FAIL
FAIL
Hot Girls
Party Girls
FAIL
FAIL
Condom Fashion
Streetcar Accident
Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter E » ESPN NFL 2K5 - Strategy Guide (Page 03)

ESPN NFL 2K5 - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for ESPN NFL 2K5 - Strategy Guide (Page 03).

- Some key problems are that the offensive line will usually drop a bit, and 
cornerbacks are difficult to get expressive rises out of. If you have a 
workout routine you'd like to contribute to the guide, please e-mail me at:

antseezee@epix.net

 _______________
/Regular Season/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Regular Season is a grueling 17-week schedule through which teams will 
play and compete for a ride into the playoffs. During this time, teams will 
play a total of 16 games, with one bye week tossed in there to give them a 
break. You can view your team's entire schedule via the Coach's Desk/Schedule 
category. Aside from that, ESPN NFL 2K5 uses authentic game schedules for the 
first few years, but compiles random ones as your franchise progresses. One 
unique feature is that you can view a Sportscenter presentation after a week 
ends. To do so, simply click the Right Joystick at the schedule screen, and 
you'll see a few key highlights, reviews of stats, and so on.

- To ensure you have correct settings, here's what I recommend for a 
challenging but realistic franchise:

    Difficulty: All-Pro
    Quarters: 8 minutes
    Simulated Quarters: 6 minutes

- Don't forget about the trade deadline (which is usually turned on) during 
Week 6. Afterwards, you will not be able to make any trades. The CPU may make 
trades with other CPU opponents that can be reviewed via the ESPN.COM section. 
Most of the time they involve minor players, but you will get a few 
blockbusters here and there to add excitement to the league. Most of the free 
agents available in the list will be signed over the entire course of the 
season. However, as the weeks progress, the free agents' desire for high 
offers will lower as well. Be weary of the weekly player awards and the yearly 
awards which are handed out before the playoffs start. 

 _________
/Playoffs/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This is the primetime excitement of the NFL. Based on their overall records, 
10 teams will duke it out to compete in the prized Superbowl, and a chance for 
glorious world domination. To start off, 4 divisional winners head to the 
playoffs in each conference, along with 1 wild card selected from each 
conference. The team with the best divisional record receivers home field 
advantage, and gets one bye week in the playoffs (the first week). Eventually, 
the teams dwindle down to two competitors in each conference. After the 
conference championship games is the Superbowl, and then the exciting Pro-
Bowl. Afterwards, you will proceed to the Off-Season.

 ___________
/Off-Season/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This is the fans' time to glorify. This is where teams completely revamp 
themselves via free agency moves, the rookie draft, and player retirements. In 
many cases, champions can turn from superior to rebuilding stages, while the 
underdogs can perform a turnaround thanks to a big signing bonus. The Off-
Season is staged into several steps, which must be followed in order:

     ___________________
    |(RETIREMENT PERIOD)|
   =======================
- As a player turns older, their skills begin to diminish. They simply can't 
keep up into the same physical shape from their younger years. Because of 
this, the NFL is full of player retirements based on personal preference, 
injuries, or key decisions. We've seen it in the past decade with Barry 
Sanders, Ricky Williams, and players just deciding to call it quit when they 
felt it necessary.

>> Click start on the highlighted option. You will be brought to a screen 
showing the players who have expired contracts first. You must make offers to 
re-sign these players if you wish. However, your only chance to barter with 
the aging veterans is to offer them a new contract. This will lure them out of 
retirement. If you don't, they will simply retire, and that will be it. You 
can view the players who retired under Transactions at ESPN.COM.

     ___________________
    |(RE-SIGNING PERIOD)|
   =======================
- Thankfully, any team a player previously played for has first dibs on re-
signing that player before releasing him to public free agency. If you want, 
you can re-sign any player you wish. Any player with an expired contract who 
is not re-signed will be cut to free agency. You can re-sign players cheaper 
than free agency, however, you take the risk of missing a big upcoming star to 
sign out of FA. The choice is up to you. For some contract strategies, check 
above in the management section for roster contracts.

     _____________
    |(FREE AGENCY)|
   =================
- This is where you can sign new players on the market to join your team. Free 
agency can sometimes consist of superstars looking for a new team to play 
with, or just bums that did not get resigned. Free agency is more costy than 
re-signing because you will have to compete with other teams, while meeting 
the player's demands. Again, you can make offers to players, however, they may 
have multiple offers from other teams. Your offer must be made before the end 
of the day. Free agency lasts about 45 days.

     _____________
    |(THE COMBINE)|
   =================
- This is where you can scout all of the upcoming rookies that want to make a 
stampeed to the NFL. In the combine, you have the ability to spend scouting 
hours on these rookies to get more in-depth reports of them. Unfortunately, 
rookies are not sorted in any particular order, so you'll have to go by 
combine times first before deciding who to scout. You may also want to use Mel 
Kiper's Mock Draft Sportscenter show to get an idea of who to pick. I can't 
give much emphasis on scouting, except to conserve and spend your hours on 
prospects that look like someone you can get. Remember that you only have 9 
hours per day to expend, and it lasts 4 days. Any tips for this section will 
be generously credited.

>> When you scout certain player with in-depth reports, you will get their 
estimated attributes. This is helpful for getting a sneak peek at what their 
potential might be.

     ___________
    |(NFL DRAFT)|
   =================
- This is the actual way and progress of getting new upcoming stars in the 
NFL. Teams are assigned picks to draft rights to a certain rookie who wants to 
join the league. The order of picks are assigned based on the team with the 
worst record receiving the first pick. You can trade draft picks much like any 
player, in case your team is stocked with veterans or you don't have the cap 
room to sign a new rookie. Some neat features are that rookies now have faces.

     _______________________
    |(ROOKIE SIGNING PERIOD)|
   ===========================
- This is the short time where you will sign your draft picks. Any pick you 
select does not have to be signed if you don't want them. Remember though that 
it's probably better to trade those extra picks away for a single veteran or 
player rather than wasting them on rookies. Some rookies may not have the 
ratings worthy of being selected though. The higher the pick, the more money 
the rookie will request for the offer to be deemed worthy. Any rookie not 
signed will be dropped into free agency.

 _______________
/Player Ratings/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The only difference between players in ESPN NFL 2K5 from other team players 
are the actual ratings (besides the face for each picture, and their history). 
Player ratings decide how well certain players can perform on the field, and 
usually determined their overall skills. This section will briefly describe 
what each rating stands for, and performs.
  ____________________________________________________________________________
 |        RATING        |                  DESCRIPTION                        |
 \============================================================================/
 | Speed                | how fast a player can move                          |
 | Agility              | how quick a player can juke, spin, turn             |
 | Strength             | how powerful a player is, better blocks, pushback   |
 | Jumping              | how high a player can leap                          |
 | Pass Accuracy        | how accurate a throw is to intended target          |
 | Pass Arm Strength    | how far a throw can go, and accuracy on deep targets|
 | Pass Read Coverage   | higher rating reduces chance of interceptions       |
 | Scramble             | ability to move as QB under pressure with R trigger |
 | Leadership           | higher rating increases other players' abilities    |
 | Composure            | higher rating keeps form and less inaccuracies      |
 | Hold On To Ball      | higher rating decreases fumbles                     |
 | Power Run Style      | Balanced = good shift between power & finesse runs  |
 |  ...                 |  Power = better at vertical runs into traffic       |
 |   ...                |   Finesse = better at sidesteps, jukes, agility runs|
 | Stamina              | how long a player can stay on field before rating   |
 |  ...                 |  reductions, how long before tired                  |
 | Durability           | higher rating reduces chances of injury             |
 | Break Tackle         | ability to break free from a defensive tackle       |
 | Catch                | how well a player can catch the ball                |
 | Run Blocking         | ability to block on run-based plays                 |
 | Pass Blocking        | ability to protect on pass-based plays              |
 | Run Route            | ability to follow routes on a running play          |
 | Run Coverage         | ability to track down the runner on a rushing play  |
 | Pass Rush            | ability to rush the passer quicker and efficiently  |
 | Tackle               | how well a player can tackle another, lessens chance|
 |  ...                 |  of a break tackle                                  |
 | Coverage             | how well a player can cover another, how close they |
 |  ...                 |  can stay to their assignment                       |
 | Consistency          | how often a player follows his tasks                |
 | Aggressiveness       | more fierce competitor, causes more dropped passes, |
 |  ...                 |  amazing plays, but leads to increased penalties    |
 | Kick Power           | how far a kicker can kick the ball                  |
 | Kick Accuracy        | how accurate a kicker can kick the ball             |
 /============================================================================\

^ Certain ratings are independent-position related. This means that they are 
the key determinant in whether or not the player is successful at that 
position. You can find out what these ratings are by right joystick clicking 
on a player, then looking at the 10 Ratings next to their overall number in 
the lower right corner.

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

=============================
- 6) Strategies             -
=============================
As with many modern sports games, the only way to be a successful 
coach/player/owner is to master strategies that give you benefits. In many 
cases, this requires numerous challenges, practicing, and online games to 
compete against others. This section will provide strategies to help enhance 
your NFL 2K5 gameplay experience. Please try out the in-game basics and 
tutorial modes to get a complete understanding of the fundamentals.

 ______________________
/Offensive Playcalling/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Basic playcalling for an offense can be challenging at times, especially when 
you're not moving the ball, or consistently scoring points. There are a few 
terms you need to understand, along with formations that might be wiser to 
study at an in-depth angle. Most veterans would say the key to any offense is 
a stable running game, which is partially true. However, over the years, I 
have lost faith in the running game. Why? Because of its inconsistencies. 
Eventually, a defense will adapt itself to run more Bear and blitzes so that 
you have no holes to run through. Here are my playcalling tendencies:
    
    =============
    # BEGINNING # --> Establish a running game. Do lots of ISO runs up the
    =============     middle, sweeps out of singleback formations, and try
                      a few counters about 20% of the time. You'll want your
                      back to establish a minimal 5.0 YPC. This will put the
                      defense on their heels.

    ==========
    # MIDDLE # --> Eventually, the defense will throw more men up in the "box",
    ==========     and try to prevent your running game. Now is the best time
                   to toss in 2-3 Play Action passes, and start passing on
                   first downs, intermitting a run here and there.

    =======
    # END # --> The CPU will now have a 50/50 playcall decision to make, which
    =======     places the odds in your favors. Now you simply mix up your
                playcalling patterns, throwing a few consecutive passes here
                and there.

^ The entire process is known as the Bouncing Revolution. You start off by 
relying on one type of offense, which bounces the advantage to the passing 
game. You then pass a lot to bounce the advantage back to the running game. 
This near little relationship works well for most of the time.

   >> KEY TERMS TO UNDERSTAND: <<

- The Box - This is the area on the defense where the defensive line is and
            the linebackers. The more men in the Box usually means that the
            opponent is trying to stop your running game. A safety or two
            might pop up to provide some extra pressure.

            >> When you see eight or more men in the box, be weary of an
               incoming blitz. Find one of your inside receivers or tight ends
               and do a hot route so he crosses over where the blitzing LBs
               should have been. This is one way to receive an easy gain.

- Man in Motion - The idea if placing a man in motion is to confuse the
                  defense, or create a mismatch against one of the defenders.
                  Whenever you're facing a base formation (4-3, or 3-4), and
                  let's say you have two receivers. Now, watch for one of the
                  men on the defensive side of the ball to approach the line.
                  This usually means they are going to blitz. Hot route your
                  fastest WR on the team to go straight up. Now, tap up, then
                  left/right to the side where the exposed LB is. This LB will
                  be forced to cover the WR man-to-man. You can usually blow
                  by him, and make a lobbing toss to the open receiver.

- Passing Routes - These are the pattern your WRs follow on a passing play.
                   Understanding what each of them are is critical to becoming
                   a passing monster.

                   >> CURLS - WR runs up to a position, then curls around for
                              a timed toss. You should practice these during
                              a scrimmage as they're timing routes.
                   >> STOPS - WR runs up to a position, then curls and runs
                              back. This is like a quicker curl, except the
                              WR will run towards the line of scrimmage to
                              create some room.
                   >> FADES - WR runs diagonally, then boosts straight up to
                              get separation. This is a deep pass, and only
                              successful if the opponent is playing bump n'
                              run. You can tell your opponent is playing bump
                              when the DBs try to jam him at the line.
                   >> STREAKS - WR runs straight up. This the typical deep pass
                                designed for big gains. You can use these to
                                expose weak coverage assignments, a flawed zone
                                play, or if the opponent is playing bump.
                   >> SLANTS - WR runs diaonally off the line. This is a timing
                               route designed for a quick catch, and then run
                               after the catch. You have to toss the ball
                               between the seams in the defense, otherwise it's
                               an easy interception. If you remember Drew
                               Brees, he lost his starting job because he had
                               trouble throwing these.
                   >> FLIES - WR runs straight up, and then diagonally after a
                              set amount of yards. Flies are like a deeper
                              slant, designed for penetrating teams with a
                              Cover 2. If there's no safety covering the
                              middle, then you're really screwed.
                   >> CORNER - WR runs straight up, then breaks diagonally
                               towards the sidelines. Make sure you lob it over
                               the receiver's head to allow him to make the
                               play.
                   >> CROSSING - WR runs straight up, then crosses at an inward
                                 direction, usually where the LBs were
                                 standing. NEVER throw to this route if there
                                 are 2 or more LBs in the middle.
                   >> OUT - WR runs straight up, then breaks horizontally
                            towards the sidelines. This is designed to conserve
                            time if you're out of timeouts, or need to make
                            a TD-scoring drive. If there are CBs zoned on the
                            outside near the line of scrimmage, never throw to
                            these routes.

- Jokers - This offensive formation is designed for tight running plays at the
           Goal Line, or if you want 3 TEs on the field.

- I Form - Tricky formation with the goal of either a 50/50 run/pass.

- Single Back - Teams have different names for it, but it only has one HB on
                the field, and usually multiple receivers.

- Shotgun - Play designed for the pass. QB gets a set amount of yards behind
            the offensive line, and the ball is hiked to him.

 ________
/Passing/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Passing the ball seems to be one of the troubles this year in ESPN NFL 2K5. 
Many players have complained about numerous interceptions, easy dropped 
passes, and the typical boo hoo. Passing is a lot easier than it sounds, if 
you understand how and when to pass correctly.

   = WATCH THE SAFETIES =

- Right after you snap the ball, watch where the safeties go. This can be the 
most influential advice I can give you as a passer. If the safeties break in 
upward diagonal directions (say near the sidelines), THEN YOU SHOULD pass up 
the middle to your receiver. If they stay with one receiver, see who has 
single coverage, and try to split a pass to them. Many players make the 
mistake of not watching where the safeties go. Suddenly, when they see that 
the WR has blown by the CB, they quickly pass it. However, this is a trick. 
When the safeties break to cover the outside WRs, you'll usually get double 
teamed, and the flanking safety can make an easy pick.

   = LOB VS. BULLET =

- Too many players do not understand when to lob or bullet a pass to a 
receiver. Here are the situations when you should or should not throw a pass a 
particular way.

     >> BULLET the pass when...
                               - A flat route to the runningback
                               - Slants
                               - On fly routes when the receiver breaks toward
                                 the middle
                               - Out routes when the receiver breaks toward
                                 the sideline
                               - On crossing routes when the receiver breaks
                                 toward the inside and there is NO waiting
                                 LB in a zone play
                               - Curls on timed routes

     >> LOB the pass when...
                            - A corner route near the sidelines
                            - QB is strafing and needs to reach a crossing
                              route
                            - Deep Streaks

 ________
/Rushing/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Running the ball has been improved in this year's version of ESPN Football, 
but it still takes some adequate practice to get use to running. First of all, 
get adapted to the type of RB you have in the backfield. Finesse backs are 
designed to perform fancy moves, while Power backs are designed for vertical 
crunching runs up the middle.

   = TRICKY JUKE =

- I perform this quite often during most of my games. Get a back who is 
balanced or a finesse runner. Now, pick a play that has him run straight up 
the middle. Start off by hiking the ball and handing it off. However, rather 
than tapping the A button, simply run straight up towards the back of one of 
your blockers. While this is occurring, browse quickly to see if there are any 
holes near the offensive line. If there is one, look at what side it is on of 
the blocker you're following. Once you're extremely close to the blocker's 
back, quickly tap one of the R/L triggers to juke that way. This deceptive 
rush actually hides you behind the blocker, and gives you a quick running lane 
to develop into. From there, you can tap A, or hold down for a Shoulder Charge 
to plow through the runners up ahead. Sometimes the LBs won't see you behind 
the offensive line as you approach them.

   = INEXPERIENCED =

- Don't always pick I-formations to do running plays in. While you may have a 
solid FB in front of you, his Run Read Coverage rating truly determines if 
he's a good blocker or not. I've had fullbacks that would charge up, but 
completely avoid the blocker with a key lineman, and instead, juke to the 
right. If your FB has no brains, then he's worthless to you. Try a few 
singleback formations, mixing them up with a pass or two. Your opponent will 
usually be forced to enter a nickel or dime formation to match your receivers, 
and this should open up the running game a bit. Make use of the stiff arms via 
the black/white buttons on outside sweeps. You'll always get one defender who 
stomps in your way. Use the according button to slam him down to the ground.

 ________
/Defense/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Playcalling on defense is easier than it sounds. Rather than being the one 
forced to walk blindly ahead (by selecting your own plays), you get a hint of 
what personnel are about to come onto the field. If you wait long enough, a 
window will pop up telling you how many RBs, WRs, and TEs there are in the 
formation. Use this as a guideline to select the following formations:

   { 4-3 } - Designed to stop any formation with 2 or less WRs
           - Designed for stopping the run (60%), pass (40%)
           - Designed for extra coverage up middle (7 men in box)

   { 3-4 } - Designed to stop any formation 2 or less WRs
           - Designed for stopping the run (65%), pass (35%)
           - Designed for extra run blockage (7 men in box, 4 are LBs)
           - Designed for added blitz pressure (4 LBs)
           - Less men on the line, means easy to run up middle

   { Bear } - Designed to stop any formation 2 or less WRs
            - Designed for stopping the run (75%), pass (25%)
            - Designed for extra run blockage (8 men in box)
            - Designed for neato blitzes, but only 3 men in the secondary
              limits its range. Use this if you have skilled safeties on
              your team.

   { Nickel } - Designed for stopping WR sets up to 3
              - Designed for stopping the pass (70%), run (30%)
              - Designed for extra secondary coverage (one extra CB)
              - Lacks run stopping power, only 2 men up middle

   { Dime } - Designed for stopping WR sets up to 5
            - Designed for stopping the pass (80%), run (20%)
            - Designed for extra secondary coverage (4 CBs, 2 Ss)
            - Lacks anything up the middle, can leave a man open if you
              select a blitz

   { Prevent } - Designed for stopping WR sets up to 5
               - Designed for stopping the pass (90%), run (10%)
               - Designed for stopping DEEP pass (only 3 lineman, one LB)
               - Really susceptible to run, only use in extreme situations like
                 Hail Mary

   { Goal Line } - Designed for stopping WR sets up to 2
                 - Designed for stopping run (85%), pass (15%)
                 - Designed for a goal line stand, or preventing your opponent
                   from scoring a rushing TD. Stacks many men on the line, but
                   no safeties behind you. Only two men on outside to watch
                   WRs.
                 - Use this if five or less yards to goal line.

   >> KEY TERMS TO UNDERSTAND: <<

- Blitz - This sends a man on your defense to rush the QB or RB about to make a
          play. It leaves you susceptible on the side where the blitz came from
          because there is one less person to cover the pass, or if your
          defender misses a tackle.

- Zone - These plays are designed to designate areas on the field where your
         defender will "hover" in a defensive mode. If any player comes near to
         the zone, your defender will cover them like a receiver, or attempt a
         tackle. Zone plays are excellent for teams that are underskilled, or
         do not have great defenders. However, it leaves gaping holes in the
         field, and you can get burned if your opponent calls the right play.

- Man to Man - These plays are designed for your defenders to cover a man based
               on where he moves. These are great since your defender sticks
               with them for most of the run. However, skilled offensive
               leaders can break free with better physical skills and burn your
               defense like an Ego-Waffle. Use these plays if you have skilled
               playmakers.

- Cover Zones - These plays are designed for teams that have great defensive
                line pressure. Your two back safeties will drop to cover the
                outer WR lanes, leaving the LBs to drop back into middle zone.
                However, slant passes, and flies will rip this defense apart.
                Cover zones can be the most dominant in the game if you have
                excellent CBs, DTs, and DEs.

 ________________________________
/ESPN 25th Anniversary Scenarios/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This unique mode features many of the scenarios that has made football a 
premiere sport over the past 25 years. ESPN decided to compile 25 of the 
greatest football situations that have occurred over the company's history. 
This section will go over some ways of completing each of the scenarios.
   
   ////////////////////////////////////////////////////////////////////////////
   ~~ #1) THE ICE BOWL -=- [December 31, 1967]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: Apparently the heating system under the field had failed to work.
          Because of this, the field became frozen like a barren tundra. You
          must take role of the Packers and lead them to a victory over the
          Cowboys.

STRATEGY: You're going to start off down, 17 to 14. You'll start with roughly
          around 5 minutes, which is plenty of time to make a comeback. Use
          sporadic passes, and try some timing routes to take advantage of
          the slippery conditions. The running game will not be a big success
          against the Dallas D.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #2) THE HEIDI BOWL -=- [November 17, 1968]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: Apparently one of the most exciting finishes for a football game
          was not seen on television. The game was cut from network TV to show
          a movie called 'Heidi'. You are suppose to lead the Raiders to a
          comeback victory against the Jets.

STRATEGY: You're going to start off down, 32 to 29. Time is only limited to a
          minute, so you're really going to have do a hurry-up offense. You
          have plenty of timeouts to use, so just make use of the kickoff and
          lead ahead with a single TD score.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #3) MERRY CHRISTMAS MIAMI -=- [December 25, 1971]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: Apparently the longest game in NFL history at 83 minutes, you must
          lead the Dolphins to a comeback victory over the Chiefs. Easier than
          it sounds.

STRATEGY: You're going to start off down, 24 to 17. You have roughly 5 minutes
          to score the TD, so take your time. Overtime can be frustrating if
          they win the ball first, but still figure out a way to move in and
          score the winning FG. Again, burn as much time on the TD drive as
          possible.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #4) THE IMMACULATE RECEPTION -=- [December 23, 1972]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: Apparently the amazing reception is when a desperation pass was
          tossed to a RB, who lost the ball thanks to a well-timed hit, but
          received the mid-air ricochet, and went in for the winning score.

STRATEGY: You're going to start off down, 7 to 6. You'll start with roughly
          around 22 seconds. So try as many deep passes as possible because
          you'll start very far back in your own territory. This one takes a
          lot of luck since the D knows you're going deep with no timeouts.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #5) THE SEA OF HANDS -=- [December 21, 1974]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: You have to score a TD within 30 seconds to win this one. Oakland
          is going up against a pressurizing defense (Miami), so drop it off
          quick, and hope for the best.

STRATEGY: You're going to start off down, 26 to 21. You'll start with roughly
          around 30 seconds, so try to make something happen quickly. Not
          much you can do in these strange situations except pray for the best.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #6) THE FINAL COMEBACK -=- [December 16, 1979]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: This is what built up the Redskins/Cowboys rivalry. You have to make
          a huge comeback with only 3:49 left in the 4th quarter, and down by
          large odds. Thankfully, you'll start off as those pesky Cowboys.

STRATEGY: You're going to start off down, 34 to 21. Try to make a quick score
          happen with the passing game, then stop the O using all of your TOs.
          You'll then have to rush another passing TD to win this baby.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #7) THE AINTS' BIGGEST CHOKE -=- [December 7, 1980]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: Apparently this is why the Saints have a curse over their heads.
          You must make an improbable comeback as the 49ers down by a huge
          amount at the half.

STRATEGY: You're going to start off down, 35 to 7. You'll have to make the
          28 point deficit look like baby food. Keep trying passing scores
          with Steve Young, and do your best to score.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #8) LONGEST PLAYOFF GAME EVER -=- [January 2, 1982]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: Apparently the longest NFL playoff game was a real scorcher. You have
          to ensure that the Chargers win this one against the Dolphins by
          starting in the first quarter.

STRATEGY: You're going to start off up, 24 to 0. All you have to do is win the
          game at the end. Miami will put up a fight because of your weaker
          defense, but you should be able to run out time thanks to a decent
          running game.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #9) THE CATCH -=- [January 10, 1982]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: You have to make a comeback with the 49ers against the raging
          Cowboys.

STRATEGY: You're going to start off down, 27 to 21. You only have less than a
          minute left in the 4th quarter with no timeouts. Do something and
          keep passing that ball like crazy.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #10) GREATEST REDSKIN COMEBACK -=- [October 2, 1983]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: Apparently the Redskins were getting burnt by the Raiders. You must
          make a scoring comeback to show them who the boss is.

STRATEGY: You're going to start off down, 35 to 20. Do your best to score with
          passes, and try for a few TDs here and there. It's going to be tough
          to hold off Oakland's O though.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #11) THE DRIVE -=- [January 11, 1987]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: Apparently the greatest QB drive was set by Elway as the Broncos
          battled the Browns. You must emulate this feeling to defeat the
          Browns.

STRATEGY: You're going to start off down, 20 to 13. Do your best to score
          within 5 minutes, and then propell ahead in overtime for the win.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #12) THE 2-SECOND MISCALCULATION -=- [September 20, 1987]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: An embarassing loss for the Bengals - the 49ers managed to make a
          comeback by tackling a RB with 2 secs left, then Young hitting Rice
          in the endzone for the win.

STRATEGY: You're going to start off down, 26 to 20. With only two seconds left,
          try your best to score within the small frame of time. Obviously
          passing to Rice is your only chance for success.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #13) SAME OLD BUCS -=- [November 8, 1987]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: Right before the Cardinals were transferred to Arizona, they posted
          an amazing 25-point comeback to cap the win against the Bucs.

STRATEGY: You're going to start off down, 28 to 3. You'll have to try your
          best to score that many points with only five minutes to go in the
          last quarter. The team is fairly bad too.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #14) 49ERS DO IT AGAIN -=- [January 22, 1989]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: You have to make an amazing comeback against my Bengals with the
          49ers.

STRATEGY: You'll have roughly 3 minutes to march down field and make the score
          via the air. Use Rice and Young as much as you can since they're real
          threats on the field. Fly routes should be damaging against the weak
          safeties in the secondary.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #15) WIDE RIGHT -=- [January 27, 1991]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: You have to change history with the Bills by leading a comeback 
          against the New York Giants with few time left.

STRATEGY: You're going to start off down, 20 to 19. With only 2 minutes left,
          make use of the warning and your timeouts. You should be able to
          loft down field and score a FG at least. Don't shenk the kick though
          or you will be clobbering yourself.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #16) HOUSTON'S HEARTS RIPPED OUT -=- [January 4, 1992]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: You have to lead the Broncos to a comeback against the Oilers with
          no timeouts. Boy it sounds so reminiscent.

STRATEGY: You're going to start off down, 24 to 23. Do your best to score first
          downs, and look for a ton of passes along the sidelines. You'll only
          have 2:07 to work with.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #17) THE TWO TD COMEBACK ON KC -=- [October 4, 1992]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: You'll have to make another comeback with the scoreless Broncos
          against the pesky Chiefs.

STRATEGY: You're going to start off down, 19 to 6. Try your best to score with
          Elway and his uncanny abilities. You'll have plenty of TOs, and 3:30
          to work with. Scoring before the two minute warning means you're
          having good progress.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #18) THE BIGGEST COMEBACK EVER -=- [January 3, 1993]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: This is one of the toughest scenarios out there. You must make the
          greatest comeback in NFL history with the Bills against the Oilers.

STRATEGY: You're going to start off down, 35 to 3 (yikes). Do your best to
          score quickly and efficiently, but make sure not to let the opponent
          waste time with the running game.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #19) THE HEARTBREAKER -=- [October 17, 1994]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: You have to lead the Chiefs to a comeback win over the great Broncos.
          Expect momentum to shift like a swinging pendulum.

STRATEGY: You're going to start off down, 28 to 24. You'll have all 3 TOs, but
          only 1:29 to work with. Think of something to elevate the pressure.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #20) THE COLTS' COLLAPSE -=- [September 21, 1997]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: You have to make an amazing comeback over the Colts via the Bills.
          Should be fairly easy with the Colts horrible defense though.

STRATEGY: You're going to start off down, 26 to 0. Utilize the passing game
          to full potential since the second quarter has only begun. Don't
          rush ahead too much. Balance your offensive gameplan.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #21) THE SUPER BOWL DRIVE -=- [January 25, 1998]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: You have to lead the Broncos to an upset win over the Packers thanks
          to Mr. Elway.

STRATEGY: You're going to start off tied, 24 to 24. You will have 3:27 to work
          with, along with 3 timeouts, so no need to rush to conclusions. Do
          your thing and smoke the sausage links.

   ////////////////////////////////////////////////////////////////////////////
   ~~ #22) A YARD TOO SHORT -=- [January 30, 2000]
   \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

SCENARIO: The Titans are trying to comeback with an amazing victory against
          the powering Rams. However, a defender tackled the WR right as he
          was about to score. You must score the TD with the Titans, and
          win the game as well.

STRATEGY: You're going to start off down, 23 to 16. You'll have 12 seconds
          to work with, and no timeouts, so try something to score quickly.
          I usually go for the 2-point conversion, however, this is the easiest
          scenario in my opinion.

« Previous PageNext Page »