_ __ __ ___ ___ ____ ___ __
/ \ / \ / \ | _ \ | _ \ | __| | \ | |
/ /\ \/ /\ \ / /\ \ | | \ \ | | \ \ | |__ | \ | |
| | | | | | | |__| | | | | | | | | | | | | |\ \ | |
| | | | | | | __ | | | | | | | | | | __| | | \ \ | |
| | | | | | | | | | | |_/ / | |_/ / | |__ | | \ \| |
|_| |__| |_| |_| |_| |____/ |____/ |____| |__| \____|
_ ____ ___
/ / / __ \ / _ \
/_/ / / \ \ / / \_\
\ \__/ | / /___
\___ | | __ \
__ / / | / \ \
\ \_/ / \ \__/ /
\___/ \____/
Madden '96 (Super NES): VinnyVideo's FAQ/Strategy Guide
===============================================================================
Table of Contents
===============================================================================
[INTRO] Introduction
[MODES] Modes of Play
[CONTR] Controls
[TEAMS] Team Stats
[SUBST] Suggested Substitutions
[OFFPB] Offensive Playbook
[DEFPB] Defensive Playbook
[NOTES] FAQs and General Tips
[REALL] Comparing with Reality
[VERSN] Version History
[COPYR] Copyright
[CONTC] Contact Information
===============================================================================
Introduction [INTRO]
===============================================================================
Vinny's back with his sixth walkthrough. This time, I'm leaving the race cars
behind and hitting the gridiron! While Madden '96 doesn't have today's graphics
or updated rosters, it has a deep playbook and simply awesome music. Madden '96
has lightning-fast players and more of an arcade feel than other titles in the
Madden series. The engine and playbook will remind you of Madden '95, but the
playbook is considerably larger. Also, despite the demise of drive summaries
and sudden death mode, there are many new features, like Create-A-Player and
trades. While a certain play (Far/Near HB Toss) makes it a little too easy to
beat the computer, playing a friend is still a challenge. And with the TV
writers on strike, it sure beats watching re-runs of some stupid reality show.
Please note that this guide is intended mostly to highlight the strengths and
weaknesses of each team and provide an in-depth analysis of the playbook. I'm
not here to discuss the codes and tricks available for the game; those can be
found elsewhere on the Madden '96 page. And before we get started, a word of
caution: While many of these plays (or plays that are very similar) appear in
the playbooks of today's Madden games, I don't recommend trying to use this
guide with any games other than the Super NES version of Madden '96.
===============================================================================
Modes of Play [MODES]
===============================================================================
Here's an overview of everything you can select on the menu screen.
----------------------------------------
***Play Now***
----------------------------------------
Here you can play an exhibition game using the teams of your choice. You can
select the venue, weather, and quarter length, too. Some secret codes will even
allow you to play with all-time great teams in this mode.
----------------------------------------
***NFL Season Play***
----------------------------------------
Here you can play through a 16-game season, and if you're good enough, the
playoffs and Super Bowl.
---New Season---
This starts a new season. Imagine that! You can select as many or as few games
as you wish to play. If you have a season or playoff in progress, starting a
new season erases the previous season's data, so be careful.
---New Playoffs---
Here you can start a new playoff series. Again, this erases any data from
previous seasons or playoffs.
---League Rules---
Here you can decide quarter length, penalties (whether or not you want pass
interference called), injuries (off or on), and whether you want the rosters to
reflect modifications (trades and signings) you've made.
---League Stats---
If you have a season in progress, this lets you check out the statistics.
---League Standings---
This shows the current standings.
---Continue Season---
If you have a season in progress, this is where you can go to resume it.
---Continue Playoffs---
If you have playoffs in progress, you can resume them with this option.
----------------------------------------
***Front Office***
----------------------------------------
---Sign Up New Player---
Here you can create a new player. After setting physical attributes (name,
position, height, etc.), you run a series of drills to determine the player's
attributes. The set of drills varies depending on your player's position. You
might want to add some of the players (mostly Jaguars and Panthers) not
included in the game, like WR Jimmy Smith and K Mike Hollis.
---Practice Event---
Here you can practice the training drills used when creating a player. Some of
them are pretty fun, too!
---Trade Players---
This option lets you trade players between teams. Just remember that
transactions and player creations are limited by the game's SRAM space.
---Reset Rosters---
This nullifies all changes to the rosters you've made. Be careful when using
this option!
---Delete Players---
This option only lets you delete players you've created yourself. You might do
this if you made a mistake, got a bad result in a training event, or are out of
space.
----------------------------------------
***Records***
----------------------------------------
View all-time records for big plays and training events.
===============================================================================
Controls [CONTR]
===============================================================================
This is similar to the content found in the manual.
----------------------------------------
General
----------------------------------------
Move player - Control pad any direction
Pause game - START
----------------------------------------
Kickoff
----------------------------------------
Start the power bar - B
Stop the power bar - B (when it's near the top)
Aim kick left/right - Control pad left/right
Call an audible (onside kick) - A
Line up right/left (after calling an audible) - A/B
Return to standard kicking formation - Y
Call for a fair catch (very important on punt returns) - SELECT
Control the kick receiver - Control pad any direction
----------------------------------------
Before the snap (offense)
----------------------------------------
Set a man in motion - Control pad left or right
Select player to control (only in multi-player games) - B or X
Fake snap signal (HUT!) - X
Snap the ball - B
----------------------------------------
Before the snap (defense)
----------------------------------------
Select player to control - B or X
Show blitz (move players close to the line of scrimmage) - L or R
----------------------------------------
Audibles (either offense or defense)
----------------------------------------
Call an audible - A
Select an audible play (after calling an audible) - Y, B, or A
Cancel audible - X
----------------------------------------
After the snap (offense)
----------------------------------------
Rushing
Burst of speed - B
Spin - A
Dive/QB slide - Y
Hurdle - X
Lateral to closest teammate - L or R
----------------------------------------
After the snap (defense)
----------------------------------------
Control player closest to the ball - B
Jump and raise hands - X
Dive - Y
Power Tackle - A
----------------------------------------
Passing
----------------------------------------
Move the quarterback - Control Pad any direction
Bring up passing letters - B
Pass to receiver Y, B, A, L, or R - Y, B, A, L, or R
Throw the ball away (receiver letters up) - SELECT
Lateral to closest teammate (receiver letters not up) - L
Note: The longer you hold down the pass button, the harder the throw will be.
Don't forget that your quarterback can run, too.
----------------------------------------
Receiving
----------------------------------------
Control receiver closest to the ball - B
Jump and raise hands - X
Dive - Y
Spin - A
----------------------------------------
Punting/Kicking
----------------------------------------
Fake snap signal (HUT!) - X
Start power bar/snap the ball - B
Aim the kick - Control pad left/right
Kick the ball - B
----------------------------------------
Play Calling
----------------------------------------
Move play selection highlight - Control pad up/down
Flip play (Only for offense, and not available for the Goal Line, Madden, or
Special Teams formations) - X
Return to formation select screen from play screen - L or R
----------------------------------------
Menus
----------------------------------------
Move highlight up/down - Control Pad up/down
Cycle through choices - Control Pad left/right
Select highlighted option - START
Select highlighted option if at Pre-Game or Game Pause screen - B
Return to previous screen - X
These aren't exactly controls, but there are a few settings on the Pre-Game
Show/pause screen that affect your controls. First select "Gameplay Options."
You can change audibles here, but I discuss that in the Q&A section. First, you
can adjust the skill level (novice, intermediate, or advanced). Second, you can
switch the pass catch mode from automatic to manual. Normally, the computer
controls the receiver while the pass is in the air, but in manual mode you take
control of the receiver as soon you throw the ball (better for advanced
players). Third, you can change the play-calling mode from "direct" to "bluff."
This is only useful against a human opponent, though. In bluff mode, you still
select plays using the B button, but you can also make fake selections (before
or after the real selection) using the Y button. When you're finished, press A.
===============================================================================
Team Stats [TEAMS]
===============================================================================
I don't agree with all of these ratings. The Chiefs' overall rating should be
better than a 50, and 85 is a little high for the underachieving Browns. The
Panthers were good for an expansion team, but they shouldn't have been a 72.
Also, it's hard to tell why the Saints' all-time team was so much worse than
all the others. Some of the game's team descriptions on the Team Select screen
contradict the ratings; the Panthers' special teams (45) aren't "outstanding."
By the way, SPC is the Special Teams rating, if you couldn't figure that out.
Overall QB RB WR OL DL LB DB SPC
Arizona Cardinals 69 48 66 55 41 69 99 68 74
Atlanta Falcons 84 64 60 67 63 78 98 64 81
Buffalo Bills 65 76 78 52 20 75 56 76 81
Carolina Panthers 72 80 46 77 30 69 94 88 45
Chicago Bears 72 64 80 75 34 41 63 99 59
Cincinnati Bengals 48 40 91 82 45 47 54 58 23
Cleveland Browns 85 32 53 64 81 41 90 97 92
Dallas Cowboys 90 96 96 72 70 75 61 99 20
Denver Broncos 55 64 27 64 59 78 37 84 52
Detroit Lions 55 20 51 46 78 44 75 72 78
Green Bay Packers 51 80 44 47 27 99 27 91 41
Houston Oilers 45 32 20 23 74 50 86 84 67
Indianapolis Colts 70 68 92 27 45 96 77 69 63
Jacksonville Jaguars 37 40 59 50 34 53 48 65 63
Kansas City Chiefs 50 40 32 48 30 72 80 65 89
Miami Dolphins 72 88 66 99 49 47 71 51 78
Minnesota Vikings 35 88 23 67 99 50 20 20 85
New England Patriots 37 92 50 76 30 35 37 50 74
New Orleans Saints 20 72 30 52 45 20 63 48 56
New York Giants 48 48 75 46 38 53 52 58 89
New York Jets 32 48 73 48 41 47 39 45 70
Oakland Raiders 29 36 51 38 38 59 23 48 99
Philadelphia Eagles 83 72 80 48 74 84 86 79 49
Pittsburgh Steelers 59 56 91 20 34 47 79 90 78
St. Louis Rams 54 48 99 59 38 50 33 65 78
San Diego Chargers 65 80 82 42 41 56 75 73 78
San Francisco 49ers 99 99 60 81 85 72 73 87 70
Seattle Seahawks 52 40 89 64 30 72 69 46 56
Tampa Bay Buccaneers 77 28 67 92 63 63 98 50 74
Washington Redskins 46 40 57 47 56 50 50 80 56
All Madden 99 99 99 98 96 99 99 99 99
Overall QB RB WR OL DL LB DB SPC
1975 Phoenix Cardinals 90 76 99 56 99 66 40 81 56
1980 Atlanta Falcons 92 76 99 71 99 99 77 93 30
1973 Buffalo Bills 92 28 99 68 67 56 42 99 63
1985 Chicago Bears 99 68 99 76 89 66 99 99 74
1981 Cincinnati Bengals 99 99 99 99 99 99 99 99 81
1965 Cleveland Browns 99 44 99 64 78 47 80 99 81
1978 Dallas Cowboys 99 99 99 81 99 99 77 99 67
1977 Denver Broncos 99 68 99 92 99 99 99 93 52
1962 Detroit Lions 99 48 99 82 99 99 99 99 30
1967 Green Bay Packers 99 99 99 99 99 96 99 99 70
1980 Houston Oilers 98 48 91 82 99 50 29 99 59
1968 Indianapolis Colts 99 44 99 79 52 99 99 99 49
1969 Kansas City Chiefs 99 76 99 75 99 99 99 99 81
1972 Miami Dolphins 99 88 99 92 99 99 99 93 78
1976 Minnesota Vikings 99 80 99 94 99 99 52 99 81
1985 New England Patriots 99 52 99 96 99 87 99 99 99
1979 New Orleans Saints 27 80 99 80 92 99 66 60 30
1986 New York Giants 99 72 87 90 99 99 99 89 89
1968 New York Jets 99 99 99 99 99 84 99 99 81
1976 Oakland Raiders 99 88 99 99 99 93 99 99 70
1960 Philadelphia Eagles 95 80 99 65 67 53 77 86 23
1978 Pittsburgh Steelers 99 84 99 84 99 99 99 99 89
1968 Los Angeles Rams 99 48 87 72 70 99 90 97 56
1981 San Diego Chargers 91 99 99 96 99 66 40 55 52
1984 San Francisco 49ers 99 99 99 96 99 41 92 89 67
1978 Seattle Seahawks 98 88 99 88 67 63 63 97 38
1979 Tampa Bay Buccaneers 88 52 99 55 59 96 80 71 45
1982 Washington Redskins 99 68 99 71 99 72 73 86 85
EA Sports 99 99 99 99 99 99 99 99 99
Tiburon Gotcha 99 99 99 99 99 99 99 99 99
NFLPA Free Agents 99 99 99 21 99 99 99 99 75
===============================================================================
Suggested Substitutions [SUBST]
===============================================================================
Note that I assume a 4-3 defense for every team other than Pittsburgh and
Carolina. All substitutions should be "global" substitutions unless otherwise
specified. I base these recommendations on player ratings in the game, not the
lineups used during the actual 1995 NFL season. I don't know the first names of
a small number of these players.
Arizona Cardinals: The best WR depth chart is Rob Moore, Frank Sanders, Bryan
Reeves, Chuck Levy, Anthony Edwards, and Kevin Knox.
Atlanta Falcons: I don't recommend make any changes to this lineup.
Buffalo Bills: The WR depth chart is Andre Reed, Bill Brooks, Justin Armour,
Steve Tasker, Damon Thomas, and Russell Copeland. Replace Phil Hansen with Jim
Jeffcoat at DLE.
Carolina Panthers: The WR depth chart is Mark Carrier, Don Beebe, Dwight Stone,
Willie Green, David Mims, and Eric Guliford. Use Shawn King (#96) as your LE in
Nickel and Dime. Tim McKyer should start at RCB. The real Panthers were quite a
bit different from the Madden '96 version.
Chicago Bears: Rashaan Salaam should start at HB. Todd Burger should start at
LG.
Cincinnati Bengals: Use Harold Green at HB in Shotgun and Run & Shoot. Carl
Pickens is your #1 receiver.
Cleveland Browns: Replace Tommy Vardell with Earnest Byner at FB. Move Keenan
McCardell up to #4 on the WR depth chart. Use T. Pupua (Pio Sagapolutele?)
instead of Dan Footman at DRT in Nickel and Dime.
Dallas Cowboys: Michael Irvin should be the #1 receiver. Larry Allen should
start at RT. Billy Davis should be TE #2.
Denver Broncos: Glyn Milburn is your best running back, but use Rod Bernstine
in Goal Line and Aaron Craver in Shotgun. David Wyman should start at MLB.
Detroit Lions: The best WR depth chart is Johnnie Morton, Herman Moore, Brett
Perriman, Anthony Carter, Aubrey Matthews, and Kez McCorvey. Start Sean
Vanhorse at LCB.
Green Bay Packers: The receiver depth chart is Antonio Freeman, Robert Brooks,
Mark Ingram, Anthony Morgan, Charles Jordan, and Terry Mickens.
Houston Oilers: Use Todd McNair as your Shotgun HB. Your #1 receiver is Haywood
Jeffires, followed by Chris Sanders, Travis Hannah, and Derek Russell.
Indianapolis Colts: Your WR depth chart should be Brian Stablein, Flipper
Anderson, Sean Dawkins, Aaron Bailey, Floyd Turner, and T. Smith. Leonard
Humphries should start at free safety.
Jacksonville Jaguars: Replace Steve Beuerlein with Mark Brunell at QB. Johnnie
Morton should be the #1 receiver, followed by Desmond Howard, Ernest Givins,
Shannon Baker, Charles Davenport, and Willie Jackson. The real-life version of
the team was radically different from the one found in Madden '96, so you may
want to create players for this team.
Kansas City Chiefs: The WR depth chart should be Lake Dawson, Chris Penn,
Victor Bailey, Danan Hughes, Willie Davis, and Wesley Carroll. Swap Joe
Phillips for Mike Pelton at DT for the Nickel and Dime. Replace George
Jamison with Jaime Fields at LB in the Nickel.
Miami Dolphins: Start Terry Kirby as HB. Use Andrew Greene at RG, although you
may want to still use Chris Gray on Shotgun and Run & Shoot. Use Steve Emtman
(!) as your DLT. You heard that right.
Minnesota Vikings: The WR depth chart should be Cris Carter, Jake Reed, Chris
Walsh, Cunningham, Qadry Ismail, and David Palmer. Orlando Thomas should start
at free safety.
New England Patriots: The WR depth chart is Vincent Brisby, Kevin Lee, Ed
Ellis, Ray Crittenden, M. Henry, and Troy Brown. Use Aaron Jones instead of
Mike Pitts at DLE in Nickel and Dime.
New Orleans Saints: Use a WR depth chart of Torrance Small, Quinn Early,
Michael Haynes, T. Johnson, Steve Rhem, and Derrell Mitchell. Wesley Walls is
your top tight end.
New York Giants: The recommended WR depth chart is Chris Calloway, Mike
Sherrard, Thomas Lewis, Arthur Marshall, Keith Crawford, and Omar Douglas. M.
Davis should be the ROLB. Roderick Mullen may be better at RCB.
New York Jets: Consider playing Bubby Brister at QB instead of Boomer Esiason,
especially if you like a more mobile quarterback. You may prefer Adrian Murrell
over Ronald Moore as your HB on non-passing downs. The WR depth chart is Tyrone
Davis, Stevie Anderson, Ryan Yarborough, Orlando Parker, Curtis Ceaser, and A.
Allen. Kyle Brady should be your #2 TE. James Brown should be the LT.
Oakland Raiders: You might want to start Derrick Fenner at FB. Tim Brown is the
#1 receiver, and then Raghib Ismail, Montgomery, James Jett, Daryl Hobbs, and
P. Bobo. Kevin Smith should be the #2 TE. Play Jeff Kysar at RT. Nolan Harrison
can replace Anthony Smith at DLE in the Goal Line formation. Start James
Folston at LOLB.
Philadelphia Eagles: The recommended WR depth chart is Kelvin Martin, Fred
Barnett, C.T. Jones, Calvin Williams, B. Ford, and J. Kearney. Start Joe
Rudolph at LG.
Pittsburgh Steelers: Charles Johnson is your #1 receiver, followed by Andre
Hastings, Ernie Mills, and Yancey Thigpen. Mark Bruener should be the tight end
for the Shotgun formation and the #2 tight end overall.
St. Louis Rams: The best WR depth chart is Jermaine Ross, Jessie Hester, Chris
Brantley, Todd Kinchen, Isaac Bruce, and Alexander Wright.
San Diego Chargers: You might want to use Ronnie Harmon at RB in the Shotgun
formation.
San Francisco 49ers: D. Moore should be your Shotgun/Run & Shoot back. The WR
depth chart is Jerry Rice, John Taylor, J.J. Stokes, Chris Thomas, Nate
Singleton, and Patrick Rowe. Bart Oates is the best center, and Rod Milstead
should be the RG except in Shotgun and Run & Shoot. Kevin Mitchell should be
the MLB. C. Hicks is arguably the better LCB.
Seattle Seahawks: The WR depth chart is Brian Blades, Ricky Proehl, Joey
Galloway (#84), James McKnight, Terrence Warren, and Michael Bates.
Tampa Bay Buccaneers: Vince Workman is a good Goal Line HB. The WR depth chart
consists of Lawrence Dawsey, Alvin Harper, Charles Wilson, Horace Copeland,
Courtney Hawkins, and Lamar Thomas. Dave Moore may be preferable as TE #2,
especially in Single Back. Sean Love is a better RG in Shotgun and Run & Shoot.
Washington Redskins: The receiver depth chart should be Michael Westbrook
(#82), Henry Ellard, Tydus Winans, Leslie Shepherd, Olanda Truitt, and Pat
Newman. Frank Wycheck is the recommended starter at tight end. Cory Raymer
starts at center. Darrick Brownlow starts at middle linebacker. Alan Grant may
be preferable at LCB.
All Madden: Use Emmitt Smith as your HB in Goal Line. Sterling Sharpe should
probably be your #1 receiver. Steve Wallace is your best RT. Use #63 as your LG
on Shotgun and Run & Shoot. Andy Harmon should be the DLT. Aeneas Williams is
the best RCB. Merton Hanks is preferred at FS.
There are two substitutions you should also make. On some teams, you might want
to change the Nickel formation's fifth defensive back. Also, make sure that
your wide receiver in the Goal Line formation is the receiver who has the best
"Hands" rating; speed isn't much of a factor on the goal line.
===============================================================================
Offensive Playbook [OFFPB]
===============================================================================
I'm going to be assuming you're playing against the computer when I write this
guide, since a human probably wouldn't fall for Far/Near HB Toss on every down.
I always assume that the play is NOT flipped, but the mirror feature (press X
on the play selection screen) is good to use from time to time, particularly on
certain plays or against a human opponent. When I use terms like "Y receiver"
and "A receiver," I'm referring to the buttons that correspond to the receivers
on the non-flipped version of the play. "Y receiver" can have a different
meaning in real-life playbooks. Also, since you're playing an old football
video game, I'm assuming you have some grasp of football theory, rules, and
terminology; you know what a tight end or shotgun formation is. That said, I'm
still going to explain certain terms for the less football-savvy. Caution:
Results may vary based on offense, defense, down, hashmarks, and other factors.
I've tried to test each play against a variety of defenses and with the plays
both regular and flipped (press X), but there's still a chance I may have
misjudged a few plays. Also, no play will work 100% of the time. The five-
receiver formation was new to the NFL in 1995, so don't go looking for any
five-receiver sets or 7-DB "quarter" defenses here. Also, the "zone blitz" was
just coming into fashion in 1995, so there isn't much of that in this game. In
case you didn't know, a zone blitz is where a linebacker blitzes, while a
defensive lineman covers the short zone the linebacker normally would have
covered. For those of you who are counting, there are 92 plays on offense (not
counting the Madden formation) and 81 plays in the defensive playbook.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Far/Near (9 plays)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This formation is best for running, although it contains several passing plays.
Note that the letter in the upper-right corner of each play indicates whether
the play is in the "Far" or "Near" formation (there's little difference,
though; it just means whether or not your HB is on the same side of the
formation as the TE).
---HB Counter---
This is a counter play; the running back steps in one direction to fake out the
defense, and then he runs the opposite direction. Like most "north and south"
run plays in this game, it's tough to get this to gain more than two or three
yards. It works best against a Nickel and is more effective if you press X to
mirror the play.
---HB Toss---
This is the best play in the game! I recommend that you use it A LOT against a
computer opponent - sometimes even on third and long. It's lethal against
standard 4-3 schemes. However, it won't work against a Nickel defense or some
five-man lines, so call an audible if your opponent is using it to prevent a
big loss. If you flip the play, it's weak against a standard 4-3 scheme. You
could even use this play instead of kicking an extra point after a touchdown.
---Strg. Flood---
Strong Flood is the only pass play in the Far/Near formation that isn't a
screen, play action, or rollout. Most of the receivers are on the strong side,
but your best bet is to quickly pass the ball to the Y receiver on the slant
for 10-20 yards. If you flip the play, a quick pass to your running back (B)
or flanker (Y) could become a touchdown. No matter what, you're most likely to
complete your pass if you get rid of the ball very quickly.
---HB Inside---
This play demonstrates the difficulty of running inside, even if you have a
good offensive line. You can't often gain more than a yard or two on this play.
Fortunately, you're also very unlikely to lose yardage here. However, if you
mirror the play using the X button, you have a good chance of gaining decent
yardage.
---FB Dive---
Running fullbacks were a little more popular in 1995 than they are nowadays.
Anyway, this play is considered a dive (running between the guard and center),
but you're most likely to succeed if you run off left tackle. Flipping the
play makes an inside run more effective. No matter what, this play can
frequently gain three yards.
---PA Near---
This passing play isn't as effective as Strong Flood. Make sure to take control
of your quarterback quickly, or your pass will usually be deflected in the
line. The tight end (B) should be your main option. There's not too much
difference between the regular and flipped version of this play.
---Off Tackle---
This running play takes a while to develop, but a speedy back can get a big
gain. Aim for the hole between the right tackle and tight end. The flipped
version of this works poorly against a normal 4-3.
---FB Screen---
Ironically, it's tough to get a good gain here if you pass to the fullback. The
intention is for the lineman to let the defenders run by, and then they can
block for the fullback. Instead, the pass usually gets deflected by a defender
because you can't throw a high pass. If you choose this play, look for your
receivers (Y or A) or tight end (R) instead, or flip the play to make it easier
for your fullback to actually catch the ball.
---Rollout---
It's best to stay inside the pocket on this poorly-named play. Against most
defenses, try a fairly quick pass to either of your receivers. Against some
non-4-3 defenses (or if you flip the play), a pass to the tight end on the
wheel route can be very effective.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Single Back (9)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I don't like this form of the Single Back formation and rarely use it. The
problem is that your only running back lines up very close to the quarterback,
so the back can't get much momentum on running plays, and there's no fullback
to tie up defenders. And while this formation is OK for passing, I usually
prefer a shotgun snap on obvious passing situations.
---Dive---
See what I mean about the lack of momentum? This is a low-risk, low-reward play
that can sometimes gain three yards. There's not much to say about this meat-
and-potatoes play.
---Counter---
Pretty similar to Dive, but this is a counter. Flip this play for best results
against a normal 4-3. This can easily gain four yards (at least when flipped),
but there's also a chance of a loss.
---WR Screen---
An interesting play. Flipping the play doesn't usually yield very good results.
Your receiver stands still and receives the pass. Meanwhile, the left tackle
and left guard pull to block for the receiver. This play can lose a couple of
yards, but if you let the blockers block for you, you can make a big gain.
While the Y receiver is the intended target, throwing to the tight end or
halfback can also work.
---Toss Left---
Pretty risky for a run play, but it can be very effective. If you hit the hole
between the tight end and left tackle, you can gain some yards. If you're
really daring, flip the play and run backwards and right, and then between the
opposition OLB and CB. This can gain (or lose) a lot of yards. Anyway, this is
one of the better running plays in the Single Back formation.
---Off Tackle---
This play is pretty similar to Toss Left. The normal version of the play isn't
very good. Mirror the play and you should get excellent results against a
standard 4-3 alignment.
---HB Screen---
I love this play! Throw the ball to your halfback (the B receiver) at the right
moment and you've got an easy touchdown. The Y and A options are dangerous,
too. This is one of the best passing plays in the game.
---HB Trap---
Another inside run, but this is better than Dive. You might like this play if
you have a very strong, powerful running back like Jerome Bettis.
---Opt. Reverse---
The reversing wide receiver here is just a ploy to distract the defense.
Whether you flip this play or not, your halfback can get a pretty good gain.
But watch out for the outside linebackers that can stop you for a loss.
---PA---
A pretty ordinary play-action pass play. Your Y receiver on the post is your
best target, but the tight end also works well. The flanker's pattern is
usually too short to be very effective.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pro Form (12)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Pro Form formation, also known as Split Backs or other names, is very
similar to Far/Near. It's good for both running and passing. It's the formation
I use most frequently.
---Toss Left---
The key on this play is to avoid the outside linebacker. After that, you'll hit
paydirt and gain at least 15 yards! This is a very nice play. The mirrored form
of the play is a little less useful because it's harder to avoid the OLB and
CB.
---FB Counter---
If your fullback runs well, this is a pretty good play. Wait for the blocking
to set up, and then try to find the right hole. A skilled player can often gain
10 yards. Players tend to run into each other in the mirrored version of this
play, and a stacked line or inside blitz can cause problems.
---Deep Posts---
A pretty ordinary passing play. I sometimes have trouble with it. Your tight
end probably has the best chance of being open. Some players use this as an
audible.
---HB Trap Left---
HB Trap Left can be effective, but it's also inconsistent. Be patient with the
blockers and you can get some pretty good yardage. The flipped version is
pretty weak against a normal 4-3 scheme.
---Quick Outs---
Most of the receivers head toward the sideline on this play. Try a quick pass
to the Y receiver, but don't forget the other receivers, including the backs in
the flats. You won't notice much difference if you flip the play.
---Cross Pass---
Quick slant patterns are lethal against the computer, so try a quick pass to
the Y receiver. The tight end and flanker are also good options.
---Sweep Right---
The success of this play depends a lot on the blocking abilities of your right
tackle, tight end, and flanker. Dash near the sideline, and if your men make
their blocks, you'll be gone! If they don't block well, you can easily lose
five yards. You can also use this play as an off-tackle, especially if you flip
it, if you want to reduce risk (and also minimize reward).
---Dbl. Flares---
Double Flares is a well-designed pass play. Your main receivers (Y and B) are
your halfback and fullback in the flats. Dump the ball off to one of them and
you should get some yards after the completion. Don't overlook the other
receivers, though; your WRs and TE are also viable options.
---Flag Left---
Your main target here is the split end (Y), who runs a flag pattern that very
often throws off the secondary, leading to a very big play. Throwing to your
tight end and flanker reduces the risk of both interceptions and touchdowns.
This is a very nice play. However, it's usually less effective when flipped,
especially the tight end route.
---FB Dive---
This is a rare play that really gives your fullback a chance to shine. Your
halfback is the lead blocker, so this play works best if you have a halfback
who blocks well. Look for the hole that develops, sometimes off left tackle.
Don't bet the farm on gaining more than a couple of yards on the flipped
version of FB Dive against the average 4-3 scheme.
---Hooks---
A good short passing play that should earn approximately 10 yards. Your main
target is the Y receiver on the hook pattern. Try to get some oomph on the
ball. The A receiver runs a very short pattern on the flipped version, which
is tougher to use.
---TE Corner---
Nothing smites the defense like a quick slant to the Y receiver. The tight end
also runs a great route, although the A receiver's route is too short to be too
useful. The flipped form of TE Corner is even better.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I Form (18)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The I-Form, as the most popular formation of the time, has the largest play
selection of any offensive formation in Madden '96. Oddly, there are relatively
few running plays in the I-Form.
---36 Slam At.---
The annoying thing about this play is that the halfback will run into your
quarterback if you're not careful. Run left or right around him and try to find
the best hole. The flipped version works pretty similarly.
---Flats---
Your main options here are your backs in the flat. Your Y receiver (the
halfback) runs too close to the line of scrimmage to be effective; you'll
usually get tackled for a loss, although you can sometimes make a big play with
good blocking. The fullback runs a much more practical pattern, although passes
sometimes get deflected in the line. You can also try throwing to your WRs and
TE. You might prefer the flipped version against a normal 4-3 defense.
---Weak Flood---
Most of your targets are on the weak side of the line on this play. The
fullback stays back to block, so don't try to throw to him. The flanker's route
isn't too useful, but the Y receiver can be very dangerous on a quick slant.
Don't overlook the tight end, too, who will be running in some real traffic.
---HB Draw---
The linemen take a step backward here, which may fool the defense into thinking
this is actually a pass. You might prefer the flipped version so you won't be
running right at the outside linebacker. This isn't the best running play out
there, but it's not awful.
---HB Screen---
This is a normal screen pass that's great against blitzes. I wouldn't recommend
trying to throw to anyone other than the halfback.
---TE Slant---
Both backs are blocking, so you have plenty of protection from the outside
blitz. The main option, hence its name, is a short pass to the tight end, but
you might want to consider going deep with the split end.
---Toss Right---
In Madden '96, the best plays are usually outside runs, and this is almost as
good as Far/Near HB Toss. Keep a good distance behind your blockers, run to the
right sideline, and then you've got only the safety to beat! The flipped
version of this play is more like an off tackle than a sweep, thus diminishing
both risk and reward. I like this play.
---HB Option---
Here's a play that isn't for the faint of heart. You pitch out to the halfback
in a play that's very similar to Toss Right. If you want to, you can run for
what should be a pretty big gain. However, you can also press B to bring up the
passer windows and throw! Aim for the tight end. I usually prefer just to run,
though. Against a human, make sure to bring up the passer windows just to cause
confusion. It's harder to run on the flipped version of HB Option.
---WR Outs---
Both backs stay in to block, so you have a lot of time. Use your "pocket
presence" and be patient. When a receiver gets open, let the long bomb go and
you might just have a touchdown. This play is exciting, fun, and quite
effective.
---Draw Left---
Another draw play, although this one goes to the left. Although it's a draw
play, it functions more like a short-yardage dive. You can't usually get more
than a gain of two.
---TE Curls---
I usually throw to the tight end on the curl pattern in this play, although you
can also throw to the deep Y receiver. This really isn't my favorite passing
play, though.
---PA Screen---
Here the quarterback fakes a handoff to the fullback and then throws to the
halfback. Your receivers and tight end aren't very useful as pass catchers
here, as most passes to players other than the halfback get broken up in the
line. I prefer the flipped version or HB Screen.
---Pitch Left---
A good off-tackle run that usually gains about five yards. The flipped version
is less effective.
---Pitch Right---
Very similar to Pitch Left, but this is more like a sweep. Follow your fullback
and find the right hole. A stacked line causes problems for this play. The
flipped version is less effective against a normal 4-3.
---Slant N Go---
Quick slants to the split end are usually excellent, but this one is too deep
to work as consistently as most, although it can be a very big play. The other
routes aren't remarkable, either. I don't use this play much.
---Toss Left---
This looks a lot like Toss Right to the weak side. Let the fullback take care
of the OLB and you should get a decent gain on this off-tackle. The flipped
version is very similar.
---FB Dive---
This play is exactly what it says it is - a fullback dive. 1-5 yards is a
frequent outcome, but at least you won't lose any yardage.
---PA Streaks---
Here's a good passing play. After the play fake you'll have a choice of three
streaking receivers to choose from - and one should be open. If nobody's open
and you're about to get sacked, press SELECT to throw the ball away.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shotgun (9)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The shotgun formation is good for passing because of its "shotgun" snap - the
quarterback gets the ball several yards behind the line of scrimmage instead of
from right under center. It isn't great for running, though. The Madden '96
version of the shotgun formation has three receivers, one tight end, and one
running back. This is one receiver more than Single Back and one less than Run
& Shoot. A good pass-blocking line helps.
---HB Shov. Pass---
This play is designed to be a shovel pass to your running back (B). Expect to
gain 5-10 yards against a Nickel defense with little risk. Against a 4-3, the
shovel pass can occasionally be deflected by a lineman. If you feel lucky or
your opponent is still in a 4-3 (or you see an open receiver), you can also
throw deep to someone else, probably your Y or A man. Overall, this is a good
play.
---All In---
The pass patterns are pretty self-explanatory here. The A receiver tends to get
open very frequently, especially if your opponent isn't prepared for the
shotgun.
---Deep Outs---
Your main targets here are your exterior receivers (Y and A), who can make some
pretty big plays. This play is best if you need a lot of yards.
---Draw---
This can earn a surprising amount of yardage if the defense is expecting a
pass. If your opponents use a Nickel or Dime, you might want to just run
through the hole left by the right guard. Against a 4-3, follow the right guard
as he pulls to the left, and you'll probably pick up a lot of yards.
---HB Toss Right---
Outside running isn't easy in the Shotgun formation, but good blocking will
reward you with a big gain. This is a high-risk play that can easily gain 25
yards or lose five. Call an audible in the unlikely event your opponent has
eight men in the box.
---QB Waggle---
You've got to love plays with cute names. Normally you roll out to the right
and throw to the B or A receiver - one of whom should be open deep - but you
might want to take off running if you have an agile quarterback. It's a bit
harder to get a completion with the other receivers.
---HB Lead---
This formation is a little different - one of your receivers lines up in the
backfield. This is probably the weakest running play in the Shotgun formation,
although it's a good choice if you like seeing people fall down.
---Dbl. Flares---
Double Flares is a good choice if you're in a situation where you want to pass
and want a lot of short options. Again your third receiver is in the backfield.
Look for the split end on the hook and the running back in the flat, but don't
forget about your other receivers.
---Deep Posts---
This also has a receiver lined up next to your halfback, this time to block.
This is a good play for getting 10-20 yards, although a blown coverage can lead
to a big play. Passes to the split end get broken up a lot.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Run-Shoot (15)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Run-Shoot formation is named after the Run 'n' Shoot offensive system, as
this was the formation that scheme usually employed. It's similar to Single
Back, except that it has four wide receivers and one running back instead of
two receivers, two tight ends, and a back. As with the Shotgun formation,
opponents will often audible into a Nickel or Dime when you line up in this
formation, frequently double-covering your split end. For that reason, don't
forget to use the slot receivers, who often remain uncovered or covered by a
linebacker or safety (especially against a standard 4-3). You want good wide
receivers and an offensive line that pass blocks well when you use the Run &
Shoot formation. Flipping these plays won't change much.
---HB Dive---
HB Dive. Hmm. I wonder what that could mean? While the Run & Shoot formation
should spread out the defense, the computer rarely audibles into a Nickel or
Dime on run plays, so this play is usually stopped after a yard or two. I don't
recommend this play. It does work well against a Nickel or Dime, though.
---Curls---
I use this play way too much, but it's quite nice. It's a good way to get 10-20
yards. Your four receivers run curl patterns, while the back stays to block. I
usually prefer to throw to the third receiver in the slot with B. Like most
plays in the Run & Shoot and Shotgun formations, there's not much use in
flipping the play.
---Toss Right---
A good running play. It's riskier than some, though. Normally you'll run off-
tackle, although it can be used as a sweep with good blocking, especially
against a normal Dime defense.
---Double X's---
Both pairs of receivers run crossing patterns. The receivers run too close
together for this play to be really effective; one defensive back can
essentially cover two receivers. However, if you're patient, one of your
receivers will get open deep for the long ball, leading to an easy touchdown.
---Flood Right---
This isn't much of a flood - just three men right. The tight end and flanker
are usually open, but if you're feeling bold try a bomb to your split end (L).
Your best bet is the halfback in the flat, who can get some yards after the
completion.
---PA Pass---
A play action pass seems a little weird in this formation, but this play is
reasonably good nonetheless. The Y receiver is a good way to earn 15 yards or
so, while the flanker and tight end offer slightly better completion
percentages.
---Roll Out---
This is a medium-range passing play. If he's open, throw to the A receiver on
the right. Otherwise, try for the Y receiver or the safer tight end. I wouldn't
try to actually roll out though, as the quarterback normally just stays in the
pocket on this play.
---Counter Left---
This running play can usually gain at least three yards. It's much more
effective than HB Dive, and it's much less likely to lose yardage than Toss
Right. Counter Left is a good general running play for Run & Shoot fans.
---Quick Outs---
This play gives you a choice of distances. The Y receiver can get you about 20
yards, the tight end 15, and the A receiver about 10.
---Hook N Go---
Three of your receivers run a "hook and go" route - they fake a hook and then
run downfield. This is best as a long pass, and it can be pretty effective.
Your only medium target is the third receiver (B) on a post, which gets a good
reward and not much risk.
---HB Flats---
The halfback in the flat is a safe option, although you need a very elusive
runner to gain much more than five yards or so. The Y and A receivers on the
post patterns tend to yield more satisfying gains.
---Quick Posts---
This is another Run & Shoot play where many of your receivers run similar
routes - in this case, a quick post. You want to get rid of the ball fairly
quickly - right before the receiver "turns." The fourth receiver runs an in
pattern that isn't too useful.
---Hail Mary---
All your receivers head deep. Use this only in desperate situations where a
touchdown is needed.
---Circle---
Your main target is here is the halfback, who runs around the line. This play
is pretty good and is almost like a screen pass without pulling guards. You
might also want to look for your A and Y receivers, as well as the R receiver
in the slot.
---Deep Flood---
Don't try throwing to the halfback, since he's rarely open and passes to him
may get intercepted or deflected in the line. Instead look for your A receiver
on the corner pattern or the riskier L receiver on the deep out.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Goal Line (9)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This formation is full of plays that are useful only in short-yardage
situations, especially near the goal line. The plays can't be flipped, for some
reason. There are two backs, two tight ends, and a receiver, ideally the one
with the best "hands" rating.
---FB Dive---
A good play to use if you only need a yard or two. It's not particularly
glamorous, though.
---PA Pass---
One of the four passing plays in the Goal Line formation. First look for the
fullback (R) in the flat. If he's not open, look for your receiver (B) or one
of your ends: the fade route (L) or the post (A). The halfback (Y) doesn't get
open much.
---Corners---
If your receiver (B) isn't open, throw to the halfback (A) in the flat for the
score.
---FB Opt. Right---
This play is pretty similar to FB Dive, although it's not as good and can also
lose yardage.
---QB Sneak---
The Quarterback Sneak is a pretty low-risk play, but don't expect to gain much
more than a yard or two. But it's very good at getting that one yard! This play
works great against the Miser and Tough Man variants of the Goal Line defense
but consistently fails against 53. You might even call an audible if three men
are blocking your center.
---Rollout Left---
Your best options here are your receiver (A) and halfback (L). All other
options are pretty iffy. Make sure to throw a bullet pass. Normally your
quarterback drops back quite deep on this play.
---HB Opt. Left---
The goal of this play is to run around the congestion in the middle by running
off left tackle. This play works very well, although nothing is guaranteed
inside the five.
---Wishbone---
This formation has one of your tight ends in the backfield as an additional
blocker. However, what you're doing is faking a handoff to the fullback and
then using the quarterback to plunge through the line or run off right tackle.
I don't get good results with this.
---Quick Outs---
This may be the best passing play in the Goal Line formation, especially if
you're on the five or six yard line. Look for the receiver (B) on the post. If
he's not open, try the tight ends (Y and A) on the out routes on either side.
Both backs block.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Madden (6)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This formation consists mostly of some of the better plays from the I-Form,
sometimes with a name change or a VERY slightly different pattern. You can't
flip these plays for some inexplicable reason.
---Toss Left---
This is the same as the Toss Left of the I-Form. Duh.
---Dive Middle---
This is almost identical to the FB Dive of the I-Form.
---Toss Right---
Another play ripped from the pages of the I-Form.
---Sideline Pass---
This is WR Outs from the I-Form masquerading as Sideline Pass.
---Slant---
This play stole TE Slant's identity.
---Bomb---
This is almost the same as PA Streaks from the I-Form.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Special Teams (5)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---Fk. Punt Run---
As you know, fake punts are risky. In this version, one of your blockers takes
the snap and plows through the line. It's hard to gain more than three or four
yards with this, but it's certainly worth a try on fourth and two if the
situation is right. Also, it almost always gains at least two yards. Because
the computer will audible into a normal formation when you call a fake punt,
they're most effective against a human player.
---Fk. Punt Pass---
Another fake punt, but this is a pass. Look for your Y, B, and A receivers and
throw to whoever's open. Your B man is safest, while Y and A are best for
longer gains. This play can be quite effective against human players, if just
for the shock value alone.
---Punt---
When it's fourth down and too far to kick, you will usually want to punt. And
this is the play to select when you wish to do so.
---Field Goal---
This play lets you kick a field goal. What a surprise! This is also the play to
select when you want to kick an extra point after a touchdown. Don't try to
kick a field goal unless you're inside the opposition 30 or so, though.
---Fake F.G.---
Fake field goals are very risky, so use them carefully. This is a standard
passing fake field goal. Your best bet is the B option. Ignore the kicking
meter. As with punts, computer opponents will usually call an audible when you
call a fake field goal.
===============================================================================
Defensive Playbook [DEFPB]
===============================================================================
I'm not going to be as verbose on the defensive plays. Instead, I'm just going
to give a few details about each play; you can tell a lot just from the names
and diagrams.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4-3 (24)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The 4-3 defense is the defensive set used by most teams in most situations.
---2 Deep---
A very balanced defense. I use this a lot.
---Key HB---
A good balanced defense that defends both the run and pass. It's best not used
against teams that run their fullback a lot.
---Wrangler---
Puts a little pressure on the quarterback by blitzing an outside linebacker.
Running the ball will probably be easier, though.
---3 Deep---
This is a little stronger against the pass - might be good on something like a
2nd and 11.
---Contain---
Contain is designed to contain the outside run.
---Breaker---
Another basic 4-3 set, but this has the left end and left tackle on a stunt.
---Galaxy---
This is the first of six unusual forms of the 4-3 named after the now-defunct
NFL Europe teams of the time. All of them put eight men in the box, which helps
stop the run. This particular permutation is a great way to stop HB Toss.
---Claymore---
Not too different from Galaxy.
---Fire---
The middle linebackers blitz here.
---Admiral---
A weird zone defense that may fail against a long ball to the split end. The
outside linebacker blitzes. Does this play make you feel like you're in
Amsterdam?
---Monarch---
This zone is one of the better of the NFL Europe plays against the pass.
---Dragon---
The Admiral of Claymore swore vengeance against the Dragon that slew his
Monarch with Fire. Okay, that's stupid. This is the last of the NFL Europe
plays, and it's Designed to put pressure on the quarterback from unusual
angles.
---Grizzly Zone---
The Grizzly set places all four defensive linemen very close to one another.
This version is designed to defend the pass.
---Grizzly Read---
This is the most balanced form of the Grizzly scheme.
---Grizzly Attack---
Grizzly Attack is designed to put pressure on the quarterback, with the outside
linebackers blitzing and two linemen on a stunt.
---Flex 2 Deep---
This is the normal version of the Flex form of the 4-3, which has two lineman
slightly further from the line of scrimmage than normal.
---Flex 3 Deep---
A deep zone.
---Flex Bomber---
A Flex blitz.
---Dbl. Talon Zone---
No, it's not named after Malon's dad from Zelda games. The Double Talon has the
tackles very close to each other, and one of the outside linebackers is
situated far to the left. This form of Double Talon is a zone defense.
---Dbl. Talon MZ2---
Another variation of the Double Talon system.
---Dbl. Talon Stk.---
The outside linebacker blitzes in Double Talon Strike.
---Cowboy Zone---
The Cowboy system is similar to Double Talon, but the linemen and linebackers
are symmetrical.
---Cowboy HB---
This is like Key HB, only with the Cowboy set.
---Cowboy SE---
Cowboy SE double-covers the split end (usually the flanker, actually) - a good
way to stop a dangerous receiver.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3-4 (21)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The 3-4 is similar to the 4-3 in many aspects, but there are differences. The
3-4 has three linemen and four linebackers, whereas the 4-3 uses four linemen
and three linebackers. The primary advantage of a 3-4 is it allows teams to put
more pressure on the quarterback in unpredictable ways. The disadvantage is it
requires specialized personnel, such as a massive nose tackle. In real life,
only the Steelers and Panthers regularly used the 3-4 defense in 1995. A real
team may have some difficulty regularly switching between a 3-4 and a 4-3, but
you can do it as much as you want in a video game. Don't overlook the more
unconventional forms of the 3-4, like Ace and Tiger.
---2 Deep---
A balanced defense.
---Weak Blitz---
An outside linebacker blitzes here; nothing too wild. This is another useful
general-purpose 3-4 play.
---Safety Blitz---
Your safety blitzes along with an outside linebacker.
---3 Deep---
Three of your defensive backs are in a deep zone, while the RCB covers the
split end (flanker on flipped plays) in man coverage.
---Man/Zone 2---
Another good versatile 3-4 scheme.
---LB Blitz---
Both outside linebackers blitz.
---Viper Zone---
Viper is a weird 3-4 system where the linebackers are arranged in a diamond
shape. This is the zone version.
---Viper Key HB---
This form of the Viper is better at stopping the run, especially the halfback
run.
---Viper Strike---
An outside linebacker blitzes, along with a safety.
---Ace Zone---
Ace puts eight in the box, with a down linebacker. It's almost like a 4-3 or 4-
4. Both OLBs blitz, spelling trouble for quarterbacks.
---Ace Man---
An inside linebacker blitzes with man-to-man coverage.
---Ace Flush---
A favorite of wavers of the Terrible Towel: two blitzing linebackers and a
safety. With six men rushing, the opponents will have to get the ball off
quickly.
---Crimson Yard---
Crimson is a bizarre set that stacks the right side of the offensive line.
However, this play is suitable for the average 1st and 10.
---Crimson Read---
Crimson Read is designed to contain the run.
---Crimson Tide---
I don't know if they used this at the University of Alabama, but you have five
rushing here.
---Tiger Zone---
Tiger is another weird subset of the 3-4 that facilitates the mass blitz, with
the defensive linemen near the edges of the offensive line. This is the most
normal Tiger play.
---Tiger Tiger---
Tiger, tiger, burning bright... I bet you weren't expecting poetry in this
guide. An outside linebacker blitzes.
---Tiger Hunt---
An outside linebacker and a safety blitz.
---Wilkie Zone---
In Wilkie, all three linemen line up near the center, while the linebackers
cover the outside. If that doesn't overwhelm the middle of the line, exotic
blitzes may get past the tackles. This is a zone, as you can probably guess.
---Wilkie Man---
This is the man-to-man form of Wilkie.
---Wilkie Storm---
Wilkie Storm is a heavy-duty blitz, including a rushing safety.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Nickel (12)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Nickel defense is best used in passing situations, as there are five
defensive backs instead of four.
---Prevent---
Everyone goes deep, so use this only when your opponents are in a two-minute
drill and are trying to gain yards quickly. It's best against a "Hail Mary" or
similar play.
---Safety Blitz---
Here one of your safeties, as well as a linebacker, will come rushing toward
the quarterback. The pressure on the QB is offset by the possible hole in your
coverage. The safety is too far away to get to the quarterback unless you
manually change his position so it's closer to the linebackers.
---Short Zone---
This defense is designed to contain a short pass. Good on, say, a 3rd and 6.
---3 Deep---
Both safeties and a cornerback cover the deep zone here, so this defends the
deep pass well. However, there will be a hole in the short zone.
---Outs---
This play helps stop the receivers, while increasing the risk of a completion
to a tight end or back.
---Double FL---
This double-teams the flanker. A good way to shut down a particularly dangerous
receiver, although this play usually double-covers the split end.
---Double SE---
Identical to Double FL, except this puts the split end (or more commonly the
flanker) in double coverage.
---Double HB---
This play is designed to contain a dangerous receiving halfback.
---Pirate Zone---
The Pirate set is a special form of the Nickel where the linebackers line up
near the center and tight end. This is a fairly deep zone defense.
---Pirate Dbl.---
The Pirate Double play double-covers the receiver on the right - usually the
flanker.
---Pirate Blitz---
Both linebackers blitz here, creating a six-man rush.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dime (12)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Dime formation is even more pass-oriented, with six defensive backs and
just one linebacker. Since it's weak against most running plays, especially the
inside run, the Dime should generally be reserved for prevent situations.
---Prevent In---
This deep zone is designed to stop long passes down the middle.
---Short Zone---
The cornerbacks and linebacker protect against the short pass, while your
safeties drop back to provide a last line of defense.
---Double SE---
This play double-teams the receiver lined up on the right side of the offense,
which in reality is usually the flanker.
---Prevent Out---
This deep zone stops the outside pass but may be vulnerable against passes down
the middle or in the flat. Good in a two-minute drill.
---Double FL---
This play double-teams the receiver lined up on the left side of the offense,
which in reality is usually the split end.
---CB Blitz---
One of the cornerbacks blitzes the quarterback here, while the rest of the
secondary is able to fill the hole.
---Prevent---
The classic prevent defense. All of your defensive backs head deep to prevent
the big play. Because of its passive nature, you definitely don't want to use
it except when necessary.
---Tight Man---
As you might expect, this is a tight man-to-man coverage. I think it's pretty
effective.
---Safety Blitz---
A safety blitzes, with the other five defensive backs providing the other
assignments.
---Medium Zone---
This medium zone is actually pretty deep, so it's best in third-and-long and
two-minute drill situations.
---Rotation---
Your defensive backs rotate in a circular manner in this play, which could
definitely confuse quarterbacks' views of coverage assignments. This increases
the chances of an interception and also a big play for the offense.
---Key HB---
This is a man-to-man defense, with the linebacker staying near the line to stop
the inside run. Could be useful against a Run 'n' Shoot.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Goal Line (9)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Goal Line formation counters the offensive version of the Goal Line. This
should only be used near the goal line or possibly in certain obvious short-
yardage situations.
---Miser Left---
This is a general-purpose goal line defense.
---Miser Key FB---
This play is designed to stop the fullback.
---Miser Right---
Very similar to Miser Left.
---53 Ram---
The 53 variation of the Goal Line formation is excellent against the inside
rushing game, especially quarterback sneaks, but it is weak against outside
runs.
---53 Griffin---
Similar to 53 Ram, but with more emphasis on stopping the outside play.
---53 Bearcat---
This is a blitz.
---Tough Man Outs---
The Tough Man set is somewhat stronger against the pass - especially this
version. Interestingly, this set was called Tough Guy in Madden '95.
---Tough Man HB---
Similar to Tough Man Outs, with the defense keying the halfback.
---Tough Man Blitz---
Seven men rush, while the cornerbacks guard against the fade.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Special Teams (3)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These plays are designed to defend against punts and field goals.
---Punt Return---
Here your personnel will be blocking for your returner in an attempt to get a
good return.
---Punt Rush---
Here your team goes all out trying to block the punt, but you won't be able to
get a return.
---FG Block---
Use this if you know your opponent will be kicking a field goal.
===============================================================================
FAQs and General Tips [NOTES]
===============================================================================
Q: What plays are the best audibles?
A: Here are the audible selections I most frequently use.
Offense
[Y] A run (Far/Near HB Toss)
[B] A short pass or screen pass (Pro Form Cross Pass)
[A] A long pass (Shotgun Deep Outs)
Defense
[Y] A balanced defense (4-3 Key HB)
[B] A play that covers the pass (Nickel 3 Deep)
[A] A blitz (4-3 Grizzly Attack)
Make sure to change your offensive audibles if you're using a hurry-up offense,
or your defensive audibles if your opponents are in a hurry-up. You also want
to use different defensive play selections when using a 3-4. Against a human,
you should change your audibles periodically to keep opponents on their toes.
In case you didn't know, you can change audibles from the "Set Audibles" option
on the Gameplay Options subscreen of the Pre-Game or pause screen. The most
important thing is to select plays that work well for you as audibles.
Q: How do I use a hurry-up offense?
A: Hold the A button right before the play selection screen would ordinarily
appear. You'll bypass the play selection screen and run the play you last run,
unless you call an audible. A no-huddle offense is useful if you need to get
points fast, but it can also be useful for confusing your opponents, especially
a human player.
Q: How do I kick an onside kick?
A: As in real life, onside kicks are very difficult to execute properly. First
press A to call a kickoff audible, and then press A or B to change your team's
alignment. Press B to start the power bar, and hold left or right on the
control pad to angle the kickoff (preferably toward the side where all your
players are). You want to stop the power bar when it's on the way down. It
takes a lot of practice to do this right. By the way, make sure to call a
kickoff audible yourself if your opponents are attempting an onside kick.
Q: Where's the Kneel Down play?
A: There isn't one. If you need to run out the clock without risking a fumble,
try something like FB Dive from the Goal Line formation. Another option is to
select a passing play and dive backwards right after you get the snap.
Q: Is there fatigue?
A: No. No matter how fast a player runs, no player ever gets fatigued. Players
could first tire in Madden '97.
Q: What's the best way to put pressure on the opposing quarterback?
A: Select the middle linebacker. Charge past the center and squash the
quarterback! Even better, start running toward the line of scrimmage before the
snap to get a running start, or try lining up in the neutral zone (the referee
thinks the line of scrimmage is at the feet of the offensive linemen).
Q: My passes keep getting deflected by the stupid defensive linemen! How can I
stop that from happening?
A: You can either drop back farther or leave the pocket. In some plays you can
try releasing the ball faster (or sometimes later).
Q: Why is the computer controlling my quarterback?
A: If you don't press any buttons after the snap, the computer takes control.
The same goes on defense. You can usually generate better results than the
computer, though.
Q: How do I call a timeout?
A: Select "Call Timeout" from the pause screen if you have one or more timeouts
remaining. As you probably know, timeouts stop the game clock, so they're
useful in a two-minute drill or when you're about to get a delay of game
penalty.
Q: What penalties appear in this game?
A: Basically, you can get a delay of game penalty if you take too long to call
your play on offense, and on defense you can get called for offsides by moving
past the line of scrimmage before the snap. Pass interference appears randomly
and can be turned off. Other penalties can't be turned off, though. Penalties
other than the three mentioned here are extremely rare, like illegal procedure
(kicking the ball out of bounds on a kickoff).
Q: What should I choose when I win the toss?
A: It doesn't matter, although it's more fun to receive first. If you're
deciding the goal to defend, you might want to have a tailwind on the kickoff.
But it doesn't matter at all.
Q: Why does the computer usually call an audible when I select a pass from the
Shotgun formation but rarely when I run from the Shotgun?
A: The computer is also more likely to use a Nickel defense when you use the
Shotgun formation, even on first down. The computer seems to have ESP (or an
unauthorized video camera) and knows what play you're calling. To deal with
this, call an audible yourself, or just look for the receiver who's poorly
covered.
Q: How do you perform touchdown dances?
A: After scoring a touchdown, hold Y, B, or A and press any direction on the
Control Pad. Different combinations will produce different moves! Groove on,
baby. Also try pushing different buttons (not in combination) to produce horn
and whistle sounds.
Q: What other tips do you have?
* This is common sense, but if you have a good running back and a weak passing
game (like St. Louis), run the ball a lot. Likewise, if you pass well but can't
run (like Minnesota), you'll want to keep the ball in the air.
* Hard throws take just a little longer to get off than touch passes.
* Run straight if you want to keep going fast; zig-zags slow you down.
* Blitzes don't just increase the chances of a sack; they also make it easier
to deflect passes.
* Your split end (on the left) is usually the Y receiver, while the flanker (on
the right) is generally assigned the A button. The B button is usually a tight
end or halfback, while backs or slot receivers are usually L and R. However,
you should refer to the play diagrams for the information specific to each
play; this isn't the case on all plays, especially if you press X to reverse
the diagram.
* Don't forget to check out the Instant Replay feature (found on the pause
menu); it's pretty cool for 1995.
* If you're playing on an emulator, assign the Y, B, and A buttons to the X, C,
and V keys, respectively, to ease play-calling.
* A controller with a turbo button may make certain training events easier.
Q: What are the actual names of the players who don't have names in Madden '96?
A: I was able to figure out most of them:
ARI #26 HB Ryan Terry
ARI #36 FS Tito Paul
ATL #42 FS Devin Bush
BUF #34 HB Thurman Thomas
CAR #96 DE Shawn King?
CHI #90 DE Alonzo Spellman
CIN #80 KR-PR David Dunn
DAL #63 G Shane Hannah?
GB #88 TE Keith Jackson
HOU #20 HB Rodney Thomas
NE #52 ILB Ted Johnson
NYG #30 HB Tyrone Wheatley
OAK #91 RE Chester McGlockton
PHI #42 SS Greg Tremble?
SD #21 CB-PR Darrien Gordon
SEA #84 WR-PR Joey Galloway
WAS #82 WR Michael Westbrook
I think the anonymous players for the All-Madden team are just "filler" players
with very high ratings who don't appear with any actual teams.
Q: What other notes do you have for the game?
A: Just a few miscellaneous tidbits:
* If you play using a classic team, you'll be able to play at the old team's
stadium (like Memorial Stadium). Unfortunately, the venues in this game are
pretty generic; the only distinguishing features are indoors/outdoors and
grass/Astroturf. Still, it's kind of neat.
* The official name for the Gator Bowl was by then Jacksonville Municipal
Stadium. Incidentally, this game was made about a year before it became really
fashionable to sell stadiums' naming rights.
* In Madden '96, the Jaguars wear gold pants, but the team always wore white
pants in 1995. (In real life, they also usually wore white jerseys even at
home.)
* Madden '96 is based on the Madden '95 game engine, but the playbook is
better, several features have been added, and the rosters are updated for the
1995 season.
* Hold START, SELECT, L, R, and A on Controller 2 while starting up your game
to see a debug screen with all sorts of interesting hexadecimal stuff. Try it.
It's neat.
* You might enjoy slamming into opposing players after the whistle blows. You
won't even get called for unnecessary roughness.
* You can't set the weather for teams that play indoors.
===============================================================================
Comparing with Reality [REALL]
===============================================================================
This is a pretty familiar section if you've read my Formula One walkthroughs.
This is just a brief summary of the 1995 NFL season. More in-depth information
can be found at NFL.com, Wikipedia.org, and assorted other Internet and print
sources.
The NFL expanded from 28 to 30 teams in 1995 with the addition of the
Jacksonville Jaguars and Carolina Panthers. It was also the first season in
decades without a franchise in Los Angeles, as the Rams departed for St. Louis
and the Raiders moved back to Oakland. Several notable individual career
achievements occurred on the field, as Jerry Rice broke records for most career
receptions and receiving yards, and Dan Marino passed Fran Tarkenton in four
major passing categories. Also, Emmitt Smith scored 25 touchdowns, beating John
Riggins' 12-year-old season record. The Dallas Cowboys defeated the Pittsburgh
Steelers 27-17 in Super Bowl XXX on 1/27/96 in Tempe, Arizona, to win their
fifth Super Bowl and their third in four years. This much-anticipated showdown
was the second most-watched program in American TV history and proved to be a
pretty interesting game.
===============================================================================
Version History [VERSN]
===============================================================================
Here's the most beloved section of my guides... the version history.
0.2 Began guide on 1/10/08. (17 KB)
0.25 Did very little on 1/12/08. (17 KB)
0.4 Added most of the team stats and playbooks for Far/Near, Single Back,
and Pro Form on 1/13/08. (28 KB)
0.6 Expanded the playbook with I-Form and Shotgun on 1/14/08. Finished the
team stats. (45 KB)
0.75 Completed the defensive playbooks on 1/15/08. (54 KB)
0.85 Added controls and other details on 1/16/08. (65 KB)
0.99 Fixed some player names and finished things up on 1/17/08. (74 KB)
1.0 Made final adjustments to line breaks and such on 1/18/08.
Submitted guide to GameFAQs.com and Neoseeker.com on 1/19/08.
1.1 Fixed a few errors on 7/28/08. (75 KB)
1.2 Removed an outdated guides list and improved formatting on 2/26/22. Made
some small tweaks to wording as well. (76 KB)
1.21 Added a small bit of trivia on 3/2/22. (76 KB)
===============================================================================
Copyright [COPYR]
===============================================================================
(c) 2008-2022 VinnyVideo. All rights reserved.
All trademarks and copyrights mentioned in this guide are property of their
respective holders.
You can post this guide on your Web site as long as you give proper credit to
VinnyVideo and you don't change anything I wrote. The latest version of this
guide will always be available at GameFAQs and Neoseeker, but don't count on
there being frequent (if any) updates.
===============================================================================
Contact Information [CONTC]
===============================================================================
If you have any questions or comments about this guide, please send an e-mail
to
[email protected]. That's zero-zero-two, by the way. Remember that not
all e-mail messages will be read. Please follow these guidelines:
* Do include "Madden '96" in the subject line.
* Do send polite suggestions for ways to make this walkthrough better.
* Do tell me about any errors or omissions you find in this guide.
* Do send information about any glitches, tricks, or codes you discover.
* Do ask any questions you have about gameplay.
* Do make a reasonable effort to use decent spelling and grammar
so I can understand what you're trying to say.
* Do use patience. I respond to my e-mail quite sporadically.
* Do not send spam, pornography, flaming, chain letters, or anything that
contains profanity or vulgarity. Junk like that gets deleted on sight.
For Matt