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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter M » Madden NFL 2004 - Strategy Guide (Page 02)

Madden NFL 2004 - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Madden NFL 2004 - Strategy Guide (Page 02).

==Ratings== Pass: 8 <-> Rush: 6 <-> Trick: 7

     X    oooooTe   X
            Qb
          Fb
            Hb

*Use the Weak-I in situations where you need a fairly large gain. The Tight end
can usually get open on a decent play action. It's also very useful for handing
the ball off to the fullback, since he's right in position to dive straight
ahead. Defintely useful for anyone who loves throwing to backs on the flat.
Great for a 5-10 yard gain.

VARIATIONS: Twin WR (both WRs stack on one side), 3 WR (TE is substituted with
additional WR), BIG (2 TEs, 1 WR)

Singleback
----------------------------
Personnel: 3 WR, 1 TE, 1 HB
- The Singleback formation is one of the most widely used formations in all of
football. It's often used on teams where star runningbacks show off their moves,
and quarterbacks show off their arms. Straight off the bat, you have 3 fast
targets on the field to throw to. If all else fails, you can always rely on a
tight end for either blocking, or the passing route. Finally, you have your half
back in the backfield who can usually break a big gain if there's a hole, or go
out on the flat. The singleback is also useful for drawing the defense into a
nickel formation (since most teams like even matchups).

==Ratings== Pass: 8 <-> Rush: 6 <-> Trick: 5


     X    oooooTe   X
       X    Qb

            Hb

*Unfortunately, the biggest problem with the singleback formation is that you
need a darn good half back. Without any star player in the back field, your QB
may have some problems. If a blitz comes, you only have one blocker in the back
field. Secondly, if he goes out on a flat route, that leaves you with no
protection in the back. Singleback is mainly designed for offenses with speedy
players. It can pick apart teams who stay in their base defenses (3-4, 4-3)
since you have a linebacker matched up with a WR. Despite the advantages, the
gains vary on each play (2-15).

VARIATIONS: Twin WR (both WRs stack on one side), 4 WR (TE is substituted with
additional WR), BIG (2 TEs, 1 WR), Twin TE (2 TEs, 1 WR), 5 WR

Shotgun
----------------------------
Personnel: 3 WR, 1 TE, 1 HB
- If you've ever dreamed of being an all-passing team, then the shotgun is for
you. Basically, rather than having your quarterback constantly stepping back on
deep throws, the shotgun gives him a five step advantage. The ball is
automatically long snapped to the quarterback who is about five yards from the
line of scrimmage. It's primarily pass orientated since the snap is designed to
give the QB time in the pocket. He can also pass off to the half back, or use
him as a blocking utility.

==Ratings== Pass: 9 <-> Rush: 3 <-> Trick: 5

     X    oooooTe   X
       X

            QbHb

*Thankfully, the shotgun is very useful on 3rd downs. If you pick the right
passing formation, you can pick apart zone coverage. With a good offensive line,
you can sit in the pocket all day and wait till your receivers get open.
Unfortunately, the rush is quite dismal with the shotgun since your HB is
starting from 5 yards back. Even draw plays, and fakes will take some time to
develop. Use this if you're looking for big gains (10+).

VARIATIONS: 4 WR (TE is substituted with additional WR), 5 WR, 2 RB 1 WR (2 RBs
line up next to QB)

Far/Near
----------------------------
Personnel: 2 WR, 1 TE, 1 HB, 1 FB
- Both the Far and Near formations are specially designed sets in which it
utilizes both the FB and HB. While most of them are run orientated, a few out of
the flat passes can be poked here and there. Unfortunately, far and near
formations are an aging fad in football.

==Ratings== Pass: 5 <-> Rush: 7 <-> Trick: 3

     X    oooooTe   X             X    oooooTE    X
            Qb                           Qb

         Hb Fb                           Fb Hb

           Far                           Near

*The Far and Near are practically the same formations except the HB is either
position on the weak or strong side. They're useful for getting two blockers in
the backfield, or nice trick runs if performed right. Unfortunately, it takes
some time for the FB to get in front as a block, which is why the I-form can be
more useful in short situations.

VARIATIONS: 3 WR (TE is substituted with additional WR), BIG (2 TEs, 1 WR)

Split Backs
----------------------------
Personnel: 2 WR, 1 TE, 1 HB, 1 FB
- Running backs are now commonly being used for more daunting tasks. The
traditional running back use to be one who could plow through the line for large
gains. Nowadays, many backs are being used as both running and receiving
threats. The Split Backs formation is another brilliant formation that utilizes
both the run and pass quite well. With a fullback and runningback in the back
field, this allows for passes to the flat routes, or simple runs.

==Ratings== Pass: 7 <-> Rush: 7 <-> Trick: 9

     X    oooooTe   X
            Qb

          Hb  Fb

*The huge advantage of the Split Backs formation (also known as Pro form) is
that you can get both a hefty advantage through the air or on the ground. By
motioning the fullback to the outside, you can get an extra block on a pitch.
Or, you could simply run up the middle through the hole. If neither work, you
can have them block, or go out on routes. Truly a brilliant and widely used
formation.

VARIATIONS: 3 WR (TE is substituted with additional WR), BIG (2 TEs, 1 WR)

Goal Line
----------------------------
Personnel: 3 TE, 1 HB, 1 FB
- One of the more lesser used formations is the simple goal line rush. Goal line
basically brings a huge amount of blockers to the line, permitting for runs up
the gut and off tackle. Unfortunately, its passing routes are extremely limited
since most TEs get jammed at the line. Combine that with an oncoming blitz, and
most of your passing time is limited. Instead, it's designed for the rush into
the endzone. Use it accordingly

==Ratings== Pass: 2 <-> Rush: 10 <-> Trick: 3

         TEoooooTe
            Qb   Te
            Fb
            Hb

VARIATIONS: BIG (2 TEs, 1 WR)

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

============================
- 5) Defense               -
============================
One of the more loved aspects of football is the crushing blows laid upon
players. Linebackers, defensive backs, and even your defensive linemen all come
up to make exciting plays that thrill the crowd. Whether it be a minimal sack,
or leaping interception, defense is one of the most raved keys during a football
game. Now that Madden 2004 is strictly based around defense, it's essential that
you know how to utilize it.
 ___________
/Formations/
----------------------------
First off, on defense, it's an entirely different story from the offense.
Contrary to previous versions, you don't get to see what the CPU picks as their
formation. Instead, you now see what personnel the CPU picked, and must decide
from there. However, defensive formations decide who gets matched up with who.
It's always smart to match a defensive back with a speedy WR, however, you're
also losing one extra LB in case they rush the ball. Thus, defense in Madden is
much more strategic than the offense.

4-3
----------------------------
Personnel: 3 LB, 4 DB, 4 DL
- The 4-3 formation is one of the most widely used sets in all of football.
Whether it be the high school level, or even the NFL, each have used the 4-3 one
way or another. Basically, you have your traditional defensive linemen, with 3
linebackers, and 4 defensive backs (2 CB, 2 safeties). The 4-3 is similar to the
I-form in terms of defense. It can practically stop both the pass and run.
Linebackers and blitz certain parts of the field, and easily be shifted to
compensate for extra blockers. If the going gets tough, you can usually match a
LB on the outside, or drop them back into coverage.

==Ratings== Pass: 4 <-> Rush: 6 <-> Trick: 5

          X       X

            | | |
      O    o o o o    O

*The 4-3 formation should be your base formation if you have a strong D-line,
and weaker linebackers. It can practically cover any I-formation, running play,
and even 3 WR sets (as long as you have speedy LBs). Safeties can drop back to
cover wideouts, while your LBs drop in the middle. Unfortunately, you will get
overwhelmed at times, meaning it sucks against spread out formations. It also
tends to have trouble on outside pitches if one of the OLBs gets jammed.
However, use it in nearly all situations, except for wide receiver sets.

VARIATIONS: Over (brings a LB to the line, better for getting pressure or an
edge on the outside)

3-4
----------------------------
Personnel: 4 LB, 4 DB, 3 DL
- One of the more rare occurring formations in the NFL is the 3-4 defense.
Basically, it's similar to the 4-3 except now you have 4 linebackers, rather
than 3. This specific set is designed for teams that have skilled linebacker
cores, especially up the middle. 3-4 defenses can be extremely useful as long as
you utilize them to full potential. The idea is to blitz a lot in the holes to
cause both pressure and plug the run. It's essential that you have one key DT up
the middle to clog the hole, allowing your LBs to rush around him. Teams such as
the Steelers and Texans run this defense.

==Ratings== Pass: 5 <-> Rush: 7 <-> Trick: 3

         X       X

          | | | |
      O    o o o    O

*Unfortunately, the 3-4 is a specialized formation for a specialized team. If
your franchise does not have a brilliant Linebacking core, don't even bother
with the 3-4. Without speedy linebackers, or at least decent pressure coming
from them, it's just a waste of space in the back field. The 3-4 can be used to
drop everyone back, creating a 7-man defense against the pass. Unfortunately,
this can backfire since the weakness is running up the gut.

VARIATIONS: Pressure (brings a LB to the line, better for getting pressure or an
edge on the outside)

4-6
----------------------------
Personnel: 5 LB, 3 DB, 3 DL
- The 4-6 is more of an offset formation used to pressure the run. It's almost a
rarity to see any NFL team run this formation, however, the 4-6 is designed for
mainly stopping the run. Basically, a 5th LB is brought in, with 2 of them
playing on the line. There's only one safety in the backfield, who must be
essentially skill to block both the pass/run. Fortunately, the 4-6 provides an
insane amount of pressure on any team because of how many people are playing in
the "box."

==Ratings== Pass: 3 <-> Rush: 8 <-> Trick: 7


               X
             |    |
      O   | o o o | |    O

*If at all possible, avoid using the 4-6 formation unless you have the correct
personnel. It's necessary to have an amazing safety, with good cornerbacks on
the outside. The 4-6 also requires good man coverage, otherwise you'll get burnt
on the deep pass. Besides that, it provides a hefty amount of pressure on both
the pass or run. It's great for a change in pace, but probably too risky for a
base defense.

VARIATIONS: n/a

Nickel
----------------------------
Personnel: 2 LB, 5 DB, 4 DL
- The Nickel formation is one of the more hybrid combinations of pass/run. While
its main purpose is to defend against 3 WR sets, the Nickel can be used for
blitzing on the rush as well. Unfortunately, nickel requires good defensive
pressure from your line. Tight ends tend to get open up the middle, causing for
a gap.

==Ratings== Pass: 7 <-> Rush: 4 <-> Trick: 6

          X       X

             |  |
      O  O  o o o o    O

*The Nickel formation should be used only in situations where you're 75% they're
going to pass. Three CBs allows for great coverage on WRs. LBs can blitz up the
middle to cause additional pressure, or stop some sort of a draw play.
Unfortunately, it seems like this set seems to get picked off way too often up
the middle.

VARIATIONS: 3-3-5 (substitutes a DL with a LB, great for added pressure or
stopping TE), Strong (pushes the safety down for better coverage)

Dime
----------------------------
Personnel: 1 LB, 6 DB
- The Dime is the perfect antidote for stopping the pass. It's entirety is based
around covering wide receivers, and stopping those big WR sets. While the rush
works quite easily against this nifty formation, the coverage is unbelievable.
You can play zone, man-to-man, or covers out of the Dime thanks to its
versatility. It can also be used along with blitzing CBs for pressure on the
outside. It's best to use the Dime in definite passing situations.

==Ratings== Pass: 8 <-> Rush: 2 <-> Trick: 4

          X       X

               |
      O  O  o o o o  O  O

VARIATIONS: Flat (moves the safeties closer to line, CBs back, sort of like a
cluttered mess), Quarter (subs another CB in for DL), Quarter 3 Deep (sends 3
DBs deep, rest play close to line)

Cover 2
----------------------------
Personnel: 3 LB, 4 DB, 4 DL
- The Cover 2 defense is really not a formation, but more of a setup. Basically,
your 2 safeties drop back to prevent the deep pass, your 2 CBs play a zone close
to the line, and your LBs drop back for coverage up the middle. This ultimately
causes plenty of turnovers because most downfield receivers are covered. Thus,
many QBs force balls in, and this causes plenty of interceptions for your
defense. This is why teams like Tampa Bay are so successful. Unfortunately, the
Cover 2 can get picked apart by timing routes, and slants. However, it provides
such an able balance between pass and run that you really don't know what's
coming for you. The biggest flaw is that it requires excellent personnel to
perfect.

==Ratings== Pass: 5 <-> Rush: 5 <-> Trick: 8

          X       X

            | | |
      O    o o o o    O

VARIATIONS: n/a

Goal Line
----------------------------
Personnel: 4 LB, 3 DB, 4 DL
- The Goal Line formation is primarily designed for stopping anything inside the
5 yard line. This nifty (and tight) set can easily crush the run on a blitz,
while providing ample protection on the outside. It's quite similar to the 4-6,
except for the fact that it's designed to be used on must-run situations.
Unfortuantely, while it's devestating against the run, play actions can hurt it
if not utilized properly.

==Ratings== Pass: 3 <-> Rush: 9 <-> Trick: 2


              X
            | | |
      O    o o o o |   O

VARIATIONS: n/a

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

============================
- 6) Key Strategies        -
============================
In order to fully master the game of football, you need a certain degree of
strategy amongst yuor playcalling. Knowing when to go for the short yardage, or
play fake for the deep bomb can make the difference between a winner or loser.
Before you jump right in to the game of football, there's a few key things that
you need to "practice" correctly. Don't just think you can pass all you want
against the Tampa Bucs, or try to do an outside run every play. Madden 2004
requires a somewhat hefty balance of offensive plays, and the right behavior on
the defensive side of the ball.
 ________
/Passing/
----------------------------
In order to the pass the ball, you need a decently good QB, and some nifty
peripheral vision on your own part. Interpretation of the defense is critical
since you have to know when a LB is creeping in the zone, and safeties are
moving back for the deep pass. First off, let's concentrate on the basics.

=Use pressure sensitive buttons to your advantage.=
- The X-BOX controller features pressure sensitive buttons which allow for
higher velocity passes over simple lofts. In order to throw a really fast
spiral, press the passing icon as hard as you can. It's best to use this option
if you're trying to pierce a ball through a zone, such as on a slant, or on a
curl route. Loft the ball (tap it lightly) on deep bombs, and crossing routes up
the middle so that your receiver has time to pivot for the catch.

=Get use to utilizing hot routes.=
- Hot Routes are sort of like audibles at the line of scrimmage. You can
basically edit any receiver on the field, and change his receiving route or
primary function. If you notice the defense looks like it's going to blitz on
the left side, use the hot route function, and change your tight end's
assignment to block. Rather than going out for the pass, you'll have one extra
blocker to give you extra time in the pocket. Any time it appears that a CB is
going to blitz you, press Y to initiate the hot route, and up to have your
receiver go on the deep route. Make advantage of matchups between WRs and LBs.

=Watch the safeties!=
- This can't be stressed enough. Always watch the safeties on any sort of pass.
Basically, you can interpret the whole defense based on where the safeties go.
If both safeties drop back at diagonal positions, this usually means they're
playing a Cover 2. When they drop back like that, they're playing the wide
receiver, which means you should IMMEDIATElY look for a target in the middle of
the field. If the safeties move forward (to the middle), or split in opposite
directions, look for your 2nd and 3rd options on the play.

=Don't force the ball.=
- Too many Madden players do this quite often. Often, you'll see a tight end
break open in the middle of the field, and then decide to throw it. Always be
aware of your current position. Many times, there's usually a linebacker sitting
in the zone just waiting to pick your pass off, and you'll never see him coming.
Try to get a quick look of the defense while dropping back, and then decide on
who to fire the ball to once you reach your pocket.

=Play according to your Quarterback's style.=
- QBs in the game tend to have different strategies. For example, if you're
Michael Vick, play it accordingly, and rush when no wide receivers are open. On
the other hand, if you're a heavy pocket passer (Drew Bledsoe), stay in your
pocket. Try to play as your real life QB would based on his tendencies. This
helps your success rate, because trying to rush with Jon Kitna or a QB with low
carry is not going to work all the time.

=Know the coverage and type of defense on the field.=
- Right when you start off, look at what base defense is on the field. If you
have 3 WRs up against a 4-3 formation, you should know that one of your wide
receivers is going to be covered by a slower linebacker. Use your reads to your
advantage. If the CPU brings out a dime formation, and it's 3rd and 10, they're
awfully confident that you're going for the deep pass. This is the type of time
where you'd want to audible to maybe a short screen, or trick play to confuse
them.

=Use manual catching on deep passes.=
- Manual catching is when you take control of a receiver, and catch the ball on
your own recognicance. In order to do so, it takes lots of practice, and getting
the right angle over a defensive back. Before you start, in order to throw the
deep ball, you need a decent QB (85 THP, 85 THA). Avoid using pass sensitivity,
but rather, just slightly tap up on the lofty throw. Once the ball is in the
air, press A to take control of the receiver running for it. Hold B once you
take control of the receiver, and sprint down field towards the yellow circle
(estimation of where the ball is going). Try to leap up (press Y) at the last
second of when the ball is close to hitting the ground. If it works, your
receiver will make a huge gain up field (30+ yards). Unfortunately, this
strategy is also prone to dropped balls, and interceptions. But it has a 50%
success rate.
 ________
/Rushing/
----------------------------
Running the ball is one of the more praised aspects in the game of football. It
allows for coaches to continually keep the clock moving, while usually managing
a small gain, and tiring the defense. It also keeps turnovers to a minimum,
since most NFL runningbacks are capable of holding the ball in. Thankfully, the
running game in Madden 2004 is somewhat realistic, although a tad overrated.

=Don't speed burst until you hit the hole.=
- Many players don't seem to realize what this exactly means. This means that
you shouldn't start tapping A right off the bat. Wait until a hole in the
offensive line develops, and then hold A to pound through the line.
Unfortunately, when your speed burst, you cannot change directions for a limited
interval, and are more prone to being tackled. So if you see that a running lane
is clogged, bounce it to the outside, and then press A. Faster runningbacks tend
to benefit more from speed bursts since it's their specialty.

=Use the stiff arm when there are players on ONE side of your rusher.=
- Whatever you do, never use a stiff arm between traffic. When you press the L
trigger to perform a stiff arm, the ball is placed in the opposite hand of the
actual stiff arm. Thus, if you get tackled while switching the ball, your change
of fumbling increases. Only use it if you're near a sideline, where the chances
of the fumbled ball going out of bounds are increased.

=Try to follow the scheme of the play.=
- Believe it or not, there are too many "critical" Madden players out there.
Some constantly panic when they notice that a hole in their offensive line
doesn't open. Way too many players always bounce it to the outside, and end up
getting tackled for 2 yard gains. It's IMPORTANT to follow the design of your
play. If it's a HB dive, go straight up the middle. Unless you're near the
endzone, don't bounce it outside. The CPU will always catch up.

=Utilize all draws, pitches, slams, and the playmaker feature when available.=
- Try to keep a balanced attack on the rushing side of the ball. Throw an
outside run on 3rd and 4. Try to mix it up so that your opposing defense isn't
always blitzing up the middle. Perform a draw play on a relative passing down.
Use slams and off tackle runs up the middle to cause havoc on the defensive
line. Finally, if it looks like the defense is going to blitz, press the
opposite direction of the blitz with the right joystick. The playmaker feature
will flip the play, sometimes allowing for critical gains.

=Speed is everything.=
- I use to try to argue that speed was just a deterrant in all of Madden.
However, in the past years, the speed of your runningback usually decides your
success rate. As much as I'd like to say that a Jerome Bettis, or Stephen Davis
is always nice to have, imagine if you have a speedy fellow who could break
tackles. When attempting to get a runningback, always look for the best
combination of speed and carrying ability. Faster HBs in Madden 2004 get up the
field quicker, and also prove to be harder to touch. You can also soup them up
via Training Camp mode (in franchise), and turn a 96 SPD HB into a 99 BTKer as
well.
 ________
/Defense/
----------------------------
Big plays and momentum shifters always come thanks to the defense. Knowing how
to play a lockdown defense in Madden 2004 is critical to your success. Since
Madden is a primarily offensive game, mastering the defensive side will allow
you to shut down opponents with ease. Unfortunately, defense in Madden requires
that you have the right personnel, otherwise, you're just wasting bodies on the
field.

=Try to use the playmaker feature as much as necessary.=
- One of the most underused abilities of this year's Madden is the playmaker
feature. After the ball is snapped, if you press the right joystick immediately
(up or down), your defense will play accordingly. You can literally shut down
rushing offenses by tapping it down if you see that it's a running play. If
they're going for a deep pass, press up, and your safeties will drop back for
deep coverage. However, be weary of its use. Pressing down on a play action pass
will completely fool your defense, and give up a big play. Also, pushing up on
every passing play is not entirely effective since your safeties will drop TOO
far back (behind the actual receivers).

=If you're running a 4-3...=
- Use this defensive scheme. Only blitz about 20-30% of the time. The 4-3
formation is very balanced, and should be played balanced accordingly. It's not
a huge pressure formation, and usually established extra pressure when needed.
Shift the linebackers (R Trigger + direction) if you know they're doing an
outside pitch. Crunch the linebackers together if you know it's a run up the
middle. Be careful though. Your linebackers are your only true coverage guys on
the Tight ends, so when you blitz, you're usually leaving one open.

=If you're running a 3-4...=
- Although it's somewhat more difficult to effectively run a 3-4, it can be
done. I'd recommend blitzing at least 50% of the time with the 3-4 since it's
primarily a blitzing formation. Your 4 linebackers are dropped back for a
reason, either to blitz, drop in coverage, or play a zone. Blitzing one or two
is the same as having an extra defensive end, or defensive linemen. If you're
fairly confident that the CPU is going to pass, have them drop back into
coverage. The 3-4 is very effective in shutting down the run, and can pick apart
passing offenses by simply  intercepting passes with zoned linebackers.

=Use coverage audibles based on your defensive playcall.=
- First of all, a coverage audible only affects your defensive backs. By
pressing Y before the snap of the ball, you can move your cornerbacks for bump-
n-run, or have them play back for the deep pass. If you know the computer is
going to pass for a first down, move them back so they get an extra edge over
the opponent. Play bump-n-run coverage whenever you blitz, since this will jam
the receivers giving you just enough time to get to the quarterback. Be cautious
though. Playing too much tight coverage will often cause your cornerbacks to get
burnt by the receiver.

=Mix up zone/man coverage.=
- This can't be stressed enough. Too many players in Madden believe that you can
play "man" coverage all day, and keep the receivers covered. It simply doesn't
work this way. The first flaw with man coverage is that you need personnel. Most
teams do not have the personnel to match up with every single receiver on the
field. Thus, you should run zone/man coverage on a basis of about 50/50. Zone
coverage is where assigned people play a certain area of the field, and follow
anyone who enters that area. Unfortunately, zone coverage can be picked apart if
the QB has time in the pocket. Thus, you must sparingly blitz with zone
coverages, and play conservative with man-to-man coverage.
 ______________
/Special Teams/
----------------------------
As much as I'd like to say special teams mean a lot in Madden, they simply
don't. Sure, you can completely change a game on a punt return, or kick return,
but Madden doesn't place enough emphasis on special teams. This is completely
true because special teams are more of a process, rather than a 1/3 portion of
the game. In Madden 2004, you cannot create special teams formations, which goes
to show that there obviously is lesser importance placed on the subject.
Regardless, there are a few basic things you should know.

=Use sideline returns if at all possible.=
Whenever you're making either a kickoff or punt return, always attempt to go up
the sideline if the blocks are there. Sideline returns allow for you to
concentrate only one side of the field, making it easier to juke or spin out of
the way of oncoming tackles. It also makes it easier for your blockers to decide
on who to engage a block with.

=Call fair catches.=
On punt returns, there will come a time when you have to call a fair catch. In
order to do so, press Y to call for a fair catch, and make sure you catch the
ball. If you catch the ball in the endzone, do not touch the controller, and
your player will kneel for a touchback. Not calling a fair catch makes you prone
to getting nailed right on the reception, which can cause for a fumble.

=Use correct punt formations in the right situations.=
If you have to punt the ball away on 4th downs, I recommend using the following
punt formations according to your field position:

X = your field position

If X < your own 20 <-> Use Punt Max Block
If X > your own 20, and < their 40 <-> Use Max Cover Punt
If X > their 40, use Punt Max Block

If all else fails, just use the normal punt. Basically, you want to use max
block when you're positive they're going for the punt block. Max Cover punt
gives you more men down field to prevent them from bursting out a big return.

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

============================
- 7) Franchise Details     -
============================
One of the most in-depth modes in any sports game is franchise. It allows you to
take control of an organization for over 30 years managing key aspects such as
finances, player contracts, and your overall appeal. This year's Madden is more
than a franchise mode, it practically gives you the power to own a NFL team. You
must control ticket prices, offer campaigns to bring in new fans, and keep your
stadium in tip-top shape for the fans to enjoy. Franchise mode is basically the
key feature as to why Madden 2004 is one of the best football games out there.
More importantly, this section will go through every consecutive detail of
franchise, helping you own the ultimate team.
 ______________
/New Additions/
----------------------------
Compared to Madden 2003, 2004 has plenty of new additions to franchise mode.

- Game stats can now be viewed by clicking the Right Joystick on a completed
game (includes simulated ones as well)
- The NFL Draft and Scouting Combine now take place before the Free Agent
Signing Period
- Players can now have signing bonuses added to their contracts
- Contracts are negotiated in total amounts, with the length deciding the per
yearly cost
- Owner's Mode (explained in detail further on)
- Stadium Builder
- Coaches can now be signed to contracts
- Retired players will become coaches after several years (5-10)
- Custom playbooks/plays can be incorporated for your team's playbook
- Health staffs are now hired to prevent/recover injuries
- Training Camp allows you to raise attributes on certain players by
participating in drills
- Teams can be relocated to new cities
- Uniforms can be modified in your franchise
- At the end of each year, all of your expenses are subtracted from your total
income
- Draft picks Overall rating cannot be viewed until the player is either signed
to a contract, or released by your team (ratings appear as ??)
- The CPU tends to take all rookies off the depth charts for Year 1
- And much, much more...
 __________________
/Franchise Options/
----------------------------
When you start a franchise in Madden 2004, you're given the option of editing a
few settings here and there. These will affect most of the major outcomes of
your franchise.

Users: select a number of human players in the franchise (1-32)

Salary Cap: the NFL salary cap is enforced, meaning you can only spend so much
money on players

Fantasy Draft: create your own team by drafting real-life players in 49 grueling
rounds

Owner Mode: if selected on, you'll be able to manage the financial proportions
of your franchise

*Any one of 32 NFL teams can be selected as your starter for a franchise. If you
decide to "import" your own team for a franchise, owner mode will automatically
be disabled. Also, to create your own coach (like yourself), owner mode must be
off. Thus, Owner mode basically makes your franchise realistic, while no owner
mode makes it more of a fantasy.
 ______________
/Training Camp/
----------------------------
Before you can officially start your first season, there are a few necessary
steps that must be acquired. Training Camp is one of the newer features in 2004
that allows you to take any player, and increase his attributes by succeeding in
Mini-Camp drills. It's basically a nice way to tune up an old veteran, since
most 5+ year pro players do not gain progression in preseason. Training Camp is
completely optional, but is recommended if you want to finely tune certain
players. There are however, a few conditions that must be met in order to
complete the drills.

- There are 9 drills in total. Eight of which can be practiced in the actual
game mode of Mini Camp.
- Each drill is restricted to a certain position, or range of players. For
example, one drill is only for kickers, while another is eligible for any type
of receiver (HB, FB, TE, WR).
- Once a player attempts a drill, he cannot try any other drill (their name is
removed from a roster list).
- Only one player per drill.
- A trophy must be earned (bronze, silver, or gold) before you can move to the
next level.
- There are four difficulties. Each higher difficulty yields more attributes,
but the drill becomes harder as well.
- After you earn a trophy on one difficulty, you can keep the points and quit,
or risk them on a higher difficulty. If you do not earn a trophy, and risk the
points, those points will be deleted, and you gain nothing. Thus, Training Camp
is all about peer pressure.

----------------------------
Pocket Presence (QB only)
----------------------------
Avoid flying tennis balls while pelting your receivers in motion.

STRATEGY: described in Mini Camp section (Chapter 3)

Rewarded Attributes <-> THP, THA

----------------------------
Chase and Tackle (LB, DL, DB only)
----------------------------
Tackle the runningback who tries to score in your endzone.

STRATEGY: described in Mini Camp section (Chapter 3)

Rewarded Attributes <-> AWR, TAK, AGL

----------------------------
Swat Ball (DB only)
----------------------------
Prevent dummy receivers from making the catch by tipping and intercepting
launched passes.

STRATEGY: described in Mini Camp section (Chapter 3)

Rewarded Attributes <-> CTH, JMP, ACC

----------------------------
Trench Fight (LB, OL, DL only)
----------------------------
Try to capture all the flags behind opposing blockers in this timed event.

STRATEGY: described in Mini Camp section (Chapter 3)

Rewarded Attributes <-> STR, ACC

----------------------------
Clutch Kicking (K, P only)
----------------------------
Kick as many field goals that accurately hit the center in 60 seconds.

STRATEGY: described in Mini Camp section (Chapter 3)

Rewarded Attributes <-> KPW, KAC

----------------------------
Corner Punt (P, K only)
----------------------------
Kick a certain amount of punts inside the bullseye zone to earn as many points
as possible.

STRATEGY: described in Mini Camp section (Chapter 3)

Rewarded Attributes <-> KPW, KAC

----------------------------
Precision Passing (QBs only)
----------------------------
Hit receivers in stride while piercing pre-set rings placed around the field.

STRATEGY: described in Mini Camp section (Chapter 3)

Rewarded Attributes <-> THP, THA

----------------------------
Ground Attack (HB, FB, WR, TE only)
----------------------------
Score as many touchdowns as you can by rushing the ball in various patterns.

STRATEGY: described in Mini Camp section (Chapter 3)

Rewarded Attributes <-> CAR, BTK, AGL

----------------------------
Catch Ball (HB, FB, WR, TE) *unique to Training Camp*
----------------------------
One of the newest drills in Madden 2004 is the Catch Ball drill. The goal is to
catch as many balls as you can consecutively, to score an insane amount of
points. Footballs are shot out of an automated gun at certain spots on the
field. By catching passes in a row, a multiplier will increase your points. This
is not a timed event, but rather an attempt event (so many balls are shot). If
you bobble or miss a pass, your multiplier is set back to 1.

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