____     __    _________   __              ___       __    ___
      [    \   [  ]  [  ______/  [  ]           /  _  \    [  ]  /  /
      |     \  |  |  |  [        |  |           |_/ \  |   |  | /  /
      |  \   \ |  |  |  '----,   |  |               )  )   |  |/  /
      |  |\   \|  |  |  -----'   |  |              /  /    |     (
      |  | \   \  |  |  |        |  |             /  /     |  |\  \
      |  |  \     |  |  |        |  '----,       /  '--,   |  | \  \
      [__]   \____]  [__]        [_______]      (______]   [__]  \__\

                    -----------------------------
                         N F L  2 K   G u i d e
                    -----------------------------

                             Version 1.3

                             12/30/1999

                                by

                              JOliver

                          [email protected]
                   http://www.geocities.com/nfl2kfaq/



====================
| C O N T E N T S  |
====================
i. Revisions
ii. Contact Info
iii. Conventions

1. Controls
2. Speed Burst vs. Power Move
3. Pass Indicators
4. Maximum Passing
5. Running the Ball
6. Passing the Ball
7. Pass Defense
8. Run Defense
9. Kicking
10. Blocking Kicks
11. Replays
12. Codes


-------------------
i. Revision History
-------------------
10/25/1999 - v 1.0

10/26/1999 - v 1.2 - Reworded several paragraphs.
                  - Fixed spelling and grammatical errors.
                  - Changed document title from 'FAQ' to the more accurate 'Guide'.
                  - Added visually offensive ASCII "art".
                  - Added all-pro deep passing section.

12/30/1999 - v 1.3 - Added Kick Blocking section


----------------
ii. Contact Info
----------------
Please send any comments, questions, or corrections to:

 [email protected]


----------------
iii. Conventions
----------------
L = Left Trigger
R = Right Trigger
D-Pad = The digital directional pad on your controller




=====================
1. Controls (Default)
=====================

 Offense
 -------
   Before the snap as QB)
      A  - snap the ball
      B  - hard count
      X  - quiet the crowd
      Y  - audible
      Left(analog stick)    - send man in motion to the left
      Right(analog stick)   - send man in motion to the right
      Left or Right Trigger - view entire formation and receiver
                              button assignments.

   Running the ball
      A(tap)  - speed burst
      A(hold) - instant energy
      B  - spin
      X  - dive
      Y  - hurdle
      Left Trigger  - stiff arm left
      Right Trigger - stiff arm right
      Left + Right Triggers - shoulder charge

   Going out for a pass
  (i.e. Your playing a receiver without the ball, possible when two or
        more human players are on the same team)
      A(tap)  - speed burst
      A(hold) - instant energy
      X  - dive
      Y  - wave
      Left Trigger  - stutter step left
      Right Trigger - stutter step right

 Defense
 -------
   After the snap
      A(tap)  - speed burst
      A(hold) - instant energy
      B       - select player nearest to the ball
      X       - dive tackle
      Y       - jump
      D-pad   - select another defender
      Left Trigger   - left arm swim move to the right
      Right Trigger  - right arm swim move to the left
      Left + Right Triggers  - helmet ram





=============================
2. Speed Burst vs. Power Move
=============================

First, it's important to understand the difference between a speed burst
and a power move.  You may have noticed that the booklet included with the
game fails to make it completely clear.

Speed Burst
-----------
Tapping the 'A' button will give you a speed burst and tapping it again will
give you another.  So for maximum speed, without the delay of an instant
charge, tap the 'A' button like mad.

Power Move
----------
The instant charge uses the 'A' button also, however you must hold down the
button in this case.  As you hold down the button you'll notice your selected
player's arrow fill up with the color orange.  Once the orange power meter has
completely filled the arrow (if you have a jump pack then you'll get a
distinct little buzzing to let you know you're charged up) you can release the
'A' button and your power arrow will hold it's charge.  Now the next move you
do, speed burst, jump, dive, spin, stiff arm, shoulder charge, etc. will be
more powerful than normal.  Afterwards your power meter will return to normal.
Also note that an interception attempt will be more likely to succeed with a
full instant energy charge prior to an action move to the ball(i.e. a jump).

For example:

 WITHOUT Instant Energy charge (offense)
        A - speed burst for 6 yards
        Y(while running) - jump 2.5 yards

 WITH Full Instant Energy charge (offense)
        A - speed burst for 12 yards
        Y(while running) - jump 5 yards



==================
3. Pass Indicators
==================
There are three distinctly colored target like indicators that
will appear on the field when a pass is thrown.
 Red    - Shows where a receiver will have to dive or scoop low in order
          to make the catch.
 Blue   - Shows the optimum position to be in to make a normal standing or
          running catch.
 Orange - Shows where to jump in order to catch or knock down the pass.



==================
4. Maximum Passing
==================
Turn on maximum passing by pressing the 'A' button on the controller select
screen.  When maximum passing is turned on the position of your controller's
analog stick effects the passes you throw.  Notice the word position, this
means that both the direction and how far in that direction you push the
analog stick will make a difference.  Here's how the directions translate
from your controller to the game.
 Up    - Further downfield
 Down  - Shorter
 Left  - Lefter
 Right - Righter

Don't be afraid to use Maximum Passing you'll find it makes passing in Pro
or All-Pro a lot more effective.


===================
5. Running the Ball
===================
The most important aspect of being able to effectively run the ball is
your opponent's defense.  It's hard to run if the defense is ready for it.
So be ready to call an audible if the defense looks well prepared for your
selected running play.  For example, I often call an audible All Streak when
I see a man-to-man coverage oppportunity with Rocket Ismail.  The number of
times I've burnt the computer doing that is incredible.

So once you've selected your running play and checked the defense get ready
to find your hole.  Of course the first place you want to look for a hole
is exactly where the play had it drawn up.  But it won't always be there so
don't hesitate to go your own way if the opportunity is there.

Running outside - Tap the 'A' button frantically to outrun the coverage
                 towards the sideline as soon as that first lineman gets
                 within tackling range use the Left or Right trigger button
                 as appropriate to stiff arm his ass into the ground and then
                 turn it upfield and mash 'A' again like crazy.
Running inside  - Again, the best approach is to find your lane and hit it
                 quickly by tapping the 'A' button repeatedly, then get ready
                 to make some sharp cuts, running directly ahead without a cut
                 or two will rarely get you more than a couple or three yards.


===================
6. Passing the Ball
===================
Before you hike the ball make sure you take note of any of your receivers that
have been left in man coverage by the defense.  If there are any, then look
for these guys first.  If coverage on your wide outs is tight, then start
looking for your tight end or your running back(s).  Whatever you do don't
just throw it up blindly.  On the harder levels the computer will pick those
types of passes off more often than you'd think.

 Passing Deep(Pro) - Turn Maximum Passing on and throw deep and away from
        the coverage.  It can be difficult to keep from pressing the analog
        stick all the way in any one direction, so don't hold down on your
        receiver's pass button for too long while holding the analog stick
        forward, or you'll over throw your receiver.


===============
7. Pass Defense
===============

 Rookie or Pro
 -------------
   Select a safety(or a corner if you prefer) and speed burst towards the
orange pass indicator if you have time, otherwise head for the blue one.  If
you get to the orange spot early then power up and jump a little before the
ball gets overhead.  This will not only give you the best shot at breaking up
the pass, but also your chances of getting an interception will greatly improve.

 All-Pro
 -------
    Preventing the deep pass on all-pro can be pretty tough.  In order to
consistantly break up plays to receivers like Moss you'll have to be quick.
Start the play as a safety on the same side of the field as the offense's best
receiver.  After the snap charge up and head downfield, make sure you keep
your eye on the quarterback the whole way, because you're going to need every
spare moment if he throws to the other side of the field.  If the QB goes for
your man then keep your charge and take a position on the orange pass mark to
the inside of the receiver.  That's important, if you give a good receiver the
inside position then he can outjump you for the ball and knock you out of the
way even if the AI DB(assuming double coverage) has the inside while you have
the outside.  You must also make sure that your player's body is facing
towards the ball before you make your jump for the ball('Y' button), just
being in the right spot isn't enough.  If you can do all that then you are
an ass kicker.  Like I said, you have to be quick. On the other hand, the QB
may pass to a different receiver.  In that case you'll need to switch to the
nearest defender in a hurry(that's why I suggest keeping an eye on the QB).
Then speed burst(keep tapping 'A') towards the orange mark and make your move.
You probably won't have time for an energy charge, but of course you should
charge up if there's time to spare.  Your defense won't be as effective in
this situation, that's why you'll want to start the play defending the best
receiver.


==============
8. Run Defense
==============
The key to stopping a running play cold is to break it up in the backfield.
Here's a couple of techniques:

 -Power: Choose a lineman and power up as soon as the ball is snapped
         then either blow through the line head first(L+R) or try swim
         move(L or R).
 -Speed: Use 'A' to get the quick jump and then L or R to swim move past the
         offensive line.  If your being blocked then keep hammering away at
         the buttons(e.g. press 'A' repeatedly) until your free.


==========
9. Kicking
==========
When lining up a kick make sure to focus more on the yellow directional
arrow's shadow than the arrow itself.  The shadow will give you a better
indication of your kick's direction.  Other than that kicking is
straightforward, just tap 'A' to get the kick power meter moving then hit
'A' again when it reaches the top(if you're going for distance that is).

 -Kick Offs: Just kick it as hard as you can downfield, don't kick it too low
             though or else you'll out kick your coverage.

 -Punting:   If you're near or past midfield then try to align your punt so
             that it heads out of bounds inside your opponents 10 yard line,
             leaving him with no chance of a return.  Otherwise, punt it high
             and far.

 -Field Goals: For deep field goals you may need to lower your kick's angle
               just a bit in order to achieve maximum distance.  Then just
               line up the arrow's shadow and launch it.

=================
10. Kick Blocking (courtesy of Daniel Holamon)
=================

 a) Select field goal or punt block defense as appropriate.

 b) Before the start of the play select a defensive end or a tackle (do not
    select the nosetackle.  Also, selecting the best tackle or end on your
    team is advisable.

 c) After selecting the player to go for the block with you want to line up
    to the right of the center(the centers right hand) and to the left of the
     right guard(in between the two)

 d) THIS STEP IS VERY TRICKY!!! Get your players hand as close to the nuetral
    zone(the blue line)as possible (you have to be careful not to get over
    the line).

 e) As soon as the cpu snaps the ball(the kicking arrow comes up a split
    second before the actual snap-you must key off this because this is a
    timing drill) use the headrush to get past the player you are lined up
    against and as soon as you are past the line jump!!! Even if you think
    there is no chance of blocking the kick you need to jump so that you can
    get the timing down.


===========
11. Replays
===========
This is one of the best features of the game.  I particularly love the way the
analog Left and Right triggers allow you to precisely control the speed of
replay either forward or backward.  By default the blue target selection
indicator will be focused on the ball and the camera will follow the ball
throughout the replay.  However you can use the D-pad to select any other
player to follow or just a position on the field.  The replays are an excellent
way to analyze what your're doing wrong.
 Left trigger  - replay backwards
 Right trigger - replay forwards
 A - replay at game speed
 B - zoom out
 X - zoom in
 Y - replay menu
 D-Pad - move camera's focus


==========
12. *Codes
==========

TURBO      - Unlocks Turbo setting on the game speed menu.
SUPERSTARS - Unlocks the Sega Sports team.
SCRAWL     - Changes the game's font.
SQUEEKY    - Squeeky announcer voices.
LARD       - Players now have really wide asses.  Wider is better?
DEDMAN     - Unlocks Slowmo setting on the game speed menu.

*Taken from IGN.com ( http://dreamcast.ign.com )





This document Copyright 1999
NFL2K is copyright Sega.