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