Madden NFL 2002 - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Madden NFL 2002 - Strategy Guide (Page 02).
+---------------+
|6. THE END GAME|
+---------------+
Strategy is more important in the final 5 minutes of each half, and especially
more important in the final two minutes of the game, than in the rest of time.
Games have been won or lost depending on the coaches' decisions and the
players' mistakes during those critical seconds before the final gun.
+--------------------+
|6a. Offense, Leading|
+--------------------+
If you are in the lead, then your mission is to burn time off the clock.
Timeouts only serve to freeze the clock, so don't bother calling any.
Remember that the clock only runs after a play if someone actually had control
of the ball before hand. That means that incomplete passes and runs out of
bounds will freeze the clock and buy the defense a few precious seconds.
In order to milk the clock, only call running plays that go in the opposite
direction of the hash marks, or go right up the middle. For example, if you're
on the left harsh mark, run right. If you're on the right, go left.
After a play is over, quickly select your next play, and just sit there on the
line of scrimmage until the play clock reads 1 second. Defensive offsides
penalties are your best friends, since those will run the clock and reset the
play clock in the process.
If the clock stops for some reason, such as a timeout or the two-minute
warning, just select the next play like normal. Remember, avoid passes unless
it's 3rd down and at least 5 to go. Of course, if you complete the pass, all
the better.
If it's 4th down and you're in your own zone, don't hesitate to kick. Kick a
field goal only if you're SURE you'll make it. Otherwise, punt as close to the
enemy's goal line as you can.
In the special teams formation and select the QB Kneel play. In that play, your
QB will immediately take a knee when he gets the ball, resulting in a 2-yard
loss, but it moves the clock along.
Here's how you can determine if you should kneel. If the enemy is out of
timeouts, multiply your remaining downs by 40, and compare the solution to the
remaining game time. Here's a little chart...
1st Down: 40s
2nd Down: 80s (1:20)
3rd Down: 120s (2:00)
So, if there's less than two minutes left, and the defense has no timeouts, and
it's first down, you can just kneel to move the clock all the way to 0:00. If
you can't kneel the clock all the way out, just run running plays.
+--------------------+
|6b. Defense, Leading|
+--------------------+
If you're winning by only 3 points in the 4th quarter, you're hardly out of the
woods. A field goal will send the game into overtime, and a touchdown will put
you down.
Opponents get desperate if they're losing as the clock runs out. They will try
mostly passing plays, and most of those will go medium or deep. Set up Nickel
and Dime defenses, which are designed to stop those range of passes. You need
to do your best to keep the enemy out of field goal range, which again is about
to the 35 yard line. If you fail in that, you need to be on the highest alert
to stop them from getting any farther.
If you're leading by more than 4 points, but less than 7, things get just a
smidge easier. With that difference, the enemy is forced to get a touchdown, so
they can't settle on a field goal. What that means is you simply have to stop
them before getting to the goal line, which you do anyway. Just remember that
they'll go for yardage on their fourth down, and you'll have to be ready for
anything.
If you're up by at least 4 and there's only time for one more play, and the
enemy is a rather large distance away from the goal line, then you need to
invent your own defensive play. Go to Dime, and pick the play called Prevent.
This sends all seven of the backs deep to prevent any touchdown, but you can do
one better. Take manual control of a guy and send him ALL THE WAY BACK before
the play comences. Leave him there; he's the absolute last line of defense when
the offense does their play. While this leaves an area or person open to be hit
with a pass, you can immediately rush whoever has the ball to cream them to the
showers. That one guy in the endzone serves as the mopup crew, ready to floor
whatever fool happens to try to score, no matter where on the field they are.
+---------------------+
|6c. Offense, Trailing|
+---------------------+
Mistakes are bad, very bad. Chucking a ball into the hands of a defender will
seal your coffin, as will a fumble that turns to the guys in the other shirts.
You need to run plays that you're very comfortable with. Deep passes are
preferred, although running the same play over and over will fail eventually,
because the enemy will learn your actions. Running plays are dangerous, but
almost necessary when you get to the enemy's Red Zone.
Pick a play you're comfortable with and run it, issuing a No Huddle command
every time. Running out of bounds will freeze the clock, so do that as often as
you can. Even if you think you can gain an extra yard or two by running
forward, break to the sideline. You NEED to save every precious second you can.
Call timeouts if you need to, but try not to unless you have no choice. If you
hold Square instead of Triangle after a play, your QB will spike the ball on
the next play, stopping the clock, although it will cost you a down. Still,
that's the only way to freeze the clock if you're out of timeouts.
Defensive penalties are your best friends. THE GAME CANNOT END ON A DEFENSIVE
PENALTY. If you throw the ball, and there's 0:00 on the clock, but the defense
gets called for pass interference, you'll get to run ANOTHER play. Also, you'll
get to run the point-after attempt after you score a touchdown, whether or not
there's time remaining on the clock.
Remember, you need to get your plays off as quickly as possible. The other
advantage to hurrying is that the defense will tire, and they may not even be
in a set position when you snap it. That will give you a slight advantage.
If all else is failing, use a Hail Mary. That play alone has saved my hide
many, many times.
+---------------------+
|6d. Defense, Trailing|
+---------------------+
Hoo boy. This is the worst situation to be in. The offense controls the clock,
and they will do so without mercy. They will only run running plays, so you can
set your defense accordingly. The only time they'll pass is during 3rd down if
they need yardage (although I've seen them pass on 2nd down before to throw me
off).
What you need here is an interception or fumble recovery. Try your hardest not
to cause a penalty, since that will keep the play clock running if it already
is, and reset the play clock either way.
This is the time to burn your timeouts if you have them. Use them whenever you
can, but remember that the two-minute warning will stop the clock as well. If
there's 2:01 left on the clock, don't bother calling a timeout since the clock
will freeze in only a play or less. Just keep those fingers crossed and pray
that luck is lady this night.
+-------------------------+
|7. SLAPPING ON THE GM CAP|
+-------------------------+
You may be the greatest coach in the universe, but if your team plays like
1st-grade girls, you won't be seeing too many Super Bowl rings. Luckily, not
only are you the coach, but you're also the General Manager, in charge of
players, their salaries, and their fates.
For this entire section, I'm going to assume you have the Salary Cap option set
to On. If not, you can pretty much ignore this, since you can make your team
into anything you want.
+-----------+
|7a. Signing|
+-----------+
The Free Agent Pool may be what you need to round out your team. If you have a
particular weakness at one position, or you want a good backup for an already
strong position, you can sign someone to a yearly contract worth a particular
amount of money.
Most players want to be signed for only a few years, although the older players
want long-term contracts. Getting the perfect deal is easy, because the players
have infinite patience.
When you're first presented with the sign screen, the amount of money listed is
what the player wants. The secret is that he'll normally settle for a LOT less.
The first thing you should do is cut the money in half, then select the number
of years you want to hire him for, then submit the offer to him. Depending on
how many years he wants, he'll respond in different ways.
If he says that the years are right, but he wants more money, that's a good
thing. If he says that the whole deal stinks, then slowly adjust the years and
NOT the money. Basically, you want to establish how long he wants to play for
you.
Once you've got that figured, move the money offer up slowly. Work one tick at
a time. He'll accept the moment you get within the range, and he'll normally
make some comment about that he should have held out for more. He's now on your
team, for as cheap as you could get him, and for the number of years that you
set as well!
Don't worry about making any bad offers. They don't have attitudes, so you
don't have to worry about a player getting mad and just leaving your offer, no
matter how high, to go somewhere else.
+--------------+
|7b. Re-signing|
+--------------+
You have the opportunity to re-sign your players to alter their contracts,
which is very important at the end of seasons. Players with zero years
remaining will be released to the Free Agent Pool if you don't resign them,
which is trouble if they're stars.
If you're dealing with an older player that's been in the league for awhile,
especially if he's carrying a high price tag, you may not want to sign him for
too many years. His skills may just decay for the rest of the time you've got
him, and his price will hurt your salary cap.
On the other hand, youngsters that have high skills need to be signed longer
than they want. If you have a star rookie, you may want to pay him an obscene
amount of money so he'll stick around for 7 years. Of course, the problem is if
he ends up sucking, you're stuck with a black hole of money.
Carefully weigh whether you need a player before paying him large sums for
long-term contracts. If he's failed to live up to your expectations, then
there's no shame in not re-signing him.
Players may hold out if they don't think you're paying them enough. While they
will remain on your roster, they will not play in any games until they get
however much they think they deserve.
+-----------+
|7c. Trading|
+-----------+
If a player becomes dead weight, or another team got someone you wanted, you
may want to trade.
You can trade up to 3 players, 3 draft picks, or a combination to one other
team (no triangle trades here). The CPU values draft picks relatively highly,
so you can use those as bargaining chips to get what you want.
If your team is very old, you may want to save your draft picks or even trade
to get more to get youngsters. You can have up to 10 picks for the next draft,
and those can be distributed to any round however you see fit.
Players that are injured, players that are holding out, and players that have
zero years left on their contract cannot be traded.
+------------+
|7d. Drafting|
+------------+
At the end of each season in Franchise Mode, you get to draft rookies from the
colleges around the country. When you draft, you need to keep several things in
mind.
First of all, you'll want to make sure that you're not drafting for a position
that you know is already filled. If you're the Bengals, there's no reason to
get a HB since you've already got Dillon.
Drafting is more or less like signing a free agent. You want to compliment your
team's strengths by filling holes in its weaknesses, or at least get backups
for your players that are already established.
The draft order is determined by your position in the previous season. The
Super Bowl winner will pick last, with the Super Bowl loser picking just before
them. The worst team will pick first, and the records determine most of the
other picks. Of course, you can trade up; I once won the Super Bowl, but traded
a bunch of picks and players and eventually got first pick.
You have to pick on each round, but you don't have to SIGN every player. Once
you make all your picks, you can sign whoever you want. You can sign them all,
or none, or whatever combination you feel you need to. Like signing free
agents, you can slowly manipulate your target to get the best deal possible.
+--------------------+
|8. CHALLENGING PLAYS|
+--------------------+
If you think that the refs got a call on the field wrong, you can challenge the
call by going to the pause menu and choosing the appropiate option. The ref
will check out the replay, and if there was a mistake, they'll correct the
problem. If you were wrong, you will lose a timeout.
You can only issue two challenges per game, and you probably won't need any.
The only real issue that needs to be challenged is when the player runs out of
bounds near the first down marker, and you don't think he got the first down
although he was credited for it.
You cannot issue a challenge in the final two minutes of either half, or at all
in overtime.
+-----------------+
|9. Franchise Mode|
+-----------------+
I'm just going to touch on Franchise Mode here. FM is perhaps the
bread-and-butter of the game. You can take one team up to 30 seasons, dealing
with player retirements, drafts, trades, and the like the whole time.
Be careful, because if your team does very poorly, you can be fired from your
position as coach and GM. Of course, you can turn that option off if you want,
but if you're that much of a coward, you should be a cheerleader and not a
high-paid coach!
Ahem. Players do retire once they get old enough, deleting permanently from
your season file (they're still on the default roster files on the CD, don't
worry). Players will not retire if they have any years left on their contracts,
but their skills will quickly decay at that point, making them worthless.
Since you have to worry more than ever about the salary cap in Franchise Mode,
I should tell you about the Injured Reserved. If a player is injured, he's
still costing you money, despite not being able to play.
If a player is out for an exceptionally long time, you can place them on the
Injured Reserve. Go to the Injury Report screen, highlight the player, and
click the X button. This is PERMANENT and can't be reversed, though, so do so
carefully.
When you place a player on the IR, you are basically preventing them from
playing anymore that season, no matter how serious their injury was. However,
you get their salary back as well, which you can put toward a replacement. The
IR isn't really needed if the player will be back before the season is over, or
if he's rather cheap. But if a star is out for a long time, perhaps even a full
season, that's several million dead money to the salary cap if you leave him on
your team.
Once the season is over, the player will come off the IR if the injury was not
career-ending, and his salary will again go toward the cap.
+----------------------------+
|PART 2: MADDEN 2002 FEATURES|
+----------------------------+
This part touches on the extra features in the PS2 game aside from just
straight football.
+--------------------+
|10. OTHER GAME MODES|
+--------------------+
In addition to the basic Exhibition Game and my favorite Franchise Mode, there
are several other ways to play for you.
TOURNAMENT
==========
You can select 4, 8, or 16 teams to participate in a tournament ladder. The
games can either be single- or double-elimination. You can also accept an
option to conduct a fantasy draft prior to the tournament, the draft composed
of all the players in the league.
CUSTOM LEAGUE
=============
Select from 4 to 16 teams to compete in a round robin style league. Selecting
Round Robin means that every team will play the others once; Double Round Robin
will make each team play the others twice. You can then select whether to have
playoffs, and if you do have them, you can select 2, 4, or 8 teams to
participate in the tourney.
PRACTICE
========
You can select one team and run any offensive, defensive, or special teams play
as many times and from anywhere on the field that you want. This is a perfect
place to go to learn the ropes and timing of plays, especially when you switch
playbooks.
SITUATION
=========
You select two teams and a situation for the game to be in. You can recreate
famous drives from the past, like the New England Patriots' game-winning final
drive in this year's Super Bowl. As the Rams, can you stop them this time, or
will reality repeat itself?
You can also set up a game and handicap one player by spotting his opponent a
touchdown or two. The possibilities are endless.
TWO-MINUTE DRILL
================
This is perhaps one of the most fun modes in the game. You select a team for
yourself and a team for your oppoents. You then have two minutes to score as
many points as you can. You can earn tokens to buy cards (explained in a
moment), and you have a numerical score that you can enter into memory.
Challenge your friends! (Yeesh, I sound like a commercial.)
TRAINING MODE
=============
John Madden will be the annoying man who teaches you timing and such on
offensive plays. Training does not cover defense, which is fine, because
Madden's voice is so repetative and irritating in these voice overs that I
wanted him to shut up as soon as possible.
This mode also allows you to earn tokens for cards.
+------------------------------+
|11. MADDEN CHALLENGE AND CARDS|
+------------------------------+
Returning from last year's edition, the Madden Challenge awards you tokens for
reaching milestones in the game, such as 3 sacks by one player, or kicking a
50+ yard field goal.
For every 100 tokens you get, you can buy a pack of Madden Cards. Each pack
contains 15 cards, and range from current players to cheerleaders.
You can activate most of the cards during a game. Some boost the stats of
players, while others let you "cheat" by fudging the rules a bit. For example,
there's a card called 5th Down, which allows you to have an extra down on a
play.
Some cards are automatic, such as the stadium cards, which unlock old stadiums
like the Pittsburgh Steelers' old turf bowl. Others need to be activated, such
as the historic player cards, which put an old vet into the Free Agent Pool.
Part of the fun of the game is collecting all the cards in their gold format,
although, just like real life cards, you may have to buy 100 packs before you
get that one last card.
Cards can be traded between users as well, in case you have friends that play
Madden and want to help each other complete your collections.
+-----------------+
|12. CREATE-A-TEAM|
+-----------------+
For the first time on the Playstation versions comes Create-a-team.
You can build a team from ground up, choosing their uniform style and colors,
as well as a logo. You can customize a stadium and choose to play on turf or
grass and adjust the seating capacity as well.
Let me say upfront that the stadium changes you do are strictly cosmetic.
Players get no more injured on turf than they do on grass in real life, and the
stadium capacity won't affect the in-game graphics or crowd noise. But, this
way you can keep current on changes if you own the game that long.
Also, you can import your team into any mode you desire. You could, say, make
16 fantasy teams and shove them into your own tournament for ultimate
customization. You can also import your new team into Franchise Mode to take
the place of the Houston Texans (heavens, I *hate* that name!) as the expansion
team.
I despise the name "Houston Texans" so much that I became an anti-fan of them
the moment I heard that the name was confirmed, and I was sure to get them the
heck out of my Franchise Mode. If you have a team you despise as much, you can
do it too!
Created teams borrow rosters from real teams. You can set what roster your team
is borrowing from, although you can change it anytime. If you import a team
into a season or franchise, your team basically takes the place of another,
keeping the players. For example, if you have the Colombus Comets take the
place of the Washington Redskins, the Comets will keep all the Redskins'
players, as if Washington simply moved. Of course, once you're in the season or
franchise, you can trade and such to your heart's content.
+----------------------------------+
|PART 4: PLAYERS AND TEAMS RANKINGS|
+----------------------------------+
This section will list the top 15 players by position, ranked by the overall
statistic. Also, it will list the top 10 teams by category. Please note that
all these rankings are based on the default rosters that shipped with the CD.
+----------------------------+
|13. BEST PLAYERS BY POSITION|
+----------------------------+
Quarterbacks
============
1. Brett Favre (GB) - 97
Peyton Manning (IND) - 97
3. Kurt Warner (STL) - 95
4. Daunte Culpepper (MIN) - 92
Rich Gannon (OAK) - 92
6. Donovan McNabb (PHI) - 90
7. Drew Bledsoe (NE) - 86
Mark Brunell (JAX) - 86
9. Jeff Garcia (SF) - 85
Brian Griese (DEN) - 85
11. Steve McNair (TEN) - 83
Doug Flutie (SD) - 83
Steve Beuerlein (DEN) - 83
14. Elvis Grbac (BAL) - 82
Brad Johnson (TB) - 82
Halfbacks
=========
1. Marshall Faulk (STL) - 99
2. Edgerrin James (IND) - 95
3. Eddie George (TEN) - 93
Fred Taylor (JAX) - 93
5. Corey Dillon (CIN) - 92
6. Curtis Martin (NYJ) - 91
7. Stephen Davis (WAS) - 88
8. Jamal Lewis (BAL) - 86
Terrell Davis (DEN) - 86
10. Warrick Dunn (TB) - 85
11. Ricky Waters (SEA) - 84
Ricky Williams (NO) - 84
Jamal Anderson (ATL) - 84
Emmitt Smith (DAL) - 84
15. Charlie Garner (OAK) - 83
Fullbacks
=========
1. Mike Alstott (TB) - 95
2. Howard Griffith (DEN) - 94
3. Sam Gash (BAL) - 93
4. Larry Centers (BUF) - 92
5. William Henderson (GB) - 90
Richie Anderson (NYJ) - 90
7. Bob Christian (ATL) - 88
Lorenzo Neal (CIN) - 88
9. Stanley Pritchett (PHI) - 87
Tony Richardson (KC) - 87
11. Jim Kleinsasser (MIN) - 85
12. Cory Schlesinger (DET) - 83
13. William Floyd (FA) - 82
Rob Konrad (MIA) - 82
15. Fred Beasley (SF) - 81
Wide Receivers
==============
1. Randy Moss (MIN) - 98
2. Marvin Harrison (IND) - 96
3. Terrell Owens (SF) - 94
4. Isaac Bruce (STL) - 93
5. Cris Carter (MIN) - 92
Keyshawn Johnson (TB) - 92
7. Rod Smith (DEN) - 91
8. Torry Holt (STL) - 89
Tim Brown (OAK) - 89
Eric Moulds (BUF) - 89
11. Muhsin Muhammad (CAR) - 88
Jimmy Smith (JAX) - 88
Ed McCaffrey (DEN) - 88
14. David Boston (ARI) - 86
15. Joe Horn (NO) - 85
Tight Ends
==========
1. Tony Gonzalez (KC) - 99
2. Shannon Sharpe (BAL) - 94
3. Frank Wycheck (TEN) - 90
Freddie Jones (SD) - 90
5. Wesley Walls (CAR) - 86
6. Chad Lewis (PHI) - 84
Jay Riemersma (BUF) - 84
8. Marcus Pollard (IND) - 83
9. Kyle Brady (JAX) - 81
Ken Dilger (IND) - 81
11. Mark Bruener (PIT) - 78
Bubba Franks (GB) - 78
Jackie Harris (DAL) - 78
Tony McGee (CIN) - 78
15. Ben Coates (FA) - 77
Left Offensive Tackles
======================
1. Jonathan Ogdan (BAL) - 99
2. Orlando Pace (STL) - 97
Tony Boselli (JAX) - 97
4. Willie Roaf (NO) - 95
5. Jason Fabini (NYJ) - 89
Tony Jones (FA) - 89
7. Bob Whitfield (ATL) - 88
8. Brad Hopkins (TEN) - 87
Tra Thomas (PHI) - 87
10. Richmond Webb (CIN) - 86
11. Bruce Armstrong (FA) - 85
Walter Jones (SEA) - 85
Todd Steussie (CAR) - 85
14. Tarik Glenn (IND) - 84
15. Chris Samuels (WAS) - 82
Left Offensive Guards
=====================
1. Larry Allen (DAL) - 96
2. Ruben Brown (BUF) - 92
3. Bruce Matthews (TEN) - 90
4. Steve Wisniewski (OAK) - 89
Randall McDaniel (TB) - 89
6. Wally Williams (NO) - 86
7. Mark Dixon (MIA) - 83
8. Pete Kendall (ARI) - 82
9. Rod Jones (STL) - 79
10. Steve Hutchinson (SEA) - 78
11. Matt Campbell (WAS) - 77
Roy Brown (SF) - 77
Matt O'Dwyer (CIN) - 77
14. Steve McKinney (IND) - 76
15. Aaron Gibson (DET) - 75
Centers
=======
1. Tom Nalen (DEN) - 95
2. Kevin Mawae (NYJ) - 94
3. Jeff Christy (TB) - 90
4. Dermontti Dawson (FA) - 86
Frank Winters (GB) - 86
6. Barret Robbins (OAK) - 84
Damien Woody (NE) - 84
8. Olin Kreutz (CHI) - 81
9. Tony Mayberry (FA) - 80
10. Jeff Mitchell (CAR) - 78
11. Frank Garcia (STL) - 77
Tim Ruddy (MIA) - 77
Roman Fortin (SD) - 77
Mike Gruttadauria (ARI) - 77
15. Kevin Long (TEN) - 76
Right Offensive Guards
======================
1. Will Shields (KC) - 96
2. Tre' Johnson (CLE) - 91
3. Adam Timmerman (STL) - 88
4. Dan Neil (DEN) - 87
5. Kevin Gogan (FA) - 83
6. Leonard Davis (ARI) - 82
7. Ron Stone (NYG) - 81
8. Marco Rivera (GB) - 80
9. Chris Naeole (NO) - 78
10. Brenden Stai (DET) - 77
Dave Fiore (SF) - 77
12. Brian DeMarco (FA) - 76
Randy Thomas (NYJ) - 76
13. Rich Tylski (PIT) - 74
Ben Coleman (WAS) - 74
Mo Collins (OAK) - 74
Right Offensive Tackles
=======================
1. Jon Runyan (PHI) - 93
2. Erik Williams (FA) - 89
3. Leon Searcy (BAL) - 88
Lincoln Kennedy (OAK) - 88
Adam Meadows (IND) - 88
6. Willie Anderson (CIN) - 86
7. Jon Jansen (WAS) - 85
8. Korey Stringer (MIN) - 84
Earl Dotson (GB) - 84
10. Kyle Turley (NO) - 83
11. Fred Miller (TEN) - 82
12. Ryan Young (NYJ) - 81
James Williams (CHI) - 81
14. Victor Riley (KC) - 78
15. Ray Roberts (DET) - 72
Left Defensive Ends
===================
1. Michael Strahan (NYG) - 96
2. Robert Porcher (DET) - 91
3. Kevin Carter (TEN) - 90
4. Marcellus Wiley (SD) - 88
5. Michael Sinclair (SEA) - 87
Darren Howard (NO) - 87
7. Simeon Rice (TB) - 85
Leon Lett (DEN) - 85
9. Trace Armstrong (OAK) - 84
Eric Hicks (KC) - 84
11. Shaun Ellis (NYJ) - 83
12. Chidi Ahanotu (FA) - 80
Marco Coleman (WAS) - 80
John Engelberger (SF) - 80
15. Vonnie Holliday (GB) - 79
Right Defensive Ends
====================
1. Jevon Kearse (TEN) - 97
2. Michael McCrary (BAL) - 96
3. Courtney Brown (CLE) - 94
4. Jason Taylor (MIA) - 91
5. Tony Brackens (JAX) - 90
Hugh Douglas (SEA) - 90
7. Grant Wistrom (STL) - 89
8. Williw McGinest (NE) - 88
9. Bruce Smith (WAS) - 86
10. Kenny Holmes (NYG) - 85
11. Joe Johnson (NO) - 84
John Abraham (NYJ) - 84
13. Lance Johnstone (MIN) - 83
Marcus Jones (TB) - 83
15. Kimo Von Oelhoffen (PIT) - 82
Defensive Tackles
=================
1. Warren Sapp (TB) - 99
2. Darrell Russell (OAK) - 97
3. La'Roi Glover (NO) - 96
4. Bryant Young (SF) - 93
5. Luther Elliss (DET) - 92
6. Trevor Pryce (DEN) - 91
7. Corey Simon (PHI) - 90
8. Sam Adams (BAL) - 87
9. John Randle (SEA) - 86
Chester McGlockton (DEN) - 86
11. Norman Hand (NO) - 85
Daryl Gardener (MIA) - 85
Tim Bowens (MIA) - 85
Ted Washington (CHI) - 85
15. Chris Hovan (MIN) - 83
Left Outside Linebackers
========================
1. Peter Boulware (BAL) - 96
2. Sam Cowart (BUF) - 94
3. Mo Lewis (NYJ) - 90
4. Bill Romanowski (DEN) - 87
5. Jason Gildon (PIT) - 86
Chad Brown (SEA) - 86
Dwayne Rudd (CLE) - 86
8. Kevin Hardy (JAX) - 85
9. Barry Minter (FA) - 79
Dan Morgan (CAR) - 79
11. Carlos Emmons (SEA) - 78
Sam Rogers (SD) - 78
13. William Thomas (OAK) - 75
Darren Hambrick (DAL) - 75
Henri Crockett (DEN) - 75
Middle Linebackers
==================
1. Ray Lewis (BAL) - 99
2. Zach Thomas (MIA) - 97
3. Marvin Jones (NYJ) - 91
4. Levon Kirkland (SEA) - 90
Jeremiah Trotter (PHI) - 90
Brian Urlacher (CHI) - 90
7. Randall Godfrey (TEN) - 89
Micheal Barrow (NYG) - 89
9. Hardy Nickerson (JAX) - 88
10. Greg Biekert (OAK) - 87
Stephen Boyd (DET) - 87
Jessie Tuggle (ATL) - 87
13. London Fletcher (STL) - 85
14. Earl Holmes (PIT) - 84
John Holecek (BUF) - 84
Right Outside Linebackers
=========================
1. Derrick Brooks (TB) - 98
2. Junior Seau (SD) - 95
3. Jessie Armstead (NYG) - 92
4. Donnie Edwards (KC) - 88
5. Chris Claiborne (DET) - 87
6. Jamie Sharper (BAL) - 86
Takeo Spikes (CIN) - 86
8. Jamir Miller (CLE) - 84
9. Dexter Coakley (DAL) - 83
John Mobley (DEN) - 83
11. Joey Porter (PIT) - 82
Mike Peterson (IND) - 82
13. Ed McDaniel (MIN) - 81
Mark Fields (STL) - 81
15. ROLB #57 (WAS) - 79
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