__ __ __ ___ ___ ____ ___ __ / \ / \ / \ | _ \ | _ \ | __| | \ | | / /\ \/ /\ \ / /\ \ | | \ \ | | \ \ | |__ | \ | | | | | | | | | |__| | | | | | | | | | | | | |\ \ | | | | | | | | | __ | | | | | | | | | | __| | | \ \ | | | | | | | | | | | | | |_/ / | |_/ / | |__ | | \ \| | |_| |__| |_| |_| |_| |____/ |____/ |____| |__| \____| ___ ____ ____ ___ / \ / \ / \ / | /_/\ \ | /\ | | /\ | /_/| | / / | | | | | | | | | | / / | | | | | | | | | | / / | | | | | | | | | | / /___ | \/ | | \/ | _| |_ |______| \____/ \____/ |_____| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table of Contents ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [INTRO] Introduction [MODES] Modes of Play [CONTR] Controls [SUBST] Suggested Substitutions [OFFPB] Offensive Playbook [DEFPB] Defensive Playbook [NOTES] FAQs and General Tips [REALL] Comparing with Reality [VERSN] Version History [COPYR] Copyright [CONTC] Contact Information Navigation tip: Press Ctrl and F to bring down a search bar. Then type in the name of the section you're looking for - such as [DEFPB] for the Defensive Playbook. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introduction [INTRO] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I like ASCII text. This guide uses lots of plain ASCII text - lots of data, yet relatively small file size. Endless pages of 10-point Courier New lettering is actually refreshing in this day and age of newspapers with fancy fonts, half- page color photographs, and no actual news - and, of course, the era of fluffy MySpace pages with hippopotamuses dancing to the beat of Ringo Starr. I guess it's a bit hard to write a spellbinding introduction for a guide that took you only six hours to make, but it was worth a try. As for my usual review, ripped straight out of my recent Madden 2000 guide: It's a nice idea, but football with two action buttons just doesn't work that well, even if the game is affixed with the Madden name. There aren't actual player names (although the numbers are accurate), and the graphics and sounds are so-so. Another annoyance is that long passes are easier to complete than short ones. Still, if you're feeling nostalgic or want something to ease the post-Super Bowl withdrawal symptoms, you might get a kick out of this game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Modes of Play [MODES] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---Exhibition--- Here you can play an exhibition game using the teams of your choice. You can select the weather and quarter length, too. ---New Season--- This starts a new season. Imagine that! After every week, you'll receive a password you can use to retrieve your progress the next time you play. ---New Playoffs--- Here you can start a new playoff series. This also uses a password system to save your progress. ---Linked Game--- Use this option to play against a friend or enemy. It's not much good if you don't have two Game Boys, two Game Paks, a Game Link cable, and someone to play against, though. ---Password--- If you have a season or playoffs in progress, you can resume them with this option (assuming you wrote down the password). ---Game Options--- Change game length or turn off background music and sound effects. ---Credits--- Go here and give Grant Hortin, Marci Galea, Tony Alexander, and Etienne Grunenwald their due respect. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Controls [CONTR] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---General--- Control pad any direction - Move player START - Pause game ---Kickoff--- Start the power bar - A Stop the power bar - A (when the bar is near the top for full power) Aim kick left/right - Control pad left/right Call an audible - SELECT Line up for an onside kick (after calling an audible) - A or B Control the kick receiver - Control pad any direction ---Before the snap--- (Offense) Set a man in motion - Control pad Left or Right Snap the ball - A View receiving options - B (Defense) Select player to control - B ---Audibles (either offense or defense)--- Call an audible - SELECT Select an audible play (after calling an audible) - A or B ---After the snap--- (Offense) Rushing Break tackle/burst of speed - A Dive/QB slide - B (Defense) Control player closest to the ball - A Dive/Power Tackle - B Jump and raise hands - B ---Passing--- Move the quarterback - Control Pad any direction Throw to A/B receiver - A or B ---Receiving--- Control receiver closest to the ball - A Jump and raise hands - B ---Punting/Kicking--- Start power bar/snap the ball - A Aim the kick - Control pad left/right Kick the ball - A ---Play Calling--- Move play selection highlight - Control pad up/down Select formation/play - A Back up - B Switch between upper and lower menus ---Menus--- Move highlight up/down - Control Pad up/down Cycle through choices - Control Pad left/right Select highlighted option - A Return to previous screen - B ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Suggested Substitutions [SUBST] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note that I assume a 4-3 defense for all teams except Buffalo, New England, New York Jets, and Pittsburgh. I base these recommendations on player ratings in the game, not the lineups used during the actual 2000 NFL season. Arizona Cardinals: HB #20 is the best HB. WR #85 should be demoted to third receiver. TE #84 is the second-best TE. Use DT #96 at DLT. ILB #57 should be the MLB, and OLB #51 the RLB. Atlanta Falcons: The WR depth chart goes like 81, 83, 84, 82, 15, 19. TE #89 should be at least the backup TE. DT #98 should be the starting DRT. OLBs #94 and #56 should start at either outside linebacker position. Start both backup cornerbacks. Baltimore Ravens: Demote WR #11 to fifth or sixth receiver. TE #81 should be the backup. Play DT #92 at DLT. Use ILB #52 at RLB. Buffalo Bills: FB #38 should be your full-time fullback. WR depth chart: 80, 81 (WR1), 81 (WR4), 86, 89, 16. TE depth chart: 85, 84, 87. Start T #77 at LT, G #79 at LG, and C #70 at C. Use DE #75 at DRE, though maybe DLE in Nickel and Dime. DT #90 should be the NT. Start OLBs #59 and #56 at the OLB positions. ILB #54 should be the second ILB. Use FS #20 at SS. A truckload of changes worth making. Carolina Panthers: Use HB #20 at HB in Goal Line. The WR depth chart should be 87, 83, 81, 82, 24, 80. TE #88 should be the backup, not third-string. Use DT #93 at DLT in Nickel and Dime. DE #74 should be the full-time starter at DLE. Start OLB #53 at RLB. Chicago Bears: FB #31 should start at fullback. WR #86 should be the third receiver. TE #89 is the best tight end. Use DT #97 at DRT. Start ILB #92 at MLB. LCB #26 should play LCB. Cincinnati Bengals: WR depth chart: 86, 80, 8, 84, 87, 85. TE #89 should be the backup. Use ILB #56 at MLB and OLB #57 at RLB. Play LCB #22 at RCB, FS #34 at FS, and SS #40 at SS. The secondary still stinks even with all these changes, though. Cleveland Browns: Use HB #42 at HB except in the Goal Line formation. The WR depth chart should be 85, 84, 86, 88, 87, 81. G #76 should start at RG. DE #92 should play DLE. OLB #95 is the recommended RLB. LCB #25 is the best LCB. SS #22 should be the SS. Dallas Cowboys: The suggested WR depth chart is 81, 84, 87, 83, 82, 2. Play DE #96 at DRE. Start OLB #57 at LLB and ILB #52 at MLB. Play LCB #23 at RCB. FS #28 is an upgrade at FS. Denver Broncos: QB #14 is the preferred signal-caller. Use T #69 at LT, G #77 at LG, and C #66 at C. LCB #24 should be the LCB. Detroit Lions: HB #34 is the best HB. WR #82 should be the second receiver. Use C #79 in Run 'n' Shoot and Shotgun. Use FS #27 at FS. Green Bay Packers: WR #80 should be demoted to the bottom of the totem pole. TE #81 should be your backup TE. Use T #63 at LT. ILB #55 should be the MLB, and OLB #51 should be the LLB. Indianapolis Colts: Use FB #43 in Goal Line. WR #88 is the top wide receiver. Use DT #60 as DRT in Nickel and Dime. Play OLBs #56 and #97 at the outside linebacker spots. Use FS #37 at FS. Jacksonville Jaguars: FB #34 should start at FB. WR #84 ought to be third on the depth chart. TE #88 is the second-best TE. T #72 is recommended at RT. Use ILB #51 at RLB. Kansas City Chiefs: WR depth chart: 82, 89, 81, 80, 84, 17. TE #86 should be the second-string TE. Use OLB #51 at LLB and ILB #53 at MLB. Use SS #35 at SS. Miami Dolphins: WR depth chart: 81, 80, 85, 84, 86, 82. Use G #71 at RG. Start ILB #59 at RLB. Use SS #27 at SS. Minnesota Vikings: Play FB #33 at FB. Promote WR #89 to third on the depth chart. Use C #78 at C in Run 'n' Shoot and Shotgun. DE #97 should start at DRE. Use LCB #28 at LCB. New England Patriots: HB #33 is the best overall HB, but HB #28 is good for Goal Line. Use FB #37 in Goal Line, too. WR depth chart: 88, 80, 81, 82, 85, 87. TE #84 is the best TE. Insert T #67 in Goal Line. New Orleans Saints: WR depth chart: 86, 84, 83, 88, 19, 80. TE #82 is the second-best TE. OLB #59 is recommended at RLB. RCB #24 should start at RCB. New York Giants: All three HBs are of similar ability; use #25 for general purposes, #27 for Goal Line, and #21 for Run 'n' Shoot and Shotgun. FB #44 should start at FB. T #62 should play RT. ILB #58 should be the MLB, and OLB #57 at RLB. New York Jets: WR depth chart: 80, 89, 87 (WR3), 86, 87 (WR6), 83. All the tight ends similar in ability, but #82 is probably the best, followed by #88. Play G #74 at RG. Oakland Raiders: HB #26 should start, but I suggest using #47 in Goal Line. Use FB #32 as the Goal Line FB. The WR depth chart should be 81, 80, 82, 85, 89, 84. TE #86 is definitely the Raiders' top TE. Start DE #94 at DLE. RCB #23 is a bit better at RCB. Philadelphia Eagles: Use FB #36 at FB. WR depth chart: 81, 80, 85, 17, 82, 86. TE #83 should be the starting TE. ILB #54 is the recommended MLB. Start both backups (#23 and #31) at CB. SS #43 should be the SS. Pittsburgh Steelers: HB #33 should be the HB in Run 'n' Shoot and Shotgun. DT #69 is the preferred NT. Use OLB #55 at ROLB. SS #29 is the recommended SS. St. Louis Rams: WR #88 should be your #2 receiver. Everyone else is pretty much equal. TE depth chart: 84, 86, 45. C #60 should play center. ILB #59 should be the MLB, and OLB #57 at RLB. LCB #32 and RCB #20 should be the starting CBs. SS #23 should be the SS. San Diego Chargers: Use QB #4 or #16 at QB; they're pretty equal. FB #84 should be the FB. WR depth chart: 80, 81, 82, 86, 19, 87. ILB #55 should be the RLB. LCB #21 should play LCB. SS #37 should be the SS. San Francisco 49ers: Start FB #22 at FB. WR depth chart: 81, 80, 83, 82, 89, 18. TE #86 should be the backup TE. T #69 is the recommended LT. Use ILB #55 at RLB. SS #23 is a bit better than the regular starter at SS. Seattle Seahawks: WR depth chart: 81, 87, 85, 82, 83, 19. TE #49 should be the backup TE. Use C #61 at C, G #69 at RG, and most importantly, T #60 at RT (the regular starter at right tackle has extremely low ratings). ILB #53 should start at MLB. Either backup safety is a bit better than the regular FS. Tampa Bay Buccaneers: WR #85 should be the second or third receiver. Use G #71 at RG and T #60 at RT. DT #77 should be the DRT. Use ILB #51 at RLB. Tennessee Titans: TE #88 should be the backup TE. C #60 should start at center. DT #92 is the recommended DLT. Washington Redskins: No changes necessary, but WR #84 should be fifth on the depth chart. All Madden: The two #8 QBs give you a choice between pocket and scrambling styles. The WR depth chart consists of 84 (WR3), 80 (WR2), 88, 80 (WR4), 84 (WR6), 81. Play T #79 at LT and G #64 at RG. OLB #55 is the recommend LLB. LCB #26 should be the RCB. FS #29 is your best option at SS. There are two substitutions you should also make. On some teams, you might want to change the Nickel formation's fifth defensive back. Also, make sure that your wide receiver in the Goal Line formation is the receiver who has the best "Hands" rating; speed isn't much of a factor on the goal line. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Offensive Playbook [OFFPB] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A few notes: I always assume that each play is NOT flipped, but the mirror feature (press SELECT on the play selection screen) is good to use from time to time, particularly on certain plays or against a human opponent. When I use terms like "B receiver" and "A receiver," I'm referring to the buttons that correspond to the receivers on the non-flipped version of the play. Since you're playing an old football video game, I'm assuming you have some grasp of football theory, rules, and terminology; you know what a tight end or shotgun formation is. That said, I'm still going to explain certain terms for the less football-savvy. Remember that results may vary depending on offense, defense, down, hashmarks, and other factors. I've tried to test each play against a variety of defenses and with the plays both regular and mirrored, but there's still a chance I may have misjudged a few plays. This game uses the same playbook as the Super NES version of Madden '95, so you won't see things like five-receiver sets, seven-DB "quarter" defenses, zone blitzes, or the "Philly" or "Wildcat" formations. For those of you who are counting, there are 86 plays on offense and 69 plays in the defensive playbook. While many of these plays (or plays that are very similar) appear in the playbooks of today's Madden games, I don't recommend trying to use this guide with any games other than the Game Boy Color version of Madden 2001. Far/Near (18 plays) =============================================================================== This formation is best for running, although it contains several passing plays. The only difference between the "Far" and "Near" formations is whether or not your halfback is on the same side of the formation as the tight end. ---HB Toss Sweep--- This is a sweep right play. You can often get a big gain, but if the linebackers stop you in the backfield, you're looking at a loss of five. The flipped version of the play tends to work more like an off tackle, reducing both risk and reward. ---HB Counter--- In a counter play, the running back steps in one direction to fake out the defense before going in the opposite direction. You can often get five yards with this, especially if you have a back who can break a tackle or two. Running straight up the hashmark proves most effective. ---HB Inside--- This play demonstrates the difficulty of running inside, even if you have a good offensive line. You can't often gain more than a yard or two on this play, although fortunately, you're also very unlikely to lose yardage. If you flip the play, you can earn a few more yards, but watch out for a blitzing left outside linebacker. ---Weak Flood--- All of your targets are on the strong side of the line. The halfback (A) will be running in real traffic, so your best target is the split end (B) on the slant. ---FB Option Dive--- This is basically a plain old fullback dive. If the middle linebacker blitzes outside, you can gain some real yardage. Otherwise, you're looking at a safe way to earn two meters (72 inches, 6 feet, 2 yards, etc.). ---TE Corner--- On this play, all of your options are on the strong side of the field. The halfback (B) runs a deep curl, while the tight end (A) and flanker cross. If the defense is blitzing the linebackers, this works very well, especially when throwing to the halfback. ---Roll Out--- If your quarterback is a good scrambler, this is a good play to use. If the LOLB sits back in coverage, you might want to run. Otherwise, look for the halfback (B) near the sideline, or go for the home run with the flanker (A). ---PA Far--- The quarterback takes a while to drop back, so you could use this play as a quarterback draw. The best option is usually the split end (B) on the short in pattern, but the flanker (A) on the corner route is a viable alternative. ---FB Circle--- The split end (B) fakes a slant and runs a corner route, while the fullback (A), who will be available in the flat, is a great option against the RLB blitz. ---PA Near--- If your split end (B) is fast, he might just get open downfield for a touchdown! If he's covered, try the tight end (A) on the in pattern. ---Strong Flood--- Both receiving options are on the strong side of the line, and both are moving toward the sidelines. This play can work against a deep zone, but it's not great for first down. ---FB Lead--- A fairly effective running play. The fullback normally runs off tackle, with the halfback as the lead blocker. If the strong-side linebacker isn't blitzing and your fullback is speedy, try running to the sideline as if this were a sweep; you'll probably gain 50 yards. Otherwise, run the play as you normally would. ---HB Toss--- HB Toss is almost as great as it is in Madden '96. Once your back takes the pitch, zoom right and turn when you reach the sideline. You get the ball deep in the backfield, so you should have a good view of the defenders in front of you. Unless you get stopped in the backfield, which is rare, you'll be happy with the outcome of this play. A good choice as run audible. ---FB Screen--- Your primary option for this screen pass is, of course, the fullback (A). A fast fullback can sometimes zip down the sideline and score a touchdown, but it's also possible to lose several yards. You can also try the split end (B) on the hook. ---Hooks--- The split end (B), flanker (A), and tight end all run short hook patterns. You can throw the ball as soon as you get the snap, but I prefer to give the receivers time to get downfield. ---WR Screen--- An interesting play. Your flanker (A) stands still and receives the pass. Meanwhile, the right tackle and halfback pull to block for the receiver. This play can lose a couple of yards, but if you let the blockers block for you, you can gain big. Don't forget about the tight end (B) on the post, who can make a big play if he's not covered. ---HB Sweep--- On this play, the halfback takes the pitch and must run all the way to the sideline before turning. There's obviously a risk here, but a fast back can "take it to the house." ---Stop Clock--- In this play, the quarterback spikes the ball to stop the clock. It's best used in two-minute drill situations when stopping the clock is worth losing a down. In this game, though, it's usually quickest just to run a play. The Stop Clock play appears in every formation. Pro Form (18) =============================================================================== The Pro Form formation, also known as Split Backs or other names, is very similar to Far/Near. It's good for both running and passing, and it's probably the formation I use most frequently. The Pro Form has the largest play selection of any set in the game (except Far/Near, which is really two formations in one). ---Roll Out--- As with other rollouts, you want the quarterback to leave the pocket before you take control of him. You should have plenty of time for someone to get open, since both backs are blocking. The split end (B) on the post often draws double coverage, but if he's open, throw to him! Your tight end (A) is a safer option and can get pretty good results. ---Cross Pass--- If you throw to the B receiver running the slant pattern, it's best to release the ball quickly. The tight end (A) runs an out pattern that usually crosses with the flanker. ---FB Trap--- This should be one of the rare plays that really gives your fullback a chance to shine, but if you don't veer left immediately after taking the handoff, you'll run into the quarterback and crash to a halt. If you have a fullback who runs effectively and an offensive line that blocks for the run well, you can easily gain 10 yards with this up-the-middle handoff to the fullback. If the middle linebacker blitzes, though, you're looking at a big loss. ---Quick Posts--- Both wide outs run short post patterns in this passing play. This is one of my favorites, so I suggest using it as one of your three audibles. ---Off Tackle--- The halfback runs between the right tackle and tight end. What more can you say? This is a good general-purpose run that should gain about five yards without much risk. A good choice as your run audible. ---Hook Outs--- Both wide receivers run hook patterns. Depending on when you release the ball, this can be a short, safe pass or a long bomb. ---FB Counter--- If your fullback runs well, this is an OK play, and a skilled player can often net 10 yards. Stay left initially, though, or you may end up colliding with your own linemen. ---All Streaks--- Here's a good passing play. You'll have a choice of two streaking receivers to choose from - and one should be wide open. ---HB Sweep--- The success of this play rests on the blocking abilities of your right guard, tight end, and flanker. Dash near the sideline, and if your men make their blocks, you'll be gone! If they don't block well (or if the LLB blitzes), you can easily lose five yards. You can also use this play as an off-tackle if you want to reduce risk (and also minimize reward). ---Inside Run--- Basically a fullback dive, this play will succeed with good blocking and an effective rushing-oriented fullback. It takes a little while to develop, so I'd use something else on fourth and inches. ---Play Action--- This is another good play to use when you want to go deep on first down. The split end (B) runs a deep post, and the flanker (A) fakes a slant and runs downfield. This play is less successful against deep zones. ---Circle Pass--- This play resembles other plays with "circle" in their names, although on this one, you must get rid of the ball quickly. The halfback (B) is in too much traffic to be useful, while the flanker (A) on the out is a very good option. ---HB Toss--- The key on this play is to avoid the outside linebacker and cornerback. After that, you'll hit pay dirt and gain at least 15 yards! While not without risk, this play is worth trying. The mirrored form of the play is generally less effective than the conventional diagram. ---FB Dive--- Another fullback dive, but this one is a little different. The fullback takes a pitch as he's moving forward, so there's practically no chance of a loss. Unfortunately, you're unlikely to gain more than a couple of yards. Good for short yardage situations. ---End Around--- In an end around, the quarterback hands off to a wide receiver who's coming around the bend. Not surprisingly, this play is very risky but can net a big gain. When you take the snap, watch how the blocking sets up and decide whether you should run off left tackle or right tackle. If your opponents' defensive line is better than your O-line, the answer is probably right tackle. Sending the flanker in motion before the snap makes the play a little safer. End arounds are also beneficial for keeping human players on their toes. ---All In--- This play's name is pretty self-explanatory; every receiving option runs toward the middle of the field. ---Hook N Ladder--- This pass can produce big plays, especially against certain zone defenses. The streaking tight end (A) will be your primary target if he has reasonable speed. The other option, the halfback (B) near the sideline, is also effective. If you throw to the halfback, be careful to stay in bounds (especially if the play started on the right-hand hashmark) if you're interested in gaining more than ten yards or so. ---Stop Clock--- As with the Stop Clock play found in other formations, the quarterback spikes the ball to stop the clock. It's best used in two-minute drill situations when stopping the clock is worth the cost of losing a down. Single Back (9) =============================================================================== I don't like this form of the Single Back formation and rarely use it. The problem is that your only running back lines up very close to the quarterback, so the back can't get much momentum on running plays, and there's no fullback to tie up defenders. And while this formation is OK for passing, I usually prefer more wide outs and/or a shotgun snap on obvious passing situations. ---HB Toss--- This sweep right can easily lose a lot of yardage, but if your back is quick enough, you can turn the corner and make a big play. Watch out for cornerbacks, especially against Dime defenses. It's also possible to follow the left guard, using this play as an off-tackle instead of a sweep. ---HB Sweep--- This is basically a flipped version of HB Toss. ---Rollout Pass--- On this play, the quarterback rolls out of the pocket, so don't take control of him until he's out of the pocket. The split end (B) on the deep post is your primary option, as the flanker (A) often runs into too much trouble to be particularly useful. ---HB Counter--- As with other counter plays, the back fakes a step in the opposite direction before running the intended route. It's easy to run into the quarterback, and you'll seldom gain more than three or four yards. It's not my favorite play. ---Quick Screen--- This play is designed as a quick screen pass to the flanker (A). You can gain a lot of yardage with a quick receiver. You might also consider going deep to the split end (B). ---Circle Pass--- The back (B), who runs a circle pattern, is the main target, while the flanker (A), who crosses with the tight end, provides more of the deep-ball threat. ---HB Dive--- See what I mean about the lack of momentum? This is a low-risk, low-reward play that can sometimes gain five yards. There's not much to say about this meat- and-potatoes play, although it helps if your back can break tackles. ---PA Streaks--- Where's Reggie Wayne when you need him? This is a very effective Peyton Manning-style play - fake a handoff, then throw deep to one of the two Streaking receivers. It's a great way to hurl a bomb when your opponent isn't expecting one. ---Stop Clock--- Use this play to stop the clock in a two-minute drill. "I" Form (9) =============================================================================== The I-Form has the fullback lined up between the quarterback and halfback, forming an "I" shape. ---Quick Slant--- On Quick Slant, the tight end (A) on the post is fairly effective, while the halfback (B) in the flat will face too much pressure, especially if the ROLB is blitzing. ---WR Outs--- Both backs stay in to block, so you have a lot of time to throw to one of the receivers (B and A) running deep outs. This play is exciting, fun, and quite effective. ---HB Counter--- This counter play could fool the defense into thinking the fullback has the ball. But be careful; it takes a while to develop, so it's possible for a defender to sneak through the hole created by the pulling left guard. ---FB Dive--- This play is exactly what it says it is - a fullback dive. 1-5 yards is a frequent outcome, but at least you won't lose any yardage. This works well against stacked lines. If the line isn't stacked, you may prefer running off tackle. ---HB Draw--- The linemen take a step backward here, which may fool the defense into thinking this is actually a pass. This isn't the best running play out there, but it's a reliable way to earn 5-10 yards, and possibly more against a passive defense. ---Curls--- Both wide receivers run short curls. You'll be best off releasing the ball right before the receivers turn. This is a great antidote to deep zones, but it's good any time. ---HB Sweep--- Student Body Left. The halfback takes the pitch, trailing behind the fullback and left guard. Let the blockers do the grunt work and you should have a big gain. One of the best running plays, and a good choice as run audible. ---TE Out & Up--- The split end (B) runs a nice in route that usually avoids most of the interior congestion. The flanker (A) on the post will frequently draw double coverage, making him a risky bet. ---Stop Clock--- I really shouldn't have to tell you this again, but the Stop Clock play spikes the ball so the clock will stop. Run-Shoot (9) =============================================================================== The Run-Shoot formation is named after the Run 'n' Shoot offensive system, as this was the formation Run 'n' Shoot teams usually employed. It's similar to Single Back, except that it has four wide receivers and one running back instead of two receivers, two tight ends, and a back. Effective use of the Run & Shoot formation demands a deep crop of effective wide receivers, as well as an offensive line that pass blocks well. Flipping these plays won't usually affect much. Because the field is "spread out," you may find it easier for the quarterback to scramble, especially up the middle. Don't forget to use the slot receivers, who often remain uncovered or covered by a linebacker or safety (especially against a standard 4-3). ---In & Out--- Your streaking left-hand slot receiver (B) is the best bet if he's open; otherwise, look for the A receiver on the out. Or if you're feeling nervy, try sneaking up the middle with your quarterback and sliding - a fun way to grab 5- 10 yards. ---PA Pass--- A play action pass seems a little weird in this formation, but this play is reasonably good nonetheless. If the B receivers isn't open deep, try dumping the ball off to the A receiver. ---HB Counter--- Counter Left is a good general running play for Run & Shoot fans that can usually gain at least three yards. The line will develop a massive hole, which may or may not be advantageous. ---Posts Corner--- The B receiver crosses with the slot man on a post, and the halfback (A) serves as a safety net in the left flat. ---HB Toss--- A good running play, although riskier than some. Normally you'll run off- tackle, although I prefer to use this play as a sweep if the blocking holds up. Be warned, however: If the defense rushes aggressively, you may lose yardage in the way that makes 320-pound men make ridiculous dances. ---Hooks--- The B and A receivers will hook after about ten yards, providing safe, sane Options that can get sizable gains. ---Deep Posts--- A pretty ordinary passing play. The B receiver on the out and up can be an interception risk, whereas the A receiver is generally safer. ---WR Screen--- In a wide receiver screen pass, the line pulls to the right to block for the A receiver, the intended recipient of the pass. This may have trouble against some Nickel defenses, but a fast receiver can make a very big play. If you just want to be different, you have the option of throwing to the halfback (B) in the flat. ---Stop Clock--- This rarely-used play stops the clock in a high-pressure situation. Shotgun (9) =============================================================================== The shotgun formation is good for passing because of its "shotgun" snap - the quarterback gets the ball several yards behind the yard of scrimmage instead of from right under center. It isn't great for running, though. The Madden 2001 version of the shotgun formation has three receivers, one tight end, and one running back. This is one receiver less than Single Back and one more than Run & Shoot. A good pass-blocking line helps. ---Hail Mary--- All your receivers head deep. This is best used in desperate situations where a quick touchdown is needed, although you could try it when you want to shock the opponents or take advantage of a slow secondary. ---Short Posts--- As you may be able to construe from the name of the play, both the second tight end (B) and flanker (A) run short post patterns. ---HB Toss--- Outside running isn't easy in the Shotgun formation, but good blocking will reward you with a substantial gain. This is a high-risk play that can easily gain 25 yards or lose five. Call an audible in the unlikely event your opponent has eight men in the box. ---HB Draw Trap--- This can earn a surprising amount of yardage if the defense is expecting a pass. Try to hit the hole between the pulling right guard and the left tackle, and you should gain about seven yards. A bold player can try using this play as a sweep right, but that's risky against a Nickel or Dime. ---QB Waggle--- You've got to love plays with cute names like this. Normally you roll out to the right and throw to one of the receivers (probably the slot receiver) on post patterns, but you might prefer to take off running if you have an agile quarterback. ---Deep Outs--- Your two options here are the exterior receivers (B and A), who can make some pretty big plays. This play is best if you need quick yardage, especially in a two-minute drill. ---Hooks--- Both receiving options run hooks in this play. Your best option is the tight end (A). The halfback (B) slips through the line and may be wide open if there aren't linebackers around. ---HB Shovel Pass--- This play is designed to be a shovel pass to your running back (B). It's a lot of effort for a shot at gaining five yards. If your opponent is in a 4-3 (or you see an open receiver), you can throw deep to the flanker (A) on the post. Unless you're just curious, don't bother with this play. ---Stop Clock--- Our old friend Stop Clock also makes an appearance in the Shotgun formation, where it's probably most likely to be used. Goal Line (9) =============================================================================== This formation is full of plays that are useful only in short-yardage situations, especially near the goal line. There are two backs, two tight ends, and a receiver - ideally the one with the best "hands" rating. Reversing Goal Line plays will have little effect. ---HB Lead Left--- This is a halfback dive. If you need 1-2 yards, HB Lead Left is a good play to use. However, it will occasionally fail spectacularly. ---FB Pull--- This fullback off-tackle is a good choice if you only need a yard or two. It's not particularly glamorous, though. ---HB Lead Right--- Just like HB Lead Left, although slightly safer and more effective. ---Flood Left--- There aren't many passing plays in the Goal Line formation, but this is one of them. The tight end (A) heads inside, while the halfback (B) sneaks up the middle and then outside. Both will be in serious traffic. You could also roll out to the right and run for the score. ---HB Cut Left--- Another short-yardage play - the ol' halfback up the middle. ---HB Cut Right--- The goal of this counter play is to avoid the congestion in the middle by running off right tackle. Although nothing is guaranteed inside the five, this play works very effectively, especially when you need two or three yards. ---QB Sneak--- The Quarterback Sneak is a pretty low-risk play, but don't expect to gain much more than a yard or two. But it's very good at getting that one yard! This play succeeds about 95% of the time against the Miser and Tough Guy variants of the Goal Line defense but consistently fails against the 53. You might even call an audible if three men are blocking your center. ---Play Action--- The quarterback fakes a handoff on this play. If the halfback (B) in the flat is well covered, aim for the tight end (A). This is probably the better of the two Goal Line passing plays. ---Stop Clock--- It's unlikely that you'll use this clock-stopping play from the Goal Line formation. Punt (3) =============================================================================== ---Fake Punt 1--- As you know, fake punts are risky. This is the pass form of the fake punt. Look for your receivers and throw to whoever's open. The A man is safest, while the gunner (B) is better for longer gains. This play can be quite effective against human players, if just for the shock value alone. ---Fake Punt 2--- Another fake punt, but this is a run. In this version, one of your blockers takes the snap and plows through the line. It's hard to gain more than three or four yards with this, but it's certainly worth a try on fourth and two if the situation is right. It can usually gain at least two yards. Fake punts are usually most effective against human players. ---Punt--- When it's fourth down and too far to kick, you will usually want to punt. And this is the play to select when you wish to do so. Field Goal (2) =============================================================================== ---Fake F.G.--- This is a standard passing fake field goal. It's risky, so use it carefully. Your best bet is the B option, and remember that the kicking meter won't appear. As with fake punts, fake field goals work best against human opponents. ---Field Goal--- This play lets you kick a field goal. What a surprise! This is also the play to select when you want to kick an extra point after a touchdown. Don't try to kick a field goal unless you're inside the opposition 30 or so, though. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Defensive Playbook [DEFPB] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I'm not going to be as verbose on the defensive plays. Instead, I'm just going to give a few details about each play; you can tell a lot just from the names and diagrams. 4-3 (21) =============================================================================== The 4-3 defense is the defensive set used by most teams in most situations. It uses four linemen, three linebackers, two cornerbacks, and two safeties. ---Cheat Left--- All of your linemen rush toward the left side of the defensive line. The idea is to block the left tackle and allow the blitzing RLB to come around for a sack. It'll take some time for this to happen, though, especially if you don't have a fast linebacker. I recommend that you control the RLB if you want a sack. The receivers and tight end will be matched up in single coverage. ---Jam Middle--- Both outside linebackers blitz, while the linemen rush toward the middle of the line. This play is good at stopping the inside run but is weaker against sweeps and passes to the flats. ---Cheat Right--- The same as Cheat Left, only to the right. Consider taking control of the LLB. Even if you don't get the quarterback, you might be able to tip his pass. ---Medium Zone--- This is a fairly well-balanced defense that contains the pass yet still stops the rushing game. It may have difficulty with a Run & Shoot offense or passes to the flats. ---Wrangler--- This man-to-man defense puts a little pressure on the quarterback by blitzing an outside linebacker. Running the ball will sometimes be easier, although sweep rights will typically fail. ---Breaker--- Another basic 4-3 set, but this has the right end and right tackle on a stunt. ---Flex 2 Deep--- This is the normal version of the Flex form of the 4-3, which has two lineman slightly further from the line of scrimmage than normal. In the 2-Deep system, both safeties play deep. ---Flex Bomber--- A Flex blitz, with one linebacker blitzing. ---Flex Panther--- This play is just like Flex Bomber, except two linebackers are rushing the quarterback. It could have trouble with certain off-tackle plays. ---Flex 3 Deep--- A deep zone. ---Flex Stallion--- This is a very good way to contain the outside rushing game, although you'll have to look out for streaking receivers. ---Flex Jaguar--- Similar to Flex Stallion, except the safeties patrol the inside part of the field instead of the outside. ---Grizzly Zone--- The Grizzly set places all four defensive linemen very close to one another. This version is designed to defend the pass. ---Grizzly Read--- This is the most balanced form of the Grizzly scheme. ---Grizzly Attack--- Grizzly Attack is designed to put pressure on the quarterback, with the outside linebackers blitzing and two linemen on a stunt. ---Dbl. Talon Zone--- No, it's not named after Malon's dad from Zelda games. The unconventional Double Talon set is good at stopping outside rushes like Far/Near HB Toss. This form of Double Talon is a zone defense where the linebackers cover the middle part of the field and the safeties cover the sidelines. ---Dbl. Talon MZ2--- Another variation of the Double Talon system. The RCB focuses on "jamming" the opposition receiver. ---Double Talon Stk--- The outside linebacker blitzes. ---Cowboy Zone--- The Cowboy system is designed to avoid creating gaps in the defense. This is a zone defense. ---Cowboy HB--- Cowboy HB is a standard man-to-man defense that focuses on stopping the opposing halfback (not the fullback). ---Cowboy SE--- Cowboy SE double-covers the split end with a safety - a good way to stop a dangerous receiver. 3-4 (18) =============================================================================== The 3-4 is similar to the 4-3 in many aspects, but there are differences. The 3-4 has three linemen and four linebackers, whereas the 4-3 uses four linemen and three linebackers. The primary advantage of a 3-4 is it allows teams to put more pressure on the quarterback in unpredictable ways. The disadvantage is it requires specialized personnel, such as a massive nose tackle. In real life, only four NFL defenses used the 3-4 in 2000: Buffalo, New England, New York Jets, and Pittsburgh. A real team may have some difficulty regularly switching between a 3-4 and a 4-3, but you can do it as much as you want in a video game. Don't overlook the more unconventional forms of the 3-4, like Outlaw and Viper. ---Wide Zone 1--- This play is designed to clog up the short zones. Good against two-tight end sets and passes to the flats. ---Man/Zone 1--- No one blitzes here. With all the linebackers in coverage, it's going to be tough to find someone open, especially in the short zones. ---Renegade--- The DLE and NT stunt, and the LOLB blitzes. ---Medium Zone--- Medium Zone will shut down a pass of 10-15 yards, but a pass to the flat may cause trouble. ---Man/Zone 2--- Another good versatile 3-4 scheme. The defensive line rush toward the left side of the offensive line, and the safeties cover the sidelines. ---Gambler--- The LILB blitzes down the middle, with the rest of the linebackers ready to stop the outside run. The strong safety stays in the box to help contain the run even further. ---Bandit Zone--- Bandit is a strange 3-4 scheme that basically looks like a 4-3 with the DLE replaced with a second LLB. The receivers will draw tight coverage, but a long ball to a tight end could go for a big gain. ---Bandit Flats--- The LOLB is on a delayed blitz - too delayed to put pressure on the quarterback if you don't control the LOLB yourself. The cornerbacks stay in to protect the flats, but this leaves a serious weakness in the deep zones, with the safeties single-covering the receivers and leaving a massive hole down the middle. Use this at your own risk. ---Bandit Blitz--- Three of the four linebackers blitz - a favorite amongst wavers of the Terrible Towel. ---Bandit 3-Deep--- Three men drop deep, while the rest of the zones are covered by the linebackers. This is a decent zone system. ---Bandit Contain--- Bandit Contain reliably extinguishes inside runs, especially those run off guard. However, one receiver will usually be wide open. ---Bandit X--- Both receivers should be double-covered, and the outside run and flats will also be well-protected. This play is weak against both passes and runs up the middle. ---Outlaw Weak--- Outlaw Weak is a zone defense with a standard 3-4 alignment. ---Outlaw Key HB--- The ROLB blitzes, helping to stop outside runs like sweep lefts. The focus is on stopping the halfback, as opposed to the fullback. ---Outlaw Strike--- Six men rush here. However, beware of the long ball if no one gets to the quarterback. ---Viper Weak--- Viper is a weird 3-4 system where the linebackers are arranged in a diamond shape. It'll be hard to throw to the outside against Viper Weak. ---Viper Key HB--- This form of the Viper is better at stopping the run, especially the halfback run up the middle. ---Viper Strike--- Two linebackers blitz in this variation of the Viper. Nickel (9) =============================================================================== The Nickel defense is best used in passing situations, as there are five defensive backs instead of four. ---Red Dog--- Woof! Both linebackers are blitzing, so this is a good way to put pressure on the quarterback without forsaking the deep zones. ---Tight Man--- One of your linebackers will blitz. Every receiver should be in tight man coverage, hence its name. ---Double FL--- This double-teams the flanker. A good way to shut down a particularly dangerous Receiver. ---Double SE--- Identical to Double FL, except this puts the split end in double coverage. ---Prevent--- Everyone goes deep, so use this only when your opponents are in a two-minute drill and are trying to gain yards quickly. It's best against a "Hail Mary" or similar play. ---Pirate Zone--- The Pirate set is a special form of the Nickel where the linebackers line up near the center and tight end. This is a fairly deep zone. ---Pirate Dbl.--- The Pirate Double play double-covers both receivers. ---Pirate Blitz--- Both linebackers blitz here, creating a six-man rush. ---Tiger Blitz--- The replacement for Full Zone (the only change from the Madden '95 playbook), this blitzes two linebackers and the middle defensive back. Of course, all of the receivers will be up against single coverage. Dime (9) =============================================================================== The Dime formation is even more pass-oriented than the Nickel, with six defensive backs and just one linebacker. Since it's weak against most running plays, especially the inside run, the Dime should generally be reserved for prevent situations. ---CB Blitz--- One of the cornerbacks blitzes the quarterback here, while the rest of the secondary is able to fill the hole. ---Center Blitz--- The lone linebacker blitzes. ---Double Blitz--- The second cornerback and linebacker blitz, with the other five defensive backs providing the other assignments. ---Short Zone--- The cornerbacks and linebacker protect against the short pass, while your safeties drop back to provide a last line of defense. ---Prevent--- The classic prevent defense. All of your defensive backs head deep to prevent the big play. Because of its passive nature, you definitely don't want to use it except when necessary. ---Prevent 2--- This deep zone stops the outside pass but may be vulnerable against passes in the flat. Good in a two-minute drill. ---Safety Cheat--- One of your safeties will be blitzing, but unless you take manual control of him, you won't come near the quarterback. Good against draw plays. ---Double FL--- This play double-teams the opposing flanker. ---Double SE--- This play double-teams the receiver lined up at the split end position. Goal Line (9) =============================================================================== The Goal Line formation counters the offensive version of the Goal Line. This should only be used near the goal line or possibly in certain obvious short- yardage situations. ---Miser Left--- This is a general-purpose goal line defense. ---Miser Key FB--- This play is designed to stop the fullback. ---Miser Right--- Very similar to Miser Left. ---Tough Guy Outs--- The Tough Guy set is somewhat stronger against the pass - especially this play. Interestingly, this is known as Tough Man Outs in Madden '96. ---Tough Guy HB--- Similar to Tough Guy Outs, with the defense keying the halfback and protecting against passes in the flat. ---Tough Guy Blitz--- Seven men rush, while the cornerbacks guard against the fade. ---53 Seahawk--- The 53 variation of the Goal Line formation is excellent against the inside rushing game, especially quarterback sneaks, but it is weak against outside runs. ---53 Cougar--- Not much different from 53 Seahawk. ---53 Bearcat--- This is an aggressive blitz. Special Teams (3) =============================================================================== These plays are designed to defend against punts and field goals. ---Punt Return--- Here your personnel will be blocking for your return man in an attempt to get a good return. ---Punt Rush--- Here your team goes all out trying to block the punt, but you won't be able to get a return. ---F.G. Block--- Use this if you know your opponent will be kicking a field goal. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FAQs and General Tips [NOTES] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q: What plays are the best audibles? A: Here are the audible selections I use most frequently. Offense [A] A run (Far/Near HB Toss, I-Form HB Sweep) [B] A versatile passing play (Pro Form Quick Posts, Single Back PA Streak, Run & Shoot Hooks) Defense [A] A balanced defense (4-3 Cheat Left, 3-4 Man/Zone 1) [B] A play that covers the pass (Nickel Pirate Zone, Dime Center Blitz) or a blitz (4-3 Flex Panther, 3-4 Bandit Blitz) Make sure to change your offensive audibles if you're using a hurry-up offense, or your defensive audibles if the opponents are in a hurry-up. Against a human player, you should change your audibles periodically to keep opponents on their toes. In case you didn't know, you can change audibles from the "Set Audibles" option on the Pre-Game or pause screen. Most importantly, select plays that work well for you as audibles. Q: How do I use a hurry-up offense? A: I don't think you can in this game. If I'm wrong, though, feel free to write in and tell me. Q: How do I kick an onside kick? A: As in real life, onside kicks are very difficult to execute properly. First press SELECT to call a kickoff audible, and then press A or B to change your team's alignment. Press A to kick the ball, and then keep your fingers crossed. It takes a lot of practice to do this right, and even still the odds are not in the kicking team's favor. Q: Where's the Kneel Down play? A: There isn't one. If you need to run out the clock without risking a fumble, try something like QB Sneak from the Goal Line formation. Another option is to select a passing play and dive backwards right after you take the snap. Q: Is there fatigue in this game? A: No. No matter how fast a player runs, no player ever gets fatigued. Players could first tire in Madden '97. Q: What's the best way to put pressure on the opposing quarterback? A: Select the middle linebacker or free safety. Charge past the center and squash the quarterback! Even better, start running toward the line of scrimmage before the snap to get a running start. Better still... Q: Where is the line of scrimmage? A: According to this game's nearsighted referee, it's at the feet of the offensive linemen, not the ball. With a little practice, you can line up a safety or other fast player in the "neutral zone" and squash the quarterback, deflect the pass, or stop the runner for a loss. This works especially well from the Punt Rush formation when you know the defense will punt. Q: Why is the computer controlling my quarterback? A: If you don't press any buttons after the snap, the computer takes over. The same goes on defense. You can usually generate better results than the computer, though. Q: How do I call a timeout? A: Pause the game and select "Call Timeout," assuming you have one or more timeouts remaining. As you probably know, timeouts stop the game clock, so they're useful in a two-minute drill or when you're about to get a delay of game penalty. You can see how many timeouts you have left by checking the left side of the play selection screen. Q: What penalties appear in this game? A: Basically, you can get a delay of game penalty if you take too long to call your play on offense, and on defense you can get called for offsides by moving past the line of scrimmage before the snap. A few other penalties are rare, like illegal procedure (kicking the ball out of bounds on a kickoff). Q: What should I choose when I win the toss? A: It doesn't matter, although it's more fun to receive first. If you're deciding the goal to defend, you might want to have a tailwind on the kickoff. But it doesn't matter at all. Q: Why don't you include a player ratings section? A: I include that section in most of my Madden guides, but in this game a harder-to-quantify bar graph system is used. I could've used the team ratings from the Nintendo 64 version of Madden 2001, but the portable and console versions of the game use different ratings. Q: What other tips and notes do you have? * This is common sense, but if you have a good running back and a weak passing game (like the Saints), run the ball a lot. Likewise, if you pass well but can't run (like the Cardinals), you'll want to keep the ball in the air. * If you call an audible by mistake, just press SELECT to cancel the audible. * Run straight if you want to keep going fast; zig-zags slow you down. * You might enjoy slamming into opposing players after the whistle blows. You won't even get called for unnecessary roughness for doing so. * Unlike the 2-D console Madden games, it's very tough for defensive linemen to deflect passes. This makes the passing game much more effective. * Check out all of the features on the pause screen, like Instant Replay, Team Profiles, and Drive Summary. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Comparing with Reality [REALL] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a brief summary of the 2000 NFL season. More in-depth information can be found at NFL.com, Wikipedia.org, and assorted other Internet and print sources. If you like defense, then you would have liked the 2000 NFL season. The Baltimore Ravens, led by star linebacker (and alleged murderer) Ray Lewis, allowed less than three yards per rushing attempt and beat the New York Giants, another hard-nosed defense, 34-7 in Super Bowl XXXV in Tampa. Parity continued to reign in 2000. The New Orleans Saints went from last in their division in 1999 to first in the NFC West in 2000, thanks to highly- compensated, pot-smoking halfback Ricky Williams. In the long run, however, trading their entire draft to get Ricky Williams was not advantageous for the Saints! Another consistently weak team, Oakland, made the playoffs with the aid of a breakout season from journeyman quarterback Rich Gannon. And few people saw much going for the Giants, who ended up winning the NFC Championship, or even the Ravens, for that matter. Lastly, Hall of Fame coach Tom Landry passed away, as did Chiefs linebacker Derrick Thomas in an offseason car accident. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Version History [VERSN] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I know the truth. You read the Version History first. Don't be ashamed. Everyone else does too. Date | Version | Size | --------|---------|------|----------------------------------------------------- 2-21-09 | 0.1 | 56KB | Began guide. 2-22-09 | 0.25 | 58KB | Worked on Suggested Substitutions. 2-23-09 | 0.8 | 62KB | Finished Suggested Substitutions and playbooks. 2-24-09 | 1.0 | 59KB | Proofread guide and finished things up. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Copyright [COPYR] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (c) 2009 Vinny Hamilton. All rights reserved. All copyrights mentioned in this guide are property of their respective holders. You can print this guide out for your personal use. You can download this guide to your computer for personal use. You can post this guide on your Web site as long as you give proper credit to me AND you don't change a single letter, number, or symbol (not even a tilde). Remember that the latest version will always be available at GameFAQs.com, but don't count on there being many (if any) updates. You can translate this guide into a foreign language and post the translation on your Web site if you ask for permission first. You can't post this guide on your Web site and say you wrote the guide yourself. You can't post this guide on Web sites that contain (or have links to sites that contain) sexually explicit images of nude humans (that is, pornography), racism, gambling, or flattery of totalitarian regimes. You can't post this guide on your Web site if you're going to change anything in this guide that took me so many hours to write. If you don't comply with these guidelines, your hard drive will be reformatted (permanently erased) inexplicably and you will suffer from constipation for the remainder of your life. Heed this warning. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Contact Information [CONTC] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you have any questions or comments about this guide, send an e-mail to VHamilton002@gmail.com. Remember that not all e-mails will be read. Please follow these rules: Do include "Madden 2001" in the subject line. Do send polite suggestions about ways to make this walkthrough better. Do ask any questions you have about Madden NFL 2001 gameplay. I will answer them eventually if you follow all of these guidelines. Do tell me about any errors or omissions you find in this guide. Do make a reasonable effort to use decent spelling, grammar, usage, punctuation, and capitalization so I can understand what you're trying to say. Do use patience. I check my messages rather sporadically. Do not send spam, pornography, chain letters, "flaming," or anything that contains profanity or vulgarity. Again, violation of this rule will result in a lifetime of constipation, so be careful! And lastly, a public service message: Fight for and affirm the rights of all humans, regardless of race, age, or creed! And... Don't forget to eat your five fruits and vegetables today. No one's going to read this, anyway. For Nita