the Flexbone version, this is the simple Triple Option with the left halfback leading the block and the right halfback giving the QB the option to pitch: o o o o o o o o o o o x \ x x|B x x x ----|Q H | \ F -------H This shows the left halfback already running out to block. This is with the FB meshing between the center and guard, but as shown in the flexbone, he can mesh off the guard's outside hip instead. Similarly, the QB will give a 1/4 turn or 3/4 turn the opposite direction (both resulting in the QB facing the same direction) depending on where the FB's mesh is. As you can see, as the play develops, it looks similar to the flexbone version. ---Triple Option Reverse--- This is a triple option, except the FB will mesh to the opposite side of the QB, and the QB will make a 3/4 turn, except will have the opportunity to give when he's at 1/4. It looks like this: o o o o o o o o o | o o x \ x x B|x x x -----Q| H | \ F -------H So the QB opens with a 1/4 turn to the right. If he doesn't hand the ball to the FB, he completes his circle to run the opposite direction, and the left halfback serves as a downfield blocker, and the right halfback serves as the pitch option. ---The Power Option--- In this version of the option, the FB and left halfback serve as downfield blockers, and the right halfback serve as the pitch option. Therefore, the FB no longer meshes, and only serves as a blocker. They block as follows: o o o o o o o o o o o x \ \ x x B x x x \ \ Q \ \ \ ---F -H H The QB and right halfback should have a fairly easy time. The worst case is that one of the linemen gets beat, and the QB is tackled before he can reach the outside (which happens quite often if the difficulty is high and proper sliders aren't used. The QB and right halfback will carry out their normal option, but it's easier if the perimeter is reached, as the FB now serves as a blocker instead of a useless player if the ball is not given to him. The QB and right halfback look like this (after the FB and left halfback carry out their blocks): o o o o o o o o o o o x H\F x x B x x x -----Q \ \ --------H If they pick up their blocks, this can be a very successful play. However, keep in mind that if you're going to pitch it, the left halfback and fullback, if locked up with defenders, can serve as interference to a pitch which can be fumbled easily. Just be careful. ============================The Power I Formation============================= This is similar to the wishbone, but is used for base runs instead of options. The wingback rarely receives the ball, so I consider this an I formation with another blocker involved. It looks like this: o o o o o o o o o o o x x x B x x x Q W F H The wingback can line up on either side depending on the specific formation you're using. The mainstay of the attack from this is in short-yardage situations. ---The Double Lead/Dive--- Once again, with two lead blockers, this play can be very successful, even if it is only designed to pick up 5-10 yards. The FB and wingback lead as follows: o o o o o o o o | o o o x | x\x B x x x \ \ Q \ \ W F H And the halfback can mesh either inside or outside of the tackle, depending on the wingback's path/block. If he completely seals the defensive player inside, it might be best to run off the tackle's outside hip. If not, it might be better to follow the fullback inside for a nice power-running play. Once again, considering the fact that if a lineman misses a block, one of the two lead blockers can pick up the slack (even though it means not as much downfield blocking on the safeties) and guarantee at least a few yards. Once again, a bad scenario is if everyone picks up their blocks and there is no place to go instead of a hole opening. If a hole opens, run through it!! If not, you can run where you think you'll gain the most yardage, and the defensive player will come off the block to make a tackle with the halfback dragging him forward for a few yards. Remember, all you need is 3 yards. This is the good ole Woody Hayes style of play. It does require patience, though. ===========================The I Formation==================================== This is my personal favorite. It uses a lead blocker in the form of the fullback which is absent in the Ace formation, and gives more variety in the passing game than the Wishbone or Power I. Different strokes for different folks, but this is my personal favorite. It looks like this: o o o o o o o o o o o x x x B x x x Q x F H But can also take on other variations: o o o o o o o o o o o x x x B x x x x Q F H --------------------------------- o o o o o o o o o o o x x x B x x x Q x F H Once again, I'll go out of the "base" formation of one tight end and two receivers because it allows the best balance. Executing a play out of the different variations, as you might have noticed, isn't too different from variation to variation. ---The Dive--- This is great as, it uses a lead blocker. It won't be as effective of the Double Lead/Dive of the Power I and Wishbone formations, but then again, with another receiver flexed out, there's one less defender in the box (or if not, the receiver will be wide open, so audible NOW). o o o o o o o o |o o o x x x B x x x || Q x | \ | F \ H The FB leads the way, and the halfback will want to follow him. It IS important to hug the mesh on this play, as you can follow the fullback and cut right off of his outside hip. I like to use the lead blocker ability. Once again, if one of the linemen misses a block, the fullback can pick up the slack, even though it will mean that one or two of the safeties can come free. But I'd rather gain 3 yards than lose one with potential to gain 7. A bird in the hand is worth two in the bush. Maybe you feel differently and will want to go downfield with the fullback, but I like to make sure I get 3 yards. ---The Countertrap--- Similar to the Ace version, you'll have a fullback leading the way, as well as the backside guard: o o o o o o o o o o / o x x x B x x/x/ \----/-- x / F- H The halfback meshes as follows: o o o o o o o o o o o x x x B x/x x Q / x / F / --H He takes a counterstep to the left and then follows his fullback and pulling guard into the hole with room to improvise at what point of the line of scrimmage he wishes to attack. Once again, your worst nightmare is that a defender comes from the backside from where the pulling guard was, and makes the tackle due to the play taking so long to develop, resulting in about a 5 or 6 yard loss. A great scenario is that everyone picks up their block, creating a massive hole, allowing the halfback to explode into the secondary and hopefully outrun the safety to the corner, and it's off to the races. I really like this play, especially using the lead blocker ability on either the pulling guard or fullback. ---The Toss Sweep--- I love the sweep out of the I formation, because it balances the Ace and Power I versions of the Sweep. It uses two lead blockers, and still has a receiver out to disguise the run. The FB and guard will block as follows: o o o o o o o o o o o x x x B x x x // Q \-----/ x // F------ / / H----- The halfback takes the pitch from the quarterback, and will follow his blockers. Similar to the countertrap, the area where the pulling guard previously was opens a hole where a defender could possibly run directly through to make a play for a loss of 6 or 7 yards. ---The Triple Option--- Similar to the Wishbone version, there are two different mesh points for the fullback, between the center and guard, and off the guard's outside hip, and there are other variations of the option. Once again, there won't be an extra halfback to block downfield, but the extra receiver should tie up the freed up defender. It will look like so: o o o o o o o o o | o o x x x B|x x x / Q|-----/ x | F / / H------ This is, once again, the version where the FB meshes between the center and guard, and the quarterback opens with a 1/4 turn. If a hole opens, hand the ball to the fullback and plow forward for a 5-6 yard gain. If not, hope that your linemen block and allow the quarterback to get to the outside to pitch off the outside linebacker. Remember to take a minimal gain if the pitch looks even more grim or like interference will cause a fumble. The other variation is where the FB meshes off the guard's outside hip and the QB completes a 3/4 turn before optioning the fullback. o o o o o o o o o o o x x x B x|x x / Q--|--- x / F / / H------ ---The Speed Option--- Introduced to this formation is the Speed Option. It's where the QB and HB just take off in one direction with the fullback serving as a nonfactor in either the option or lead blocking. It will look like this: o o o o o o o o o o o x \ x x B x x x -----Q x / \ F- \ ------H Because of the quickness of how the play sets up, it's more likely to catch the defense off guard. If your QB is athletic, he can reach the perimeter before the defense does. If this happens, don't even think about pitching, but keep the ball for a nice gain because a pitch far enough downfield will most likely result in a fumble. If he can't, be ready to pitch VERY soon after the play starts, as the defensive end is going to be the pitch man most likely. Once again, the worst case scenario is a fumble, but other than that is the QB being tackled as he runs laterally with the LOS. ***IMPORTANT NOTE*** The plays listed above, for all of the formations, are not by any means all of the running plays in the game. They are the main plays that players will use. There are many variations of each of them, including different sides, mesh points, etc. The FB dive exists in the I formation as well, but I chose not to include it to keep the FAQ from dragging on and on any more than it already has. ***IMPORTANT NOTE*** ================================The Shotgun================================= Here is where running becomes much more different from the previously listed formations. The shotgun has similar plays, but they are run much differently than before. The shotgun looks like this: o o o o o o o o o o o x x x B x x x x H Q F Or o o o o o o o o o o o x x x B x x x x x H Q The first variation, with the two backs, is mainly used for the triple option game when running, and the second is used for the Zone/Choice plays. ---The Triple Option--- This is the style of offense that West Virginia runs. It's interesting, as new reads are made to determine who the ball goes to. Also, Texas A&M runs a variation in which there are simply 2 halfbacks (which can be done by using the packaging feature by pressing X on the play selection screen until the Dual HB set is picked). It looks like so: o o o o o o o o o o o x x x B x x x x H Q H The FB meshes off the tackle's inside hip while the QB and halfback will option to the other side. So the play will look like this: o o o o o o o o o o o x x x B x x x \ x -- / \ / / H Q-F---- / \--------- The FB's mesh is actually more towards the left than upfield, but I couldn't draw that with the QB in the way. Without the QB it would look like this: o o o o o o o o o o o x x x B x x x x \ \ --F To read this play, watch the backside end. If he pinches inside HARD, give the ball to the fullback by holding A as he passes by the QB. The backside end should be behind the center if he pinches hard enough, leaving the FB a running lane to the outside. Don't hesitate to improvise and run directly upfield, though. That's the beauty of this style of option. The FB can actually improvise instead of hugging a tight mesh point. However, this also detracts from the "FB Dive" because in the previous versions, he was guaranteed to at least get back to the line of scrimmage with a one-yard loss the ABSOLUTE worst that could happen. Now, however, he can be tackled for a 4-5 yard loss which isn't good. Should the player not give to the FB, the rest of the play will take place similar to the Speed Option: ---Speed Option--- This, while similar to that run out of the I formation, is different because the QB takes a different trajectory. In the I formation, he would run laterally with the LOS. In this, he must improvise to decide to run laterally again, or if he wants to cut upfield quickly. o o o o o o o o o o o x x x B x x x x / x --- / / Q H------ I usually like to mesh off the tight end's outside hip and pitch off the linebacker. If the safety blitzes or the WR misses a block, you might be screwed. Rarely will a defensive lineman make a tackle on this play because the QB is lined up almost 7 yards behind the LOS and he can easily direct and outrun him to the outside. It's the safeties, backers, and DBs to worry about. ---QB Choice--- This is similar to the FB aspect of the Triple Option. While there is no FB in this formation, the same read is made and the play is executed in the same way. The difference is that if the QB decides to keep the ball, he won't have anyone to pitch it to as he does in the Triple Option. o o o o o o o o o o o x x x B x x x x \ x -- / \ / Q-H- If the ball is given to the halfback, he will mesh off the tackle's inside hip, and if the QB keeps the ball, he will mesh off the tight end's outside hip. ---The Zone--- The HB Zone is similar to the QB Choice. The only difference is that the ball is automatically handed to the halfback. Where he will mesh off the tackle's outside hip with the ability to improvise and go outside: o o o o o o o o o o o x x x B x x x x \ x -- \ Q H This can be difficult because the backside guard (the right guard in this situation) will pull to help block which can leave an open space for a defender to shoot through and make a play. However, with enough speed, the halfback can outrun him because the play develops quickly. ---The WR handoff--- This is a semi-gimmick play in which the slot receiver goes in motion and the ball is automatically snapped as he passes by the QB. He sweeps to the right in the diagram below. o o o o o o o o o o o x x x B x x x x x . / . . . ---- Q H The dots represent the motion and the solid lines represent his mesh. He will usually try to get to the outside because of his speed and the lack of blockers to take care of everyone on the perimeter. This play is also great for play action, especially using the "hidden play" trick found in the FAQs section. ***IMPORTANT NOTE*** As stated before, this is not every last formation and every last play from the game. These are the main ones that are used in "everyday life". There are plenty of other formations, but the plays are duplicated. For example, there's a FB dive from the I formation that I didn't include. There are also draw plays from most formations, but draws and stretch plays are used sparingly because of their inability to work. ***IMPORTANT NOTE*** ******************************PASSING GAME************************************ A passing attack is great to have, especially to gain huge chunks of yardage and mount a comeback. However, a short-intermediate passing game is also good because it's almost as effective as running the ball. On complete passes, the clock continues to run ala a running play. So short, safe passes can result in 5-6 yards and might as well be a 5-6 yard run. Remember how much time can be run off of the clock in a drive of 12 running plays? An incomplete pass stops the clock, so when play catch-up in the 4th quarter, it's a nice way to move the ball. Passing the ball effectively will require patience. =============================READING THE DEFENSE============================== You'll want to know when the defense is in zone coverage or man coverage so that you can make a good decision of who to throw the ball to. There are some routes which absolutely won't work against zone coverage, and you'll have to improvise. These same routes usually work wonders against man coverage, so you'll need to know when the defense is in zone and when it's in man. When you snap the ball, as you drop back, watch the linebackers and secondary. If they all keep facing the line of scrimmage and only shuffle their feet to an area, they're in zone. They'll face you throughout the entire play, and your plays can run right by them and they won't do anything about it. If they follow your players around, they're in man. You'll know because they'll stop facing you and will turn and run with the receivers. With practice, you can easily tell. You'll have to decide fast, because some of your routes develop quickly, and you'll need to make a decision fast. Also, remember that the defense is coming after you. At higher levels, I had to adjust the slider for pass blocking just to keep from getting sacked every other play. Another way, before the ball is snapped, is to send a man in motion. If you send a receiver in motion from one side of the field to the other, and a defender follows him the entire way, the defense is DEFINITELY in man coverage. If one defender starts to follow him and then gives up and another defender takes his place, it's likely that the defense is in zone coverage, but not always. The easiest way to tell for sure is after a play starts. ==================================ROUTES====================================== Let's look at a few routes, and when to throw to them. ---The Hitch Route--- This is one of the easiest routes, but requires good timing, and a good decision. If the defense is in zone, DO NOT THROW THIS ROUTE unless they are in Cover 3 and the defense is behind the receivers. The route looks like this: |\ | | x The receiver runs about 8 or 9 yards, and makes a quick cut backwards. Once you determine that it's man coverage, throw a bullet pass RIGHT as he makes his cut backwards. This will ensure that the defensive player won't be in line of the pass because he's in the process of cutting back, reacting to the receiver's move. This one won't get you a touchdown unless your receiver breaks the tackle and then gets some good downfield blocking, but it's a sure 6 or 7 yards if your timing is right. If the defense is in zone, they could be standing in between the QB and the receiver. If this is the case ABSOLUTELY DON'T throw to the receiver because it WILL get intercepted. ---The Flare Route--- Once again, this is a route I love simply because it's a very safe route, which will usually gain at least a few yards. It can be run by a back from the backfield: o o o o o o o o o o o x x x B x x x x x / Q H------- Or a slot receiver as the other goes on a hitch route: |\ | | \ x ----x These plays are great "safety valves" if the defense is not in the coverage you want. Zone, for example. The route of the back is usually going to be open. About 90% of the time, a catch will be made. The only problem is, he's catching the ball 5 or 6 yards behind the LOS, so there is a possibility that he can lose yardage. However, he's likely to get tackled about 3 or 4 yards after he crosses the line of scrimmage, so it's a great play. Remember, you can get 3 yards on every play and move right down the field. The other version of the route, when in conjunction with the hitch route, can also prove very effective in case of zone OR man. If the defense is in man, you might consider this route. However, if the defender is lined up directly in front of the receiver instead of a few yards off: o o x instead of x This This It might not be a good idea to throw. As you can tell, the defender is blanketing the receiver and is on him like white on rice. If you're not careful, he could step in front of the pass and pick it off, and since there's likely nobody to make a tackle, it could go for a touchdown the other way. Just be careful, and if the coverage IS that tight, start the play, make sure it's man coverage (if not, the route will work anyway likely because the defender will back off) and throw to the hitch route. Easy as pie. ---The In/Out Route--- Similar to the hitch route, this one is based on timing and attacking man coverage. A receiver runs an arbitrary distance down the field and quickly cuts inside or outside: ---- ---- | | | or | o o Once again, if the defense is in man, this will work great if you throw the ball exactly when he breaks to the inside or outside. This will ensure that the defender is not in position to make a play on the ball, even if he's in very tight coverage to start the play. Once again, though, it's advised to NOT throw against zone defense, as the defender could be standing exactly where the ball will go (or if not, he'll be in position for the AI to make an unrealistic break on the ball which happens a lot) and it'll be intercepted. Be careful, though. Even if in man defense, if you lead the receiver into a hit, he cold easily drop the ball for either an incompletion or a fumble. ---The Drag Route--- This is similar to the in/out route, but doesn't depend on timing as much as it does making a good decision of when the receiver is "open" and a good throw to lead the receiver. The receiver takes a step inside, and runs laterally with the line of scrimmage, about 3 yards on the other side: ----------- / o If the receiver has good speed, he will outrun whichever defender is covering him, and you can throw a precision pass to lead him in either direction. This works especially well against man coverage, and zone coverage if the linebackers are covering areas of the field not right along the line of scrimmage. Remember, that while this route is safer, it won't lead to much yardage, as the defenders can easily come up and make a big play. A similar route is: -------------------- \ | o It can serve like the drag, except it does add a timing aspect. Against man, it can be thrown right as the receiver breaks inward to maximize the effectiveness. ---The Slant Route--- Excellent in short yardage situations, and should be thrown quickly. If the defense is in man, it's easy to execute as the receiver breaks to the inside/outside. If in zone, you have to decide when the receiver is in a proper "hole" where he can receive the pass. Usually in a play, ALL of the eligible receivers will be running quick slants. / | o The actually angle of the route is much more steep, and is usually very little more than a drag route. The QB can usually take the snap, take a step or two back, and immediately throw. This is risky, especially against zone, but will usually work. ---The Deep Comeback--- This is VERY similar to the hitch, although much longer, and therefore, with more chance to have a defender react, as well as the defensive pass rush to reach the quarterback. It looks like this: | \ | | | / o Once again, it's important to have good timing to throw just as the receiver breaks back towards the line of scrimmage. Don't throw this against zone. Well, I say that. The defender won't follow the receiver throughout his route, so you can possibly treat it as a semi-fade route: | | | | / o If you throw early enough, the receiver won't even make a break backwards and will catch the ball and keep going. It's wise not to bullet the pass because the defender can usually make a play. If you lob it over him however, the receiver will usually get it depending on which zone coverage the defense is in. Against man, throw it as he hitches back. Against zone, throw it BEFORE he makes his hitch. ---The Post Route--- This is a deeper route which is great for attacking the zone defense if thrown at the right time. It looks like this: / / / | | | | o The receiver runs a predetermined amount of yardage and then cuts towards the inside at a 45 degree angle. Against man, a deep route such as this isn't advised unless you have a big receiver and can take control of him and leap to make the catch. Against zone, it's easier to throw it when you find a hole. In fact, it's nice to pump fake one way and then throw to this route as it'll likely be "open". Just remember that when you pump, you give the defensive line time to reach your QB. ---The Deep/Go/Streak Route--- This is the simplest of routes, but is hard to execute in this game. It looks like so: | | | | | o The receiver just runs straight down the field. The best time to throw to this route is when he's beat his man by a good few yards. This can be achieved through play action, or pump faking (although these give the defense more time to rush the pass). Then, it's best to lob (lightly tap the button quickly) the ball to the receiver. If done correctly, it will fly over everyone, and hopefully reach the receiver in stride. You can also lightly do pass precision to hit him in stride. It will almost always go for a touchdown if caught, but like I said earlier, it's difficult to execute. On a play such as a Hail Mary, ALL receivers run this route and it's best to just throw it out and hope for the best. ---The HB Screen--- This is a play instead of a route that requires good timing of when to call it, and when to throw it. The offensive line lets a few of the defensive linemen come through to the quarterback, and they pull out into the flat area to block. The QB should run backwards to avoid the pressure, and float the ball out to the halfback who will follow his blockers. In a small sense, it's a running play in which the linemen move the mesh point out into the flats area. --The WR Screen--- Similarly, this revolves around throwing to a player and following blocks of teammates. Instead of waiting for the play to develop by scrambling, the QB usually should immediately throw the ball whenever he receives the snap. It usually occurs from bunch formations in which two receivers will block for one. A tight end or halfback may run out to help block too. The key is to make the catch and turn upfield quickly (which can be difficult if the receiver takes a stutter step) and follow blocks. Both screen plays can lose yardage if not thrown at the right time, and can even be intercepted in extremely unlucky situations. If the linemen and/or receivers do a good job of blocking, the play can go the distance, or 10 yards at least. ***IMPORTANT NOTE*** These are not all of the routes in the game. There are many slight variations of them, but they are all run and executed very similarly. Remember, feel free to improvise if needed, as there is no universal way to attack the defense (if there was, we'd only see the same play over and over, right?) ***IMPORTANT NOTE*** *********************************PHILOSOPHIES********************************** There are many offensive philosophies, and combinations thereof. Some require patience, some don't. Some are very safe, and some are aggressive. Let your own style take over. It's hard to come from behind when losing by 14 running the ball for 3 yards every down. Then again, it's hard to protect a 14 point lead when you're throwing the ball every down. My offensive gameplan is to remain balanced. -------------------The Triple Option-------------- Many players like this offense for the variety of a single play. It needs a good offensive line, athletic quarterback, and strong fullback. A speedy tailback helps make the offense more effective, but that's true for any offense. The mainstay attack is the triple option out of the Flexbone, Wishbone, I, or Offset I. Most players will use quarterback and tailback, but I like to get my fullback involved as well. Running the fullback keeps the tailback fresh, and tires out the defense. Once the defense is tired, it's easier to reach the perimeter with the tailback. It requires some patience, as you usually won't score a touchdown every other play, especially if you run the fullback. The main drawback is fumbles. If the player doesn't make good decisions (when to keep, pitch, etc.) they will fumble often which can be disastrous. Also, it's an offense that is hard to come back with. If losing by 14 late in the game, it's hard to come back running the ball. Another drawback is that it's usually easy to tell what the play is when run from a 3 Back formation. If the blocking is not there on the first and/or second downs, it can be hard to convert on 3rd down and long running the ball. To run the offense, you should run 2 of 3 downs. For example, a good drive would look like this: Dive: FB for 4 yards Option: QB for 6 yards Option: FB for 3 yards Dive: HB for 2 yards Option: HB for 12 yards Pass: WR for 23 yards You'll gain minimal, but sufficient yardage and then throw an option pass which works wonders after running the option. Remember that the fullback is a sure 2 or 3 yards, and a sure bet, assuming that the linemen get decent blocks. Pros: +Easy to control the clock +Spreads the ball to many runners if done correctly +Tires defense while moving the chains and keeping the other offense off the field +Power formations include more blockers Cons: -Fumbles if not run properly -Difficult when trailing -A good defensive line will disrupt the fullback mesh for minimal yardage -Power formations give away the run -----------------The Spread Option------------------- Similar in some ways to the triple option, the spread version can also lead to some good yardage. It requires a better set of linemen as the plays take slightly longer to develop, but are easier to be read due to the QB having a 7 yard cushion. When combined with a good passing attack from the shotgun, this offense can be deadly. Pros: +Easy to control the clock +Spreads the ball to many players, including slot receivers, if done correctly +Easier to reach the perimeter and read plays due to the play taking place 7 yards off the LOS +Easier to disguise the run because the play comes from the shotgun which is easier to pass out of Cons: -Fumbles -The FB dive doesn't exist, and the FB zone can lose 4 to 5 yards -A very athletic QB is required to execute this offense and take advantage -More yardage can be lost when linemen choose not to block -------------The Balanced Running Game (Non-option)---------------- Like the option, this offense is great for controlling the clock. It cuts down on the fumbles, but generally won't generate as big of gains either, even if the play is run to perfection. I say non-option, but I don't mean no option at all. I mean that it isn't every other play, it's more like one of every 8 or 9 plays, if that often. This uses many leads, dives, tosses, and countertaps. This includes the fullback and tailback as main targets. Also, it revolves heavily around play-action passes, as the running plays look very similar to the play fakes in the play action passes. Pros: +Easy to control the clock +Usually a dive is a sure 3 or 4 yards at least +Fewer fumbles +Easier to disguise the run because it's not out of power formations +Easier to throw from typical sets +Plays look similar to Play Action meshes Cons: -Not as big of gains -Requires an excellent offensive line -Requires patience -Hard to come from behind ***IMPORTANT NOTE*** These are offenses mainly based on running. By no means should you throw the ball fewer than 10 times a game, no matter what your offensive strategy is. These offenses usually include the deeper passes out of play-action and option pass looks, but don't hesitate to throw safe passes either just to keep the defense off balance. The Flexbone and I formations are great for throwing. The Power I and Wishbones are not. ***IMPORTANT NOTE*** -------------------The West Coast------------------- This offense is a safe way to gain yardage in small chunks and usually requires great timing, good reads, and patience. The hitch, flare, drag, and screen plays are great. The offense revolves around throwing short, safe passes coupled with running plays. There is an offensive playbook for this style of offense, and it includes the Far and Splitback formations: o o o o o o o o o o o x x x B x x x Q x H F And o o o o o o o o o o o x x x B x x x Q x H F Respectively. As you can see, the backs can run flares out of the backfield in many plays which is a great way to stay safe and gain yardage. The tight end can run a flare route or drag/in route as well, and the receivers can run hitch or drag routes. The key is to keep moving down the field with short passes and runs, and similarly to running the ball, keep the other offense OFF the field. Pros: +Safe +Controls the clock +Spreads the ball through passing +Doesn't require insanely great players at any one position +Easy to come back from when trailing, as passing is a mainstay attack Cons: -Requires an insane amount of timing and patience -Some plays can even lose yardage if thrown behind the line of scrimmage -Dropped passes can't happen (which the do in the game sometimes) -Interceptions are likely to be returned for points because there are no offensive players in position to make a tackle when the ball is caught in the flats area ---The Fun N Gun Offense--- This offense usually revolves around getting in a shotgun and throwing passes over 10 yards. The strategy is to complete 1 of 3 passes, because that means a first down every set of 3 downs. This is more of a "roll the dice" offense and can work great, or be a complete disaster. It requires good pass protection, as receivers have longer routes to run. It's easy to come back, as it can get yardage fast, and in plays which yardage is not gained, it stops the clock. Pros: +Gains yardage FAST +Interceptions are usually made where the defender has to run through quite a few offenders to take it back +If you can complete a pass 1 of 3 plays, you're doing good +Easy to come back with +Spreads the field Cons: -Many interceptions due to the passing game being difficult on this game -A good offensive line and bigger, faster receivers are required -Dropped passes are KILLER -Little balance ---Balanced/Hybrids--- Many players like to split up all of the above to create perfectly balanced and unpredictable offenses. My style includes the west coast and run-balanced (no option) philosophies. Hold onto the ball and move down the field slowly. I like my drives to take about 10-13 plays so that I control the tempo of the game. Some others might like to combine the spread option with fun n gun. It's all up to you! Pros: +Amazing balance and unpredictability +Can be easy to control the tempo of the game Cons: -Difficult to learn because you don't specialize in any one field -Not always easy to execute properly **************************SITUATIONAL OFFENSE********************************** Sometimes, you'll be forced to get out of your comfort zone and offensive style. On 3rd and 27, it's hard to get a first down running a fullback dive. On 4th and inches, it's easier to pick up a first down with the fullback dive than throwing down the field. In different situations, you'll need to call certain plays which may or may not be a part of your offense. ***IMPORTANT NOTE*** As usual, these are my strategies. They are what work best for me and my offensive system. Remember that above all, you shouldn't be predictable in your playcall, and some good defenders will pick up on it if you run the same play on 3rd and medium (or any situation for that matter). Stick to your gameplan, but improvise. ***IMPORTANT NOTE*** -------First Down/Drive Starters------- Remember that on this type of play, you'll want to gain yardage. Some people REFUSE to pass the ball on first down for fear of facing a 2nd and 10, while others don't like to run for fear of facing 2nd and 8. It doesn't matter what kind of play you run, as long as you gain at least 3-4 yards. I like to balance my run and pass 50/50. The pass is usually a shorter, high-percentage pass to make sure that the pass is not incomplete to leave me facing a 2nd and 10. -------Second and Medium (4-7 yards)------- Here is where you get to make the decision. Assuming you got 3-6 yards on the first play, you're in a great position to make a first down, and you've got 2 (maybe 3) downs to do it. Most will become conservative and try to run the ball here, or become aggressive and throw the ball medium/deep. To be honest, 2nd and Medium is a great time to take a shot down the field. If the pass is incomplete, you're still in a good position to make a first down. If you want to be sure, run a dive! Nothing wrong with 3rd and 1 or 2! -------Second and Short (1-3 yards)-------- Once again, this is your play, even moreso than second and medium. You can run for the remaining yardage needed, or take a shot down the field. Even should you not complete a pass, third down will be easier than ever to convert. You can really take advantage of the play action pass. Some defenders might think you're going to run for the first down, the logical decision, so they'll send more defenders to stop the run, and possibly bring defenders out of coverage during the play. If so, you're well on your way to a big gain. ---------Second and Long (7+ yards)-------- On this play, you'll want to get in a position of 3rd and 5 or less. Don't take a shot down the field because if it's incomplete, you'll face a third and long. If you're able to gain a few yards to where you can easily get a first down, the play is a success. This usually involves a run for more-than-normal yardage, or a medium-ranged pass. Don't always hesitate to throw down the field, just don't do it often. ---------Third and Short (1-3 yards)-------- Here is where I become conservative and run the ball. Either that, or throw an extremely safe, short pass. I want to make SURE that I get the first down. One of my favorite plays is the PA FB Flat which looks like this: o o / o o o o o o o o |o x x x B x x x |Q x | / |F----- \ H The halfback meshes as if it's a dive, and the fullback goes out in the flats. The Tight End runs a semi-post route/slant. The Fullback will be open 9 times out of 10 to get the 1-3 yards needed. This is also a great two-point play. Due to the fact that the play takes long to develop, it might be a good idea to have the Tight End block through hotrouting. If you're REALLY daring, throw down the field while the opponent thinks you're looking for a small gain just to keep them off balance. Quick Slants work too. ---------Third and Medium (4-7 yards)-------- Here is a time when I like the in/out routes and hitch routes. They generally get more than the 3 yards of flare and drag routes, and are still safe. I WILL run the ball every now and then, even if I'm forced to punt. It lets the defender know that I'm not afraid to run, and maybe they'll bite on it later. ---------Third and Long (7+ yards)----------- Here, you'll need some luck to get the first. You won't get it by running the ball or throwing a short, safe pass, although it's not always bad to do this. If you're REALLY backed up (3rd and 20+) it might be better to gain 10 or so yards just to get field position, especially if you're in your own red zone. If you're facing 3rd and 7-15, you've got a shot at making it with a deep out route, or some of the other deeper routes listed above. If going against zone, attack when the receiver is in open space. Try not to take a sack, because that's field position unless your punter has an amazing leg or you're on the opponent's side of the field. -----------Red Zone--------------- You need to keep one thing in mind while in the Red Zone. DON'T TURN THE BALL OVER! Doing so takes points (at least 3) off the board. Unless it's late in the game and you need a touchdown desperately, don't break your back to get into the end zone. I'm not saying to play for a field goal every time, just don't do anything stupid. Accept a 2 yard gain on an option keep instead of trying to pitch the ball and fumbling if it looks bad. You don't need to run extremely deep routes, because there is only so much field in front of you. Medium and short routes are your best bet, and are much more safe as well. Runs are always a good bet, but PROTECT THE BALL by pressing RB. ***************************TWO MINUTE OFFENSE**************************** When trailing late in the game, you need points fast. If you have no timeouts, you'll need to move quickly and manage the clock on your own. In college football, the clock stops when you go out of bounds, and on first downs (until the ball and chains are set). Also, an incomplete pass stops the clock. When running the two-minute offense, it's good to have good audibles so that you can call plays without having to huddle and waste time. Your goal is to keep the clock stopped. If no receiver is open, throw the ball away by clicking the right stick. This will stop the clock even if it wastes a down. To start the drive, make sure you get out of bounds or get a first down if you're short of the first down marker. If you can't, hurry to the line and spike the ball (or run a play). The Fake Spike is a neat play which can gain yardage, but is also risky because it can result in a sack which keeps the clock moving. Make SURE you don't get sacked. Throw the ball away or to a receiver along the sideline to get out of bounds. After you get your first down, hold the button to hurry to the line and no- huddle. Audible into one of your best plays, and run it. If you throw an incomplete pass or get out of bounds, feel free to huddle, as the clock is stopped. If you get sacked, call a timeout if you have more than 1. If you don't, thinks are much more complicated. No-huddle and run the play again, possibly spending 3 seconds to tell a back or tight end to stay in and block, preventing another sack. Try and save your last timeout for one final play should you need to use it, whether the play be a field goal or end-zone toss. If you start a drive with less than 1:10 left, and you're more than about 70 yards away, you're going to be very tight on time. If not, you can afford SOME room for an error here and there. When you're in the Red Zone, it is wise to become a little more conservative with your playcalling, especially if you have plenty of time. Out routes are good, as they are safe and are almost guaranteed to get out of bounds. If you need a touchdown, sometimes it's wise to spike the ball and huddle to call a play. Just remember that passing in the Red Zone is more difficult. If you're losing by 3, DO NOT TURN THE BALL OVER WHATEVER YOU DO. Don't kill yourself trying to win the game by getting a touchdown. Going to overtime is not that bad of an idea, especially as you'll have the momentum going into it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============================== 7. D E F E N S E ============================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ========================= 8. S P E C I A L T E A M S ======================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Many players underestimate the important of special teams. With good enough special teams, you don't need a very good offense. Teams like Ohio State and Oklahoma found this out in their national championship years. Oklahoma's amazing punter kept FSU backed up all day in the national championship game, and Nugent scored most of Ohio State's points. With good special teams, you can control field position which can be very important in defensive struggles. *********************************RETURN GAME*********************************** When you want to start your drives off on the right foot, you'll want a good return game. Heck, if your offense isn't very good, you can still score points if you start all of your drives at midfield or better, and you have a good field goal kicker. Remember, you don't need to look pretty in scoring points; you just need to score points. When returning a punt, first make sure that the opponent punts the ball. If they're losing (or even winning) and it's 4th and 3 or less, watch for a fake ESPECIALLY if it's around midfield or better. One the punt is off, you'll have a few seconds of hang time to decide if you want to field the punt, and/or return it. If the ball is going to bounce within the 10 yard line, get away. It'll likely bounce into the end zone for a touchback, much more than what you'd likely get anyway. No matter what, get away, even if you think you could get more. You don't want to risk a muff inside of your own 10 anyway. If the punt will land from the 10 on, watch the defensive pursuit. If you were going for a block, there's a good chance that the coverage will reach you soon, as the gunners won't have any obstruction. There is a SMALL chance that the punter has such a leg that he will "outpunt" the coverage. If this happens, feel free to return it, but aware that you'll likely have two tackles to break, and you'll want to protect the ball. It's wise to wave for a fair catch, even if you think you can return the ball. If you have the return set up, watch your blockers. If they pick up the gunners, return the punt to the side with the most blockers, and look for which one has fewer defenders closer to the sideline. Your return man should have speed, so he can outrun a few to the sideline. Follow your blockers, and feel free to cut back. Just remember to PROTECT THE BALL. You wouldn't want to give the ball back to the other team after a hard-earned defensive stop. Kickoffs are the same way. When you field the kick, if you're more than a yard or two into your end zone, don't return it out. If you can, return it, but don't hold the sprint button immediately. This helps your wedge set up, and won't let you outrun your protection. Once again, your men will have speed, so I like to follow the wedge and explode towards the sideline, hoping to outrun some defenders. ***********************************KICKING************************************* You'll want a good kicker not only to get you good points from field goals, but to start your defense with good field position on kickoffs. I value power over accuracy because power is good for the field position game. Kicking is all about timing and concentration. The timing aspect is simple to watch and master. To start the kick, you can lightly pull back on the right analog stick, and press up (or the direction you're kicking) right when the meter reaches the top. If you do this, you should be able to make a 50 yard FG with just about every kicker on the game. The accuracy meter looks like this: \ / \/ /\ / \ The top part is where on the analog circle you'll want to press to keep the kick accurate where you aimed it. The analog can be pressed at any angle of the 360 degree circle. If you're aiming the kick to the left, the "accurate" section shifts to the left slightly, depending on how far you moved it. The trajectory of the kick usually becomes difficult in extremely short and extremely long-distance kicks. If you're on the 3, and on a hash mark, the extremity of the angle can be hard to judge. It's wise to take a delay of game penalty or two to move back and ease up the angle. The 10 yards won't hurt you, especially at this short of a distance. At long distances, it can be hard to judge the trajectory, so carefully aim. Usually, the accurate zone won't shift too far, and a kick straight upwards will remain accurate, although it helps to move the stick SLIGHTLY to the side which you're kicking to. For kickoffs, you'll want to kick the ball as hard as possible, and force your opponent to take a touchback. This prevents a return which could likely start them past the 20, especially if they have a speedy return game. What you don't want is the ball to go out of bounds. If it does, the opponent gets possession where the ball went out, or their own 35, whichever is best for them. Don't let it happen. ***********************************PUNTING************************************* Punting is EXTREMELY important, especially if your offense is no good. If you can punt the ball 60 yards, stop your opponent, and they punt for 45, that's 15 free yards for your offense. Remember, your objective is to score points, and that's made easier when yards are given to you to move down the field. Punting is done the same way as kicking, but you have a slightly different objective. Not always do you want to just boom the ball as hard as you can. If you're on your own side of the field, it's not a bad idea to boom it as hard as possible. What you don't want is a touchback. If you're close enough that you think you'll punt the ball inside of the 10 yard line (the zone where the opponent will likely let it bounce into the end zone), you might want to aim for the "coffin corner". This means you'll get the ball, on the fly or bounce, to go out of bounds inside of the opponent's 20, 10, or 5 if you're REALLY good. Unlike kickoffs, when a punt goes out of bounds, there is no penalty, and the opponent gets possession where it went out. If you mess up and the opponent gets a touchback, don't fret. Starting on the 20 isn't bad, especially if your defense is playing well. ***********************************FAKES*************************************** Fakes can turn a game around fast. The key is the surprise element. You can't fake if your opponent knows you're going to. Therefore, sometimes it's better to go ahead and punt on 4th and 1 or less, or to run an offensive play. The best times to run a fake are when you've got an opponent on his heals because it can shock their confidence even more (but be advised that if unsuccessful, the failed attempt can get the opponent back into the game fast as well). Also, it's good to use a fake if losing, especially late in the game. This can get you back in fast, or can further hurt your chances of coming back. I wouldn't run a fake unless it was 4th and 4 or less. It's unlikely the punter has the arm to throw a 10 yard route (when he's already standing like 15 yards back from the LOS) accurately. He can throw for 5 yards, though, and you can run for 5 if the opponent is unsuspecting. If you think your opponent is anticipating a fake, TAKE A DELAY OF GAME/TIMEOUT NO MATTER WHAT. It's not worth risking. Go ahead and punt the ball away unless you're losing late late in the game (in which case it's probably better to run a real offensive play anyway, as they have higher percentage, and your opponent is expecting it anyway). ***IMPORTANT NOTE*** Once again, please don't take what I say as gospel. These are the situations which have worked for me best, but I've been unsuccessful from time to time, even when the opponent has been completely out of position to defend. Fakes are VERY risky, and doing it more than once a game is even more risky. You can never go wrong with a punt or FG, as one results in good field position, and the other 3 points. There is no time when a fake is necessary, because if you need to go for it on 4th, it might be better to run an offensive play with your QB throwing the ball instead of the punter. ***IMPORTANT NOTE*** THE REST IS COMING SOON! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======================= 11. S P E C I A L T H A N K S ======================= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- There are a few people who I'd like to give thanks to: John King- Longview High School's head coach. He taught me everything I know about football. This FAQ wouldn't be here without him teaching me the game. David Lee- The Arkansas Offensive Coordinator and former Dallas Cowboys assistant coach. He gave me many looks at the pro football stage, including some of the older playbooks. Thanks, and good luck at Arkansas! My "frends" at the Sports and Racing-NCAA Football Board: Power Stroke Diesel, GatorAJ, SW07, Alonzo Mosely, LithiumSodaDeli, Red96Camaro, Tenshisama, coopgang, BuckNizut, RebJas, ItOfficial, Magus999, Nick of Five, Jamario4Heisman, XxllZeebZllxX, TheElusiveGoat, ZaphodBeeblebrox, jtothero, and any others I missed. Thanks for giving me a great place to discuss football, keeping me interested at all times. CJayC and Sailor Bacon- For running this great site, even if I don't agree with everything you do. You, the reader- For reading this guide and giving support and criticism to help make it better. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ========================== 12. C O N T A C T I N F O ======================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Feel free to contact me with corrections (I know not everything in this FAQ is perfect and never will be) and I'll gladly give you credit in the above section. Also, I'd like your feedback, if it helped you, anything. I'm usually open for a good chat about football in general as well, so feel free: E-mail: peteysurber@neo.tamu.edu AIM: t r u n x 3 248 MSN: Goten3248@hotmail.com I'm not usually on MSN, but I check my e-mail daily, and I'm on AIM whenever I'm online, so your best bet is to reach me there. Thanks! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ========================== 13. L E G A L S T U F F S ======================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This file is Copyright (c)2007 Matelite (Patrick "Petey" Surber). All rights reserved. This file was written by me and me alone unless otherwise noted. No website may use any part this FAQ other than GameFAQs.com. If you'd like to use my guide, please contact me, and we can likely work something out.