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Bill Walsh College Football (1994) - SNES Manual

Bill Walsh College Football

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Posted:2022-09-04 04:16
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Bill Walsh College Football (1994) - SNES Manual
Bill Walsh College Football
________________________________________________________________________
Topics: SNES Manual, Game Manual, SNES, Super Nintendo
Collection: manuals_contributions; manuals; additional_collections
Language: English
________________________________________________________________________
https://archive.org/details/bill-walsh-college-football-usa
________________________________________________________________________
https://en.wikipedia.org/wiki/Bill_Walsh_College_Football
From Wikipedia, the free encyclopedia

Bill Walsh College Football is an American football video game released for the Super NES, Genesis, and Sega CD. It is one of the earliest video games to deal with the sport at a college level and is built around the fame of coach Bill Walsh. The game was followed by a sequel, Bill Walsh College Football '95.

Bill Walsh College Football
Bill Walsh College Football Coverart.png
Cover art
Developer(s)Electronic Arts
Visual Concepts
Publisher(s)Electronic Arts
Platform(s)Super NES, Sega Genesis, Sega CD
ReleaseGenesis
NA: 1993
EU: 1993
Sega CD
NA: 1993
EU: 1993
Super NES
NA: February 1994
Genre(s)Sports
American football
Mode(s)Single-player
Multiplayer

Contents
1Summary
21992 Teams
2.1Gameplay modes
3Reception
4References
5External links

Summary
The game features 24 teams from the 1992 season and 24 historical teams. Because EA Sports did not acquire the licensing for the names of the more famous schools, these teams carry the names of the school cities and states rather than the school names.[1]

1992 Teams:
Arizona
Boston
College Station
Colorado
Columbus
Florida
Georgia
Hawaii
Kansas
Miami
Michigan
Nebraska
Provo
Pullman
Raleigh
S.C.
South Bend
Syracuse
Stanford
State College
Tallahassee
Tennessee
Washington

Gameplay modes
11-week Season Mode with any one of the 1992 teams that ends in a 12-team single elimination playoff.
16-team single elimination playoff with any team from the 1992 season without a regular season mode.
16-team single elimination playoff with any of the all-time teams.

Reception
Computer Gaming World in 1993 stated that the Genesis version of Bill Walsh College Football "provides the best sports action yet to be seen in a cartridge product". The magazine praised the AI as being "head and shoulders above any other sports game. Simply put, it reacts". Computer Gaming World concluded that while computer-based sports games remained superior, Walsh was an example of those that made purchasing a console "more than worthwhile".[2]

References
"Cart Queries". GamePro. No. 68. IDG. March 1995. p. 11.
Poulter, Wallace (November 1993). "EA Comes Out With The Walsh". Computer Gaming World. pp. 96, 98. Retrieved 28 March 2016.
External links

Bill Walsh College Football (Sega Genesis at GameFAQs
Bill Walsh College Football (Sega CD) at GameFAQs
Bill Walsh College Football (Super NES) at GameFAQs
_________________________________________________________________________________

Full text:

INSTRUCTION BOOKLET

ELECTRONIC ARTS

BILL WALSH

COLLEGE

WARNING: PLEASE READ THE ENCLOSED CONSUMER
INFORMA TION A NO PRECA UTIONS BOOKLET CAREFULL Y BEFORE
USING YOUR NINTENDO*' HARDWARE SYSTEM OR GAME PAK.

LICENSED 8Y

(Nintendo)

N»NTENDO. SUPER NINTENDO
Cn'EA’^ainvERT srS’TEW
ASO Th€ OFFC AL 8€A'cS ARE
REOtSTEREO TRA06WARXS OF
NINTENDO 0^ AMERCA HC
« tWI NINTENDO OF AMERICA INC

T»-t;S OFFICIAL seal is YOUR
ASSURANCE that N'NTE^<^AS
APPRCT/EO "^HE CUAU TY OF THS

prcjduCt always look for THcS

SEAL WHEN BU •'ING OAMES AND
ACCESSORIES ro ENSURE COMPLETE
COMPA* 3ILIT Y WITH YOUR SUPER
NWTEMO CNTERTANMENT SVSTeM
all N NT ENOO PRODUCTS ARE
i CENSED BY SALE FOR U5€ ONLY
WITH OTHER AUTH0W2E0 PRODUCTS
SC. ARNO TFS OFFOAL NINTENDO
seal OF OUAL'TY

SUPER MULTITAP ^

The Super Muldiap lets up to five players but! heads or play as teammates.

Just plui5 the adapter into Control Socket »2 on the Super NES. and you’re ready
10 go.

NOTE: The Super Miihiiap'' is not designed for use with the Super NES Super
Scope or the Super NES Mouse.

Super Muki’.a? W a trademark of Hudson Sof: USA Inc. All reserved.

1

SPORTS.

CONTROLLING THE GAME

LEFTS RIGHT BUTTONS

SELECT START
SUPER ,’ES Controller

CONTROL PAD

PAUSING THE GAME

• Press START

KICKING

• Kick ihc ball:

1) B 10 set the kicker in motion

2) B when yellow diamond reaches top of Power Meter to kick
ball

• Aim the ball: Control Pad LEFT/RIGHT while vertical kicking
meter is in motion.

• Move the kicking team to onsidc formation before the kick:

1) A to call an audible

2) A to position team to left or Y to position right

• Move the kicking team back to its original formation:

1) A to call an audible

2) B to position team

2

RECEIVING A KICK

Kick returners automatically field the ball and ru:i unless you move
them before or during the kickoff.

• Control Pad UP/DOWN/LEFT/RIGHT: Take control of hall
carrier.

BEFORE THE SNAP

Offense

« Snap the ball: R

• Call fake snap signal: X

• Call an audible (a different play at the line of scrimn'.agc):

1) A The audible indicator appears on the screen.

2) A, B or Y to select designated plays. (See Offensive yXudibles on
p. 15.)

• Cancel and audible: X

.NOTE: The b.li. Must bk snapped bleoke ihe 25-seconi) Pl.av
Clock re.aches zero or the ofkensl wiee be rEN.M.izEi> i ni;

V.ARDS.

Defense

• Control a different player: B or X

• Call an audible:

1) Press A The audible indicator appears on the screen.

2) Press A. B or C to select designated plays.

No-Huddle Offense

• Call a play in the no-huddic offense: Hold A after the whistle is
blown. Your team lines up in the same formation and runs the play it

3

SPORTS.

ran (he previous down. If you want lo run a differeni play, call an
audible. (See Offensive .-Xudiblcs on p. 13.)

Stop Clock Play

• Run ihe “QB Slop Clock'* play:

11 Hold Y after the wliisile is blown.

2) Press B lo hike ihe ball. The quarterback lakes ihe snap and
throws ihe ball into the ground auiomaiically as long as you
don't lake control of the QB by touching ihc Comro! pad.

AFTER THE SNAP

Offense

Running

• Divc:Y

• “tmph* forward: 13

• Spin: A

• Hurdle: X

• Change directions: Control Pad LHFl/RIGHT/tP/DOWN
Passing

• Call up I’assing Windows: B

• Pass to ihc player in window A: A

• Pass to the player in window B. B

• Pass lo llic player in window : Y

Receiving _

• Dive for the ball: Y

• .Activate the receiver closest lo the hall: B

• Jump and raise hands: X

Ftindng

1) B to snap the ball

2) Contra! Pad FJ.PT/RIGHT while meter is in mouon to aim punt

5) B when the yellow diamond reaches the lop of ihe Power Meter to
kick ball

A

Defense

• Dive at ball carrier: Y

• Activate the defender closest to the ball: B

• Jump and raise hands to block a kick or intercept a pass: A

• Fire off the line as ball is snapped: Button l.EFT/RIGHT

During Instant Replay

• Rewind: Y

• Run the tape (frame by frame): X

• Run ihc lape (normal speed): B

• Fast Forward: A

• .Move ihc cursor that isolates the camera on one player or on one
specific point on the field: ConlrolPad UP/D0VV?s7LEIT/RIGHT

• Rotate field and players: Button LEFT/RIGHT

SPORTS.

5

TABLE OF CONTENTS

SUPER NES MULTIPLAYER ADAPTER.1

CONTROLLING THE GAME.2

STARTING THE GAME.7

SETTING UP THE GAME.8

PLAYING A REGULAR GAME.10

OFFENSIVE COORDINATION.13

DEFENSIVE COORDLNATION.16

THE PAUSE SCREEN.17

RESUME GAME.17

INSTANT REPLAY.20

TIMEOUTS.21

DRIVE SUMMARY.21

GAME STATS.22

SETAUDIBLES.22

PLAY CALL MODE.23

PASS CATCH MODE.-.23

SUBSTITUTE QUARTERBACK.24

SET MUSIC.25

EA SPORTS TICKER. 25

PIJVYING A FULL SMSON.25

ENTERING THE PLAYOFFS.27

RESTORING SEASON AND PLAYOFF STANDINGS.30

OFFENSIVT. FORMATIONS.31

OFFENSrVT. PLAYS.31

DEFENSIVE FORMATIONS.33

CREDTI'S.35

6

“/ like (he game to be a historical event. With the long
standing rivalries, there is a history to each and every
game.”

•Bill Walsh on College Football

STARTING THE G.IME

1. Flip OFF the power switch on your Super Nimcndo Eiucirainmcrii
System.

WARNING: Nlver try to insf.rt or rkmovk a Gami; Pak whi.n

I MF. POWFR LS ON.

2. Make sure a Controller is plugged into the Controller Socket 1 on
the Super NES.

if yoifrc playing against a friend, plug the other Controller into
Controller Socket 2

3. Insert the Game Pak into the slot on the Super NES Press firmly to
lock the Game Pak in place.

4. Turn ON the power switch.

The HA Sports and High Score logos appear. If you don't see them,
begin again at step 1.

5. When Coach Walsh's picture appears, press START to bring up the
Game SetUp screen.

SPORTS.

« llO»*9*'r AK**

7

SETTING UP THE GAME

Game Set-up Screen

Use the Game Set-Up screen to customize your contest.

• Cycle through options: Control Pad UP/DOWN.

• Cycle through choices for the selected option: Control Pad
LEIT/RIGHT.

(Defaults in Bold type)

GAME

REGULAR GAME: Play against the computer or a friend. Stats and
records don't count.

NEW SEASON: {.Available only for 1993 teams) Play a season from
beginning to end. Play one or all of the games and take any team to the
National Championship.

PLAYOFFS:

1993 Playoffs: 12 1993 Teams

All Time Playoffs: 12 National Championship Teams

from the *70’$. ‘80’s and •90’s.

To learn more about the playoff tournament, turn to EATER/.VC
77/£ PLA YOPI S on page 27.

8

KESTOHE PASSWORD: Resume a season or touniament in progress
at the nc.xi scheduled game. (You must have already won a tournament
game or have played a season game to select this mode.) Turn to
Restoring Season and Playoff Standings on p. 30 to learn more about
restoring a season or playoff.

HOME

Select the team playing for the home crowd.

VISITOR

Select the visiting team.

Note: When voure}>lvingin atoirnamknt,the coMPtn-R

DECIDES WHICH PLAYER IS THE HOME TEAM.

QUARTER

1.^ MINUTES
5 MINUTES
10 MINUTES

WTATHER

FAIR

WIND

RAIN

SNOW

NIGHT

VARIABLE

Wlien you’ve set up the game to your liking, press START

SPORTS

9

The PLAYKR SHLECT screen appears.

Player Select Screea

• Players select your teams: Control Pad LEFT/RIGHT to move the
controller icon (on the screen) under the team of your choice. Press
START to e.il.

1

posrrroN’

VTLI.OU

BAR

ICYIJNG

GRAPH

Scoutiug Report

PLAYING A REGULAR GAME

THE SCOUTING REPORT

When you exit the player select screen, the scouting report appears.
Here both teams arc compared in nine major areas. The higher the
yellow bar in a team’s rating giaph. the more talent die team has in that
area. Press START to go to the Coin Toss.

10

COIN TOSS/WIND

Coin Toss

Before the referee can start the game, the coin must be tossed. The
winner must choose to kick or receive, and the loser must choose
which goal his team will defend in the first half. Press the Control M
LER’/RIGHT before the coin hits the ground to toggle between heads
and tails.

Wind Direction Screen

If you lose the toss, you must choose a goal to defend. Look at the
wind sock to see which direction (if any) the wind is blowing. Make
sure to note which goal the wind is blowing toward, and lemember that

11

SPORTS.

ihe wind blows viith the same force and in the same direciion for the
entire game. Press V to defend the home team’s goal or B to defend the
visiting team's goal.

RECEIVING THE KICK

If you’re receiving the kick, your return man automatically catches the
ball. If the return man catches the ball in the end zone he will remain
in place until you run him out. If you do not run him out. the referee
will signal a louchback. If the return man catches the ball in front of
the endzone he will automatically move up-field. You can take over
any time you wish by pressing the control pad.

Press the control pad in the direciion you want the player with the star
to move.

KICKING

STRENGTH

DIRECHO.N

Kick Meter

rhe following kicking instructions apply to kickoffs, punts^and field
goals.

1. Press B to snap the ball and start the strength meter moving upvird.

2. To aim the kick. Control Pad I.EFT/RIGHT after you press B

3. Press B again to stop the meter and strike the ball. The higher the
meter is at the time when you stop it. the farther the ball will travel.

12

Onside Kick

1. Press A to call an audible, then press Y to set up onside right
formation or press A to set onside left formation. (If you change
your mind and want to return to the norma! kickoff formation, press
and then B.)

2. Press B to start the kick meter.

3. Press B again immediately while pressing the control pad
I.EFT/RIGHT.

OFFENSE COORDINATION

Bill VV‘fl/s// College fooibaU allows you the choice to control a play
from the m.oment the ball is snapped till the referees blow^ it dead, or lo
simply call a play and watch it unfold.

• To Call a Play: Control Pad UP/DOWIN/LEFT/RIGHT, then press
the button corresponding lo the letter of the play.

OFFENSIVE AUDIBLES

A fake snap miglit draw- the defense offsides: Press X
The snap starts the play: Press B
An audible changes the play at the line: Press A

13

SPORTS

s *era

Tlie following are the default audiblcs. Turn to Set Audibles on p. 22 to
learn more about t^etting your own audibles.

Hail Mar>^ (Shotgun): Press A
Cross Pass (Pro): Press B
Fullback Counter (Pro): Press Y

RUNNING

The handoff on a running play is automatic. You take control after the
handoff.

On pilch plays you must press B to pitch the ball to the back.

The star symbol marks the ball carrier* and his jersey number appears
so you know- who he is. Use the control pad and the action buttons to
move the ball carrier through the defense, or watch the computer
execute the play you just called.

Pitch to back: Press B
Dive: Press Y
Spin: Press

“Umph": Press B
Hurdle: Press X

PASSING

There arc three receivers for evcr>* passing play, represented by the Y, A
and B. buttons. Pass to a receiver by pressing the corresponding button.

Passing Win dons

14

After you snap the ball, w^ait for the passing windows to pop up before
you press any buttons or the control pad. You can let the computer
execute the play or you can press the button that matches the window
of the intended receiver. If you move the quarterback out of the pocket
or off his designed roll-out by pressing the control pad in any direction,
the computer will no longer execute the play. Then it's up to you to
press B to bring up the passing window’s, choose a receiver, and pass
the ball.

Once the ball is in the air, the passing windows disappear. The target
spot where the ball is headed appears on the field as a yellow^ circled
cross.

Press B to switch control to the intended receiver, then use the control
pad to guide the receiver to the spot if he's not already there. Also, you
can press X to raise the receiver's hands. This increases the chance of
catching the ball.

♦ Reach for the ball: Press X

BROKEN PASSING PLAYS

If you press the control pad {i.e., take control of the quarterback)
before the passing windows pop up, the passing windows will not
appear automatically.

• Show’ passing windows: Press B

NO HUDDLE OEFENSE

When the clock's running dow'n at the end of a half or at the end of a
game, most teams don't take the time to huddle. At the end of a play
you can go straight to the line of scrimmage:

Pr^s a right after the whistle.

You can also rim a “Stop Clock" play wlicre the quarterback throws
the ball into the ground to stop the clock. This is useful when you're
out of timeouts and you have an extra down to play with.

• Run a “Stop Clock" play: Press Y

DEFENSIVE COORDINATION

As with llic offense, the compiiicr will control the defense if you wish.
In fact, you don't even have to call your own formations, sets and
plays. If you don’t choose a defense, your team runs the defense it ran
the previous play. (See page 35 for a description of each formation.)

After calling a defensive play, you can select the man you want to
control by pressing R or X until the star appeani under that player.

Dive: Press Y
Power Tackle: Press A
Control player closest to ball: Press B
Raise Hands to break up pass: Press X

TWO PLAYER-i EAMMATES

When playing in the Team?nates mode, the player with controller 1
controls the man on the YELLOW star. The player with controller 2
controls the player on the BLUE star. On offense, the^pk^cr with
controller 1 "is*' the quarterback and is responsible for calling the plays
and snapping the ball.

When playing with the Super Multitap:

Player #

Color of Star

Player 1

Yellow^

Player 2

Blue

Player 3

WTiiie

Player 4

Green

Player 5

Gray

16

i

The player with controller 2 may use the B button to take control of
any of the other players on the field. In most cases, the control 2 player
will choose to act as either a running back or a pass receiver, but some
people might like to play on the line.

On passing plays, the player with controller 2 can press B to become
the intended receiver after the quarterback passes the ball. On running
plays, the player with controller 2 must move the blue star to the
proper running back before the ball is snapped in order to control the
ball carrier. Otherwise, controller 1 automatically controls the ball
carrier.

On defense, the player with controller 1 calls the defensive plays. Press
B or X to cycle through the defensive players.

THE PAUSE SCREEN

The Pause Screen

When you press START, the action stops.and the Pause Screen
appears. You can perform a number of options from this screen.

♦ To select an option from the Pause Screen: Press any button.

RESUME GAME

Return to the action on the field.

17

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FAST FORWARD

l ORWARD FITAMi:
BV-FRAME V
(SLOMOTION)

REWIND

FORWARD

NORMAL

SPEED

Instant Replay

Ron Rarr and the EA Sports crew provide unlimited instant replay from
two different angles: Normal and Reverse. At any time during the game
you can review the play that was just run as many limes as you want.

• To Access instant replay:

1) Press START to pause the game.

2) Control Pad DOW'N to highlight Instant Replay, then press any
button.

5) Follow the VCR-like control instructions in the left corii^ of the
screen to operate the replay camera.

Press Y: Rewind

Press X: Replay Frame by Frame
Press B: Replay at Normal Speed
Press A: Fast Forvard
Press START: Stop Replay/Rcsumc Gajnc
Press Button LEFT/RIGHT: Rotate Field

11

20

If you wish to isolate a particular player or a particular portion of the
field, use the Control Pad to position the yellow box over the player or
portion of the field you want to isolate, then follow- the above
instructions.

TIMEOUTS

Each team is allowed 3 per half.

1) Press ST.4RT to pause the game.

2) Control Pad DOWN to CALL Tl.MEOUT, then press any button.
The Play Call screen appears, and the playclock is reset to 25 seconds.

DRIVE SUMMARY

Drive Siimmary

The Drive Summary displays the offensive plays run on the current
drive. It shows the type of play (pass or rush), the yards gained or lost,
and any penalties that have been called.

NOTE: If you donT kvkrv pi.w you ran durinu .a drivf.
CONTROI. Pad tP/DOWN/I-EFT/RIGHTio scroll imrolgh thf.

I-STIRF. DRIVF. SUMMARY.

GAME STATS

Game Siats

To view ihc Statistics for a game:

1) Press START to pause the game.

2) Control l>ad DOWN to GAME STATS.

3) Press any button.

4) Control l>ad LEF17RlGliT to view individual stats.

SET AUDIBLES

You can program up to three offensive (and three defensive) audibles at
any time between plays or whenever you’re at the pause game screen

• To Set Audibles:

1) From the Pause Game screen. Control Pad UP/DOWN fd'ttighlight
SET AL'DIBI.ES, then press any button.

The SET AUDIBLES screen appears.

2) Control Pad UP/DOW’N to highlight the letter corresponding to the
button of your choice, then press any button.

3) Control Pad UP/DOWN to highlight the formation of your choice,
then press the button corresponding to the formation and play you
want to set.

The SET AUDIBLES screen appears. Press START to return to the
PAUSE GAME screen.

22

PLAY CALL MODE

Bill Wahh College l^oofball features two methods of calling plays:
Bluff .Mode and Direct Mode.

Bluff Mode is a single-box mechanism which allows you to deceive a
human opponent. Direct .Mode is a more simple method of selecting
plays.

• To Select Bluff .Mode or Direct .Mode from the Pregame screen or
the Pause screen;

1) Control Pad DOWN to Play Call Mode.

2) Press any button. The Play Call Selection screen appears.

3) Control Pad UP/DOWN to highlight the option of your choice.

4) Press any button. Your selection is made, and you return to the
previous screen.

• To Call a play in Bluff .Mode:

1) Control Pad UP/D0WN/LEFT-*R1GHT to move the box over the
play you wish to call, then press R.

2) To bluff the call. Control Pad UP/DOWN/LEFT/KIGli r. then press
X or Y.

You can change your play after you bluff by highlighting another play
and pressing B.

3) After you have selected a play, press A to exit the Play Call screen.

NOTE: Direct Mool is nn- dff.ali.t .vode.

PASS CATCH MODE

In both Auto Catch Mode On or Auto Catch Mode Oil the spot where
the pass has been aimed is higliliglited wth a taruei.

23

In Auto Catch Mode On, the quarterback automatically passes the ball
and the receiver automatically nms under the pass.

In Auto Catch Mode Off you don't assume control of the intended
receiver until the passed ball reaches its apex. Then you must use the
control pad to guide the receiver to the target.

♦ To Select Pass Catch Mode from the Pregame screen or the Pause
screen:

1) Control Pad DOW to Pass Catch Mode.

2) Press any button.

3) Control Pad UP/DOWN to select Auto Catch Mode or Auto
Catch Mode Off.

4) Press any button. Your selection is made, and you return to the
previous screen.

(Remember, when you take control of the quarterback, you must first
press B to bring up the passing windows, then you must press A. B, or
Y to pass the ball to the appropriate receiver.)

NOTE: .4nt> Ctfco Mooe On is the default moor.

SUBSTl ILTE QB

When you’re on offense, you can substitute your quarterback. If your
backup signal caller is a better runner than the starting guy. you might
want to put in the sub against a team that has given up zero yards
passing.

• To replace yf>ur quarterback:

1) Press START to pause the game, then Control Pad DOWN to
SUBSTITUTE QB.

2) Press any button. Your quarterback is substituted, and you return to
the playcalling screen.

24

SET MUSIC

Music is available at startup and when the game is paused. Turn it on
or turn it off: it’s your decision.

EA SPORTS TICKER

Check in on other scores around the coimir'. The EA Sports ticker is
continually updated to bring you the most recent late breaking scores.

PLAYING A FULL SEASON

Now for the first lime you can play a full 11-game season with 24 teams
from 1992. You can even play every game in the entire season and
playoffs. Each week sim.ply select the game or games you want to play,
then go at 'em one at a time. RILL W.ALSll COLI.EGE FOOTB.ALL
keeps a close eye on all season games and provides you vith up-io-ihe*
minute conference standings.

• To Play a Full Season: From the Game SetUp screen, Control Pad
LEFT/RIGHT to .NEW SEASON, then press START.

The College Football Schedule for Week #1 appears.

• To Play a game: Control Pad L’P/DOW.N/LEFT/RIGHT to
highliglii the matchup of your choice, then press B.

A football appears in the bo. before each matebup, indicating you have
chosen to play the game. If, after selecting a matchup, you decide you
don’t want to play, press B again and the football disappears.

You can play as many of Week ^I’s games as you want. If you want to
advance to Week without playing any games, press START. All
scores and records arc updated, and the schedule for Week #2 appears.

If you donT like the matchups you see, press SELECT. A new
SCHEDULE FOR WEEK appears.

Viewing Team Schedules

From the Schedule screen you can check oul each team’s schedule, the
current standings for each conference, and the password you need to
save your season in progress.

• To View’ a team’s schedule: Control Pad LT/DOWTSVLEFT/RIGf IT to
highlight the matchup which contains the team w hose schedule you
want to view^ then press Y.

The Team Schedule for the top team appears. You can view' the Team
Schedules for any team on the top team’s schedule.

• To view the Team Schedule for another team: Control Pad
UP/DOW7S to highlight the team of your choice, then press B

The Team Schedule for that team appears. To return to the Weekly
Schedule screen, press vSTART.

• To View results from previous weeks or to get a preview of
upcoming games: Button LEFT/RIGHT.

Viewing Conference Standings

• To View Conference Standings: Press A.

The standings for the Eastern Conference appears. To new the
standings of the Western Conference. Control Pad LEFT/RIGHT. To
return to the Weekly Schedule screen, press START.

Saving a Season

The Password lets you save any iiumber of seasons in progress. Copy it
down and pul it in a safe place after each contest or before you turn off
the Super .NES.

26

• To View the current password: Press X. The Current Passw'ord
appears. Press START to return to the Weekly Schedule screen.

To learn how to restore to seasofhin-progress. turn to Restoring
Season or Playoff Standings on p. 50.

When you have selected the game(s) you want to play, press ST.ART.

The PLAY OPTIONS screen appears. Choose the quarter length, then
press START.

The PLAYER SELECT screen appears. Choose teams now.

Thc SCOUTING REPORT appears. You play a season game the same
svay you play a regular game.

After a Season Game

After a Season Game, the schedule for the next week appears.

ENTERING THE PLAYOFFS

BILL WALSH COLLEGE FOOTBALL features two types of playoffs:
one featuring the 1992 teams and one featuring the best teams since
1978. Both types of playoffs work the same way.

• To Enter the Playoffs: From the G.A.ME SETUP screen, highlight
GAME, then Control Pad LF.FT/RIGHT to highlight Playoffs or All
Time Playoffs.

• To Select a team {Remember, you can play with any team.):

1) Control Pad DOUTN to highlight the Home or Visiting team.

2) Control Pad LEFI /RIGHT until the leant of your choice appears.

xA

27

5) When you’re ready to go, press START.

The Round 1 Schedule screen appears.

• To Select a matchup; Coiiirol Pad UP/DOWN/LBFT/RIGHT to
highlight the matchup of your choice, then press B,

A football appears in the box before each matchup, indicating you have
chosen to play the game. If, after selecting a matchup, you decide you
don't want to play, press B again and the football disappears.

You can play as many games as you want, or you can advance to the
ne.Nt round without playing any games.

When you’ve selected the game(s) you want to play, press START. The
PLAYOPl’ TRFF. appears.

Playoff Tree

Control Pad livFT/RIGHT to scroll the Playoff Tree.

When you're ready to move on. Press START. I'lic PI.AY OPTIONS
screen appears.

Set up the quarter length as you would any other game, then press
START,

28

The PI,AYFR SFLECT screen appears. Choose teams now, then press
START.

The TEAM MA fCHUP screen appears. Proceed as you would with any
other game.

Saiing (he Playoffs

The Password lets you save a season in progress. Copy it down and pul
it in a safe place after each contest or before you turn off the Super
NRS-

• To View^ the current password: Press X. The Current Passw^ord
appears. Press START to return to the Weekly Schedule screen.

To leaw hoiv to restore the playoffs-io-progress, see Restoring Season
or Playoff Standings beloia

When you have selected the gamc(s) you want to play, press START.
The Playoff Tree appears.

Press START. The PLAY OPTIONS screen appears. Choose the
quarter length and the weather, then press START.

’Flic PLAYER SELECT screen appears. Choose teams now, then press
STAR'l.

The I’EAM MATCHUP screen appears. You play a Playoff game the
same way you play a regular game.

.After a Playoff Game

After a Playoff Game, Rill Walsh gives a post-game review, and the
ROUND 2 PLAYOFFS screen appears. Select your game(s) as before,
then press STAR’F to advance to the Playoff Tree.

SPORTS.

ikicr»eki: »«!»

29

I

RESTORING SEASON AND
PLAYOFF STANDINGS

BILL WALSH COLLEGE EOOTBALL saves any number of seasons*
in-progress or playt)tYs*in*progres$.

» To restore a season or a playoff:

1) From the Game Setup menu, highlight GAME.

2) Control Pad LEFT/RIC.HT to highliglu RESTORE PASSWORD,
then press START.

The RESTORE SEASON screen appears.

Restore Season

3) Press the Control Pad IP/DOWlM/f.EFT/RIGHT to highlight the
first character of your password, then press R to select the character.

(If you make a mistake, press A to erase the character[sj.) Repeat
until you have completely entered your password, then press
START

30

OFFENSIVE FORMATIONS

Below is a list of the available formations. Each team has two of the
first four fonnations in its playbook:

• Trap Option

• Wishbone

• I Formation

• Flexbone

• Pro Formation

• Near

• Far

• Shotgun

• Goal line

• Special Teams

OFFENSIVE PLAYS

FLOOD

One of the most effective ways for a quarterback to beat zone coverage
is to flood, or overload the zone with multiple receivers. A defender
has to think twice about leaving his own zone to follow a receiver into
another guy's zone.

CLT

You ve heard of turning on a dime. Thafs sportswritcr talk. I never
really understood why you'd want to do that, oven if it was possible. I
guess it means turning fast. I think cutting is a more accurate
description of the ability to change direction. A guy's going one w^y and
boom, he cuts and is going another way.

PULL

In a pull play the guard runs parallel to the line of scrimmage and turns
up field when he clears the tight end. The running back follows right
behind, a smile on his face.

SPORTS

•tri

31

TRAP

Like all good offctisixj plays, the 'frap depends on deception to work.
The idea is you "trap” a defensive guy into thinking one thing is
happening, when really something totally different is going on. For
e.xample, you let a defensive end just walk into the backfield. You put
up only token resistance. He's saying ‘‘Man. this is a piece of cake, i‘m
going to stuff this play and maybe get a sack.*’ Suddenly an earth mover
disguised as an offensive guard comes from an unc.xpected direction
and the defensive guy is on his backside wondering what happened.
The runner jets through the area where the defensive guy was when he
was standing up.

COUNTER

A Counter play relics on misdirection. You try to sell the defense on
the idea that the play is going right, for example, when in fact you want
to go left. It’s a tough sell. You send everybody but the water boy and
the guy W'ho's going to cariyr the ball in one direction. When you have
them moving the “wrong” way, give the ball to the running back and he
runs to daylight in the opposite direction.

SCREEN

A screen is a short pass caught behind the line of scrimmage. Usually
the quarterback lures rushing defenders toward him and then loops a
soft pass over their outstretched hands to a moving running
back/rcceivcr who follows a screen of blockers downfield.

PLAYACTION

Playaction (also called play fake) refers to a pass ihrowfTctftcr the
quarterback has faked a handoff to a running back. The back tries to
add to the deception by pretending to take the bail and follow blockers.
The idea is that the fake delays the pass rushers, and makes the
defensive backs run toward the line to help tackle the guy they think
has the ball.

32

DRAW

The opposite of a play action pass. The QB drops back as if to pass and
hands off to the running back who charges up the middle of the
formation. By the lime the rushing defenders realize the deception,
their momciuum may have taken them beyond the ball carrier.

QUICKOUTS

Sometimes called a square out. In this pass pattern the receiver takes a
few' steps upheld and makes a quick 90 degree cut to the nearest
sideline. If he doesn't want to sit nc.xl to the w'ater cooler for the rest of
the game, he tries to stay in bounds.

CROSS

Most crossing patterns are the opposite of quickouis—the receiver
turns toward the middle of the field. Some guys call them slants, but it
just depends on the angle that the receiver runs.

POST UP

Post patterns arc for fast guys, fhe receiver runs downfield and angles
in toward the goal post. If the quarterback can really air out the ball,
and the receiver can run like the wind, this bomb can score.

STOP CLOCK

Here the quarterback simply spikes the ball into the ground.

DEFENSIVE FORMATIONS

4-5

Standard four down linemen (two tackles and two ends) with three
linebackers. Its most effective against short passes and the run.

3-4

Featuring three down linemen with four linebackers, this defense is
now the most popular in professional football. Used for short and
medium zone pass coverage and containment against the run.

NICKFX

Gels its name from the addition of a fifth defensive back (nickel back).
When a pass is expected, many teams add a defensive back to their sets,
and take out a down lineman or linebacker. Cover and Read sets arc
available.

DIME

When the defense is willing to mortgage the farm that the ne.xt play is
going to be a pass, they might put in a sixth defensive back. This is the
Dime defense or Dime package. Cover and Read sets are available.

GOAL LINE

.■ good line up for stuffing the short run and goal line defense.

CREDITS

Design: Scott Orr, Happy Keller, Jim Simmons
Strategy: Rill Walsh
Programing: John Schappert
Graphics: Matthew Crj'sdale, Bill Stanton
Sound & Music: Brian Schmidt
Sound & Music Engine: Jason Anderson, John Schappeit
Design Contributions; Michael Rubinelli, Michael Brook. Bill
Romcr

Executive Producer: Scott Orr
Game Director: Happy Keller
Assistant Producer: Kevin Hogan
Technical Director: Rob Harrris
Testing: John Boerio, Mike Caldwell, Greg Kawamura
Scouting Reports: Tom Holmoe, Bob Singler, Dave Tipton,
Mike Wilson

Player Ratings: Dan Brock
Product Management; Bill Romer
Public Relations: Mary Snow
Package Design: E. J. Sarraillc Design
Cover Photo Courtesy of: Rod Searcy
Documentation; J. Poolos
Documentation I.ayout: Steve Naegele
Quality Assurance: Erik Whiteford, Mike Yasko
Special Thanks to: Greg Thomas, Tony Caton, Scott Patterson,
Steven Chian, Tim Meekins, Jane Walsh, Cynthia Hamilton.
Kyra Woody

SPORTS.

IktCTICtei:Alt!

35

WWW JTROMC ARTS LIMITED WARRANTY

V^'ARRAN’TY • Eleclrcnlc Arts wdrrdiHS Ihc purchaser Ol thi$ Elocironic Arts

software produci that t»'e rr*e<^.wfn oo w*’ ch :his coTiputsr program is recor«j6<J is f'ee
from defects <n rr^aterials and workmansnip lor a period of ninety 190/ days from
dale of p^;"chase. This Electronic Arts sohware program is so-'d 'as is.* wit'ioj; express
O' implied warranty of any ki^d. and Electronic Arts is not l»ai5ie lor any losses or
damages ol any ksrKJ res^'ting from use ol Ihis program. Electronic Arts agrees for a
penod ol ninety (90) days to either repair or replace, al its option tree ol charge, any
Elecircnic Arts software p'cducl. postage paid, with proof of purchase, at the
Electronic Arts Warranty Department. This warranty Is not applicable to normal wear
and tear Ti‘is warranty shall nel be applicable and shall be void if the defect in the
Electronic Arts software produci has ar.sen through ab-ae unreasonable use.
ir.r3treatm-en| or negloci

LIMITATIONS • THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND
NO OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE
BINDING ON OR OBLIGATE ELECTRONIC ARTS. ANY IMPLIED V*’ARRANTIES
APPLICABLE TO THIS SOFTWARE PRODUCT INCLUDING WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE LIMITED
TO THE NINETY (90) DAY PERIOD OESCPIBEO ABOVE IN NO EVENT WILL
ELECTRONIC ARTS BE LIABLE FOR ANY SPECIAL. INCIDENTAL. OR
CONSEQUENT'AL DAMAGES RESULTING FROM POSSESSION. USE OR
MALFUNCTIO.N OF TH S ELECTRONIC ARTS SOFTWARE PRODUCT.

Some states do nol allow limitations as to how long an impiied warranty lasts and or
exe'i/sions or limitations of inc-derial or pjrsequenta: damages so t**e above
•'.mltatlons andior exclusons ol fiab«i«ty may not appty to you. Th'$ warranty g^ves you
specific rights and you may also have olher rights which va^ from slate to state.
RETURNS AFTER WARRANTY - To replace deloclivc media after (‘•e ninety (9Ci day
warranty pe^od has exp'ed. send the original Game Pak to Electronic Arts* add.'ess
fcelcw. Enclose a stafenieni ol me deled your name, your rclu'^n address, and a check
or money c^de' fo' S30.CO.

Eleclrcnic Arts
Customer Warranty
P O. Box 7578

San Mateo. California g t403-7S78

II you need to talk lo $omeo»>e about prod;^ct. call us al |4t5) 578 0316 Monday
t»*.ro;*gh Friday between 8 30 am and 4.30 pm. Paolic Time

Un’ess indicated otherw se all softsvare and dccunentalo'’ is© 1994 Eiectroro Arts.
All Rights Reserved

Bill Walsh College FooIbaK Is a trademark of Electronic Arts
EA Sports ard the EA Spors logo are trademarks oi Electronic Arts.

36

Pictured (from left to right): Scott Patterson,
Greg Thomas, john Schappert, Bill Stanton.
Matthetv Crysdale.

.ABOUT THE ARTISTS

Founded in May, 198S, Visual Coiiccpis was created with the goal of
bringing video game development lo new heights. Consisting of a
talented staff of twenty-six employees. Visual Concepts strives to create
great video games through irinovaiivc design and technical excellence.

|ohn Schappert. the programming force behind this product, is the
programmer responsible for the Super NFS versions of Madden >77.
'94 and Desert Strike. He began programming over a decade ago, when
he got his first computer.

Matthew Crysdale. An Director and lead artist for this product, is a
veteran in the video game industry getting his start with the Apple II.
He is an avid video game player, his current favorite being The Ugend
of Zelda.

John and .Matt look forward to creating more exciting games in the
future.

SPORTS.

• Alt**
Posted on 04 September 2022, 04:39 by:   SpaceNinja    PM
Score +46
*sigh*

*unzip*
Posted on 04 September 2022, 05:14 by:   DOIHI3    PM
Score -16
what the fuck man

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