Games Nintendo GAMECUBE NFL 2K3 User Manual

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Sega Sports NFL2K3 Instruction Manual –

Nintendo GameCubeTM

(Version 2.0)

TABLE OF CONTENTS

Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

Controller Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Advanced Gameplay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Quick Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7

On the Field - Kickoffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

On The Field - Offense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

On the Field - Defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

On the Field - Punts and Field Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Pause Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11

Franchise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13

Franchise - Offseason Tasks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Season . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

Playoffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Tournament . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Practice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

Situation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

Load / Save . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

Roster Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . 27

Sega Sports Challenge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29

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WARNING: PLEASE CAREFULLY READ THE PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE USING YOUR NINTENDO ®HARDWARE SYSTEM, GAME DISC OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT SAFETY INFORMATION.

IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES

WARNING - Seizures

Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes, such as while watching TV or playing video games, even if they have never had a seizure before.

Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition should consult a doctor before playing a video game.

Parents should watch when their children play video games. Stop playing and consult a doctor if you or your child have any of the following symptoms:

Convulsions

Eye or muscle twitching Loss of awareness Altered vision Involuntary movements Disorientation

To reduce the likelihood of a seizure when playing video games:

1.Sit or stand as far from the screen as possible.

2.Play video games on the smallest available television screen.

3.Do not play if you are tired or need sleep.

4.Play in a well-lit room.

5.Take a 10 to 15 minute break every hour.

WARNING - Repetitive Motion Injuries

Playing video games can make your muscles, joints or skin hurt after a few hours. Follow these instructions to avoid problems such as Tendinitis, Carpal Tunnel Syndrome or skin irritation:

Take a 10 to 15 minute break every hour, even if you don't think you need it.

If your hands, wrists or arms become tired or sore while playing, stop and rest them for several hours before playing again.

If you continue to have sore hands, wrists or arms during or after play, stop playing and see a doctor.

WARNING - Electric Shock

To avoid electric shock when you use this system:

Use only the AC adapter that comes with your system.

Do not use the AC adapter if it has damaged, split or broken cords or wires.

Make sure that the AC adapter cord is fully inserted into the wall outlet or extension cord.

Always carefully disconnect all plugs by pulling on the plug and not on the cord. Make sure the Nintendo GameCube power switch is turned OFF before removing the AC adapter cord from an outlet.

CAUTION - Motion Sickness

Playing video games can cause motion sickness. If you or your child feel dizzy or nauseous when playing video games with this system, stop playing and rest. Do not drive or engage in other demanding activity until you feel better.

CAUTION - Laser Device

The Nintendo GameCube is a Class I laser product. Do not attempt to disassemble the Nintendo GameCube. Refer servicing to qualified personnel only.

Caution -Use of controls or adjustments or procedures other than those specified herein may result in hazardous radiation exposure.

CONTROLLER NEUTRAL POSITION RESET

If the L or R Buttons are pressed or the Control Stick or C Stick are moved out of neutral position when the power is turned ON, those positions will be set as the neutral position, causing incorrect game control during game play.

To reset the controller, release all buttons and sticks to allow them to return to the correct neutral position, then hold down the X,Y and START/PAUSE Buttons simultaneously for 3 seconds.

Note: To see an official diagram of a Nintendo GameCube controller, as well as Nintendo’s official seal and information on NFL2K3’s ESRB rating, see pages 1 and 2 of the NFL2K3 Manual included with your game.

BEGIN THE GAME

1.Turn OFF/ON the POWER Button on your Nintendo Gamecube™ video game system.

2.Make sure a Nintendo Gamecube Controller is plugged into the Nintendo Gamecube video game system.

If you’re playing against friends, plug additional Nintendo Gamecube Controllers into the Nintendo Gamecube video game system.

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Save your game progress, to a Nintendo Gamecube memory card inserted into the Nintendo Gamecube video game system.

3.Insert the NFL2K3 game disc into the optical disc drive.

4.Turn ON the POWER Button. The Nintendo Gamecube screen appears.

If the Nintendo Gamecube screen does not appear,

begin again at step 1.

Title Screen

Once you’re up and running, the NFL2K3 Title screen will appear.

To go directly to the Main menu, press START (See Main Menu on page 6.)

CONTROLLER SETUP

In The Huddle: Offense or Defense

Control Stick - Highlight package, formation, or play optionButton - Choose package, formation, or play

Y Button - Reverse formation or play

B Button - Return to previous package or formation

L Button - Scroll multiple packages, formations, and plays R Button - Scroll multiple packages, formations, and plays

OFFENSE

Prior to the Snap

Button - Hustle to the line of scrimmage/Snap the ball X Button - Hard count

Y Button - Access audible menu

R Button - Survey the field and button assignments L Button (while holding R) - View routes

Passing Plays

Control Stick/+Control Pad - Control QB

Button - Throw to A receiver B Button - Throw to B receiver X Button - Throw to X receiver Y Button - Throw to Y receiver L Button - Throw to receiver L

R Button (hold) - Scramble with QB

Note: Quickly tapping any receiver button twice will cause the QB to pump fake.

Sega Sports Tip – Maximum Passing

With Maximum Passing enabled (Press the A Button on the Team Select or Choose Sides screens), you can lead your receiver in any direction using the +Control Pad or Control Stick. For example, if you want to throw the ball in front of a receiver running toward the left side of the screen, simply hold left while passing. Be careful, Maximum Passing is pressure sensitive, and takes a little bit of getting used to. Try using Practice mode to get more comfortable with it before jumping into a regular game situation, and experiment with switching control to the receiver immediately after the pass is released, then using speed burst to catch up to the ball.

Rushing Plays/Run after the Catch

Control Stick/+Control Pad - Run

Button - Speed burst (Tap) B Button - Dive/QB Hook slide

X Button - Stutter-Step/Spin (player will first stutter-step, then spin upon contact with a defender) Y Button - Hurdle

L Button - Stiff-arm left R Button - Stiff-arm right

C-stick left - Juke left C-stick right - Juke right

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Note: To charge your player up for more effective special moves (like Juke, Dive, and Stiff Arm) press and hold the A Button until the arrow underneath your player fills up.

DEFENSE

Prior to the Snap

Control Stick/+Control Pad - Reposition your player

X Button - Switch defender

X Button (hold), then Control Stick/+Control Pad - Cycle through defenders in direction pressed Y Button - Access audible menu

R Button - Survey the field

C-stick left (while controlling a defensive lineman) - Shift linemen left C-stick right (while controlling a defensive lineman) - Shift linemen right

After the Snap

Control Stick/+Control Pad - Run

Button - Speed burst (Tap) B Button - Dive Tackle

X Button - Switch defender

Y Button - Jump and block ball

Note: To charge your player up for more powerful dives and tackles, press and hold the A Button until the arrow underneath your player fills up.

SPECIAL TEAMS

Kicking Team

Button - Activate Kick Meter/Kick the ball Y Button - Access audible menu

R Button - Survey the field

Control Stick/+Control Pad - Determine height of arc Control Stick/+Control Pad - Aim kick left/right

Receiving Team

X Button - Switch player R Button - Survey the field

Control Stick/+Control Pad - Move player

Y Button – Down the ball (kickoffs) or Call Fair Catch (punts, use before catching punt)

Note: If you receive the ball deep in the endzone, the CPU will automatically down the ball if you do not take control of the player and run it out. If you are near the goal line, the CPU WILL automatically run it out, so make sure to take control and down it yourself if you don’t want to make a return.

ADVANCED GAMEPLAY

Use these special techniques to advance to the next level.

On-The-Fly Audible System:

1. At the play-calling screen, press and hold Z. 2a. Highlight Play #1 and press the A Button. 2b. Highlight Play #2 and press the B Button. 2c. Highlight Play #3 and press the X Button.

3.Now release Z, find the play you want to run, and press the X Button to select it.

4.At the Line of Scrimmage, press the Y Button.

5.You’ll see that Play #1, #2, and #3 are listed in the offensive audible overlay.

On-The-Fly Play Flipping:

1.Your team can be on either Offense or Defense.

2.Prior to the snap, press the Y Button to bring up the audible overlay.

3.While the audible overlay is onscreen, press the Z Button.

4.The whole team will flip their assignments, and the play will go in other direction.

On-The-Fly Hot Routes:

Defense, Pre-Snap:

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1.When on defense, wait until offense breaks huddle.

2.Highlight the desired player, then press the Z Button. The selected player will now blitz on the play.

3.Highlight a defensive back, then press up or down on the C-stick. All defensive backs assigned to a

specific receiver will tighten up their coverage and move closer to the line of scrimmage, or play off of the receiver and move back from the line. (This is dependent on the coverage picked – See note below)

4.Highlight a defensive back, then press left or right on the C-stick. Now all defensive backs assigned to a specific receiver will shift to cover the inside or outside of his man. (This is dependent on the coverage picked – See note below)

5.The third and fourth directions above also apply to linebackers, although to a slightly different degree, as they aren’t in coverage as often, and usually will just shift in the desired direction.

Note: Remember that the ability to shift players is entirely dependent on what type of coverage has been selected. Certain coverage types will not allow for players to shift in certain directions. Also, shifting one type of player will generally shift the others in his group (shifting a linebacker will shift all linebackers, shifting a cornerback will shift all cornerbacks) in order to maximize defensive efficiency. Bring your favorite team into Practice mode and experiment with different types of defenses and different hot routes to get a feel for what works where.

Sega Sports Tip – Know Your Defense

When choosing a defensive play, it’s extremely important to understand the situation and know which players and which coverages are appropriate for that play. There are three choices that need to be made before your team sets up on the field. Here’s a quick breakdown:

#1 - Personnel

Your first choice will be selecting what types of players to put out on the field. Here’s a quick rundown of your basic packages:

Goalline – 5 Linemen, 3 Linebackers, and 3 Defensive Backs. The Goalline defense is best used in stopping short yardage situations, like a crucial 3rd & Inches play. Be careful though, because if the offense crosses you up and decides to pass, there’s a good chance you’ll get burned.

4-3 – Your base defense. 4 Linemen, 3 Linebackers, and 4 Defensive Backs. Your LBs will be better at stopping the run, so choose a 4-3 on plays where the other team is more likely to be running the ball.

Nickel – 4 Linemen, 2 Linebackers, and 5 Defensive Backs. Now you’re leaning a bit more toward the pass, with speedier players less adept at run-stopping but better prepared to guard against a throw.

Dime – 4 Linemen, 1 Linebackers, and 6 Defensive Backs. This defense is geared toward the pass, and is best used in long yardage situations.

Prevent – 3 Linemen, 1 Linebacker, and 7 Defensive Backs. The Prevent defense is generally reserved for extremely long yardage situations, as it essentially concedes the short gain to keep the other team from breaking off a huge play.

Note: Some teams may have slightly different initial defensive packages, such as the 3-4, the 46, or the Bear. Take your favorite team into practice mode to see what packages their defensive scheme includes.

#2 – Fronts

Once you’ve selected who will be out on in the field, it’s time to figure out what they’ll be doing, beginning with the defensive line. Scroll through the various fronts to see your options. Think the other team will be running it up the middle? Try “All In”, which brings all the linemen in and clogs up the middle. Want one of your linebackers to blitz? Use “Fan” to open up the line a little bit and give him some space to get through. There are several more available. It’s up to you to decide what to do based on the situation.

#3 – Coverages

Now that the linemen have jobs, it’s time to decide what everyone else will be doing. There are four basic assignments you’ll see given to the linebackers and defensive backs, which are as follows:

Bump ‘n’ Run – Designated in the play diagram by a T or upside-down T. The defender will play close to the receiver coming off the line and give him a little bump to try and throw off his timing.

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Man – Designated in the play diagram by a short line. The defender will stick with his man regardless of where he goes. Man coverages give your defense a little more freedom to be aggressive, but make sure your backs are talented enough to cover their man one-on-one.

Zone – Designated in the play diagram by an orange circle. The defender will stay in his general zone rather than stick with a specific man. Zone coverages are a bit safer than man coverages, as you’ve typically got someone else to pick up the slack if one man gets beat.

Blitz – Designated in the play diagram by a longer line extending through the line of scrimmage. Blitz a player or two if you really want to be aggressive and try to pressure the QB into making a bad decision. But once again, be careful, because if he doesn’t get to the QB fast enough, the blitzer will be leaving either his man or his zone potentially more open or vulnerable.

Choose wisely. Learn which types of plays are best suited for which types of situations. Figure out when it pays to be aggressive and when it’s a good idea to play it safe. The better you know your defense, the better chance you’ll have of shutting down the other team when it counts most.

Offense, Pre-Snap:

1.Choose a pass play, and wait until QB is under the Center.

2.Nudge the C-stick in any of 8 directions:

Up is a Fly Route

Down is a Screen Route

Left/Right are In or Out Route*

Up + Left/Right is either a Post or Corner Route*

Down + Left/Right is either a Fade or Slant route*

You can also push the Z Button to have a player stay back and block

3.Now press the button of the receiver to which you want to assign the chosen route.

4.After selecting a receiver, you should hear the QB bark out an audible.

5.The chosen receiver will now run the modified route (or stay back and block).

* Depends on what side of the field the receiver is on.

Advanced Line Moves:

1.In the Pause Menu, select Options and ensure that Advanced Line Moves are set to ON.

2.Get on Defense, and before the snap select a Defensive Lineman.

3.Wait until ball is hiked.

4.Immediately press and hold L (to go left - R will go right).

5.Upon contact with a blocker, press a face button (A, B, X, Y).

6.If timed right, your lineman will execute a special move:

The A Button performs a bull rush

The B Button performs a shove

The X Button performs a spin move

The Y Button performs a swim move

For more information, also see On the Field on page 7.

MAIN MENU

To access the Help menu from any game menu screen, press the X Button.

Quick Game

Play a quick preseason game between any two teams. This is the fastest way to suit up and lead your team on to the field. See Quick Game on page 7.

Game Modes

Choose from one of seven unique, in-depth game modes including Franchise, Situation, Season, Playoffs, Practice, Tournament, and Exhibition.

Options

Multiple categories of options give you the power to customize your game at all levels, from the broadcast booth to the coach’s desk. See Options on page 25.

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Load / Save

Everything you can customize in NFL2K3 can be saved and accessed later if you have a memory card inserted in your Nintendo GameCube™ console. See Load / Save on page 26.

Roster Manager

Use the Roster Manager to make personnel decisions such as releasing free agents, adjusting the depth chart, and editing player ratings and appearances. See Roster Manager on page 27.

Sega Sports Challenge

The Sega Sports Challenge lets you prove how good a sports-gamer you are and take on challengers from around the world. See Sega Sports Challenge on page 29.

QUICK GAME

To begin a Quick Game, from the Main menu, choose QUICK GAME. The Team Select screen will appear.

Selecting Teams

Choose from more than 100 teams including all 32 NFL teams, college alumni squads, NFL past teams, and NFL all-stars. If you created any custom NFL2K3 teams, they’re here too.

To select teams:

1.Use the Control Stick or +Control Pad to move your icon to the side you wish to control during the game.

2.Press L/R to cycle through the teams.

To assign a user name to your control pad, press Z to toggle through those available. If you want to create a new user name, see Sega Sports Challenge on page 29.

To enable Maximum Passing, press the A button.

To set your team options, press the Y button. Here you can choose from a variety of uniforms, or load any team’s playbook, including custom playbooks. Also, you are able to select the game venue from more than 45 locations, which include every NFL stadium and some fantasy fields.

3.Press START to begin. ESPN’s Clark Dishman will introduce the game, then turn it over to Dan Stevens and Peter O’Keefe to set things up before the team captains gather at midfield for the coin toss.

ON THE FIELD

Note: The controls described in this section are defaults. For information on alternate configurations, see Controller Setup on page 26.

The Coin Toss

The visiting team has the honor of calling heads or tails before the coin toss. The winner of the coin toss chooses whether they want to kick or receive the opening kickoff. The loser chooses which goal they will defend.

To make a choice, move the Control Stick or +Control Pad to highlight your choice, then press the A Button to select.

When both teams have made their decisions, the players will run out to the field and line up for the opening kickoff.

Kickoffs

Kicking Team

In the huddle before the kickoff, move the Control Stick to choose KICKOFF or ONSIDE KICK, then press the A Button to select.

If you chose KICKOFF, move the Control Stick to choose the section of the field you plan to kick to.

When the Kick Meter appears, check the arrow to determine which direction the wind is blowing.

Move the Control Stick to aim your kick, and press the A Button to start the Kick Meter. Press the A Button again to stop the meter and kick the ball. (The higher the meter when you kick the ball, the more power you put behind the kick.)

To survey the field before the kickoff, press R.

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To call an audible, press the Y Button to access the audible menu, then press the button that corresponds to the audible you want to call.

When the kick is underway, move the Control Stick to run toward the recipient and go for the tackle.

To switch to the member of your team closest to the ball carrier, press the X Button.

To get a burst of speed, repeatedly press the A Button.

To dive at the ball carrier and attempt a tackle, press the B Button.

Receiving Team

In the huddle before the kickoff, move the Control Stick to choose KICK RETURN or ONSIDE KICK RETURN, then press the A Button to select.

To call an audible before the kickoff, press the Y Button to access the audible menu, then press the button that corresponds to the new play you want to call.

The kickoff recipient will automatically run to the spot where the ball is heading and make the reception if

the user does not.

Once the ball is caught, press the Y Button to down the ball if you are in the endzone. If you receive the ball deep in the endzone, the CPU will down the ball automatically for you if you do not take control of the player. If you are near the goal line, the CPU will automatically run it out, so make sure to take control and down it yourself if desired.

To run up the field, move the Control Stick in the direction you want to run.

To get a speed burst, repeatedly press the A Button.

To dive forward, press the B Button.

To perform a spin move, press the X Button. The ball carrier will do a stutter-step, then spin upon making contact with the defender.

To hurdle a downed man, press the Y Button.

To throw a stiff-arm with the left or right arm, press L/R.

To juke to the left or right, press C-stick left or C-Stick right.

To charge your player up for more effective special moves (like Juke, Dive, and Stiff Arm) press and hold the A Button until the arrow underneath your player fills up.

In the Huddle: Offense or Defense

To call a play:

1.Move the Control Stick to highlight the package you want to use (if the Play Calling option is set to By Package), then press the A Button to select.

2.Move the Control Stick again to highlight the formation you want to set, then press the A Button to select.

3.Move the Control Stick a third time to highlight the play you want to run, then press the A Button to select and break the huddle.

To reverse the direction in which the play is run, press the Y Button (this can also be done while

viewing packages and formations).

To cancel a selection and return to the previous formation or package, press the B Button.

To scroll through multiple packages, formations, and plays, press L/R. Note the page number near the bottom left corner of the screen (Example: 1/6) to see how many more pages of plays are available in the section currently being viewed.

NOTE: If you’ve set your Play Calling option to Package, you can switch to Formation for one play by pressing B in step 1 above. Likewise, you can switch to Package from Formation by pressing B on the first play-calling page.

Sega Sports Tip – Coach’s Pick

For smart, fast play calling, press the A Button to view a suggested formation and play for your situation. Press the A Button again to select the play.

Sega Sports Tip – Bluff Mode

In multiplayer games, keep the other player guessing by disguising which play you call. To activate bluff mode, highlight the play you want to run and press and hold the A Button. Then, while continuing to hold A, you can scroll through as many plays as you want to throw your opponent off. Once the A Button is released, you’ll head to the line of scrimmage, and your team will run the play originally selected.

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OFFENSE

Prior to the Snap

If you want to switch control to another player (multiplayer only), press the X Button. The player that picked the play will control the QB, and someone will always automatically be given control of the player with the ball once the play is run.

To switch control of players in any direction, press and hold the X Button and move the Control Stick/+Control Pad in the desired direction.

To hustle your team to the line of scrimmage after selecting your play, press the A Button.

To bark out a hard count and try to get the defense to jump offside, press the X Button after the QB is under center.

To survey the field to check defensive parings, review receiver button assignments, and assess player status, press R.

To view receivers‘ routes before the snap, press and hold R to survey the field, then L to bring up the routes.

To call an audible, press the Y Button to access the offensive audible menu, then press the button that

corresponds to the audible you want to call.

To snap the ball, press the A Button.

Passing Plays

To take control of the QB after the snap, move the Control Stick to step back or scramble out of the pocket.

To throw to a receiver, press the button that corresponds to the receiver you want to throw to. Keep in mind

that the harder you press the button, the harder the pass will be thrown.

To scramble with the QB, press and hold R.

To pump fake a pass, quickly tap any receiver button twice to get the QB to fake in that receiver’s direction.

Sega Sports Tip – Understanding Play Names

When throwing the ball, make sure you understand how the play is designed to work. The number at the beginning of each play generally indicates how many steps the QB is supposed to drop back before throwing the ball. Here is a quick rundown:

50 – The QB will take a 5-step drop. (Example: “50 T Zone Out”) 90 – The QB will take a 3-step drop. (Example: “90 T Hitch”)

1XX – A play action play. The QB will fake a handoff to the RB before passing. “PA” will sometimes also indicate these plays. (Example: “PA 152 Z Stop -n- Go”)

2XX – The QB will roll out before passing. These plays will sometimes also be indicated by “RO”. (Example: “RO 210 H Flare”)

It is a good idea to let the CPU perform the drop back or roll out for you while you make your reads. Then, when the QB has finished, make your throw quickly, as this is the time when the receivers will be expecting the ball. Of course, you can always manually break out of any drop back or roll out animation at any time, but keeping in line with the play specs can be crucial to running an effective offense.

Rushing Plays / Run After the Catch

The handoff from QB to a running back is automatic after you take the snap. As soon as the ball carrier gets the football, you take control of him.

To run, move the Control Stick in the direction you want to go.

For a speed burst, repeatedly press the A Button and explode through holes.

To charge your player up for more effective special moves (like Juke, Dive, and Stiff Arm), press and hold the A Button until the arrow underneath your player fills up.

To cover up the ball and get an extra quick (but short) burst of speed, press the A Button again when you have full power.

To dive forward, press the B Button. If you are running a QB sneak or controlling the QB across the line of scrimmage, he will perform a hook slide.

To perform a spin move, press the X Button. If there is no contact with a defender, your player will simply

stutter-step, but upon contact, he will spin off of the other player.

To hurdle over a downed man or over a potential tackler, press the Y Button.

To throw a stiff-arm with your left or right arm, press L/R.

To juke to the left or right, press C-stick left or C-stick right.

To lower your head and perform a shoulder charge, press L and R simultaneously.

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