NCAA Gamebreaker

NCAA Gamebreaker

12.10.2013 19:06:26
~B
GAMEBREAKER FAQ 1.2
by Wendell Martin wendell.martin@the-matrix.com
11/5/96


1. GENERAL INFORMATION
2. FORMATION & PLAY SELECTION
3. OFFENSIVE FORMATIONS AND PLAYS
4. DEFENSIVE FORMATIONS AND PLAYS
5. EASTER EGGS (CODES)


1. GENERAL INFORMATION

NCAA GameBreaker is a college football game from Sony. The "game breakers"
referred to in the title are those exceptional players who can "break" the
game in their favor. Using any game breakers that your favorite team has
will certainly help matters, but basic coaching skills are also important.

This is a welcome title for college football fans like me who get fired up by
an Alabama-Notre Dame confrontation, but who yawn though the meaningless,
franchised "games" played by millionaires each week on Monday night TV .

The four difficulty levels, with my interpretations, are:

Sophomore: You can call any play you want and do OK. Learning mode.
Junior: Calling the right play (or at least a sensible one) is important.
Senior: You must take personal control of the main players to do well.
All American: Just in case you find Senior too easy .

The game has sometimes been criticized as being too fast and "arcade-like,"
but in fact runs at a very realistic speed if you change the Game Speed to
Normal (it's under More Options if you press Start during a huddle). I was
one who initially thought that the game was too fast until I compared it with
videotaped plays from real football games (actual football plays occur at an
astoundingly fast pace). The unimportant, "in-between" stuff (huddles, down
marker advancements, etc.) is certainly accelerated, but I find that the
actual gameplay unfolds at just the right speed at Normal.

Also, in case you find that there are too few fumbles, interceptions, etc.
(something I personally find too common in other football games), you can
increase them with Easter Egg codes (see below).


2. FORMATION & PLAY SELECTION:

GameBreaker formations and plays are arranged in columns:

1 C B A
2 1 C B
3 2 1 C
4 3 2 1
5 4 3 2
6 5 4 3
7 6 5 4
8 7 6 5
9 8 7 6
A 9 8 7
B A 9 8
C B A 9

To select one, mentally pick a column at random, then cycle through the
formations/plays until the one you want appears in that column. If you
choose the column in an unpredictable manner, your opponent will have only a
1/4 chance of reading your play - less if you continue to cycle through the
plays a few times after choosing (your choice is locked in, but additional
choices continue to appear, so he won't have time to read all four options
that were present when you chose).

The formations and plays below are listed in the order in which they appear
(via left presses on the D-Pad) in column one.


3. OFFENSIVE FORMATIONS AND PLAYS:

Wishbone (8 rushing, 4 passing) W TGCGTE
Bone Strong Q
Speed Strong F
*Halfback Swing* H H
Bone Pitch
Sprint Weak
Blast
*Double Go*
Bone Weak
*Option Flood*
Counter Strong
Bone Toss
*Option Curl*

Shotgun (3 rushing, 9 passing) WW TGCGT WW
*Go Route* F
*Deep Post* Q
Shovel
*Tre Out*
*Curl*
*Corner*
*Screen*
*Cut 'n' Go*
*Hook*
Trap
*Fullback Option*
Sweep

Pro Set (6 rushing, 6 passing) W TGCGTE W
Triple Option Strong Q
*Z In*
*Go Route* H F
Power
*Quick Outs*
Triple Option Weak
*X Out*
Sweep Weak
*Y Cross*
Counter Strong
*Double Go*
Pitch Weak

Trips (4 rushing, 8 passing) WWWTGCGTE
*Streak* Q
*Triangle*
Pitch F
*Arrow*
*Iron Cross*
Counter
*Curl*
*Play Action Corner*
Power
*Center Pop*
*H Cross*
Toss

Flexbone (8 rushing, 4 passing) W TGCGT W
Trap F Q W
Triple Option Right
*Swing* H
Quarterback Sneak
Triple Option Left
*Rollout*
Power
Pitch
*Cross*
Counter In
Quick Hit
*Play Fake*

Run & Shoot (2 rushing, 10 passing) WW TGCGT WW
*Flood In* Q
*Flare* H
*Hail Mary*
*Flood Out*
*Quick Outs*
*Slot In*
*Slot Out*
*Option Halfback*
*Fly*
*Comet*
Halfback Draw
Pitch

I Formation (9 rushing, 3 passing) W TGCGTE W
Speed Strong Q
Veer Weak F
*Veer Pop* H
Speed Weak
Veer Strong
*Play Pass*
*Big Ben*
Counter Weak
Fullback Dive
Isolation
Sweep Weak
Counter Strong

Twins (4 rushing, 8 passing) WW TGCGTE
*Hook* Q
*Cross* F
Power H
*X Out*
*Corner*
Option
*Siamese*
*Quick Read*
Counter Strong
*Z Bounce*
*Devils*
Sweep

Full House (8 rushing, 4 passing) ETGCGTE
Halfback Blast Q
Packer Sweep
*Double Out* HFH
Fullback Dive
Sellout Sweep
*Bootleg*
Sweep T
Counter T
*Halfback Pop*
Power
Halfback Toss
*Tight End Dump*

3 Wide (3 rushing, 9 passing) WW TGCGTE W
*Slot Out* Q
*Hook* H
*Clear Out*
*Big Screen*
*Slant*
*Flood*
*Cross*
*Rocket*
*Tre Out*
Power
Trap Weak
Quick Toss

Special Teams (2 real, 6 fake)
Field Goal
FG Fake 1
Punt
Punt Fake 1
FG Fake 2
FG Fake 3
Punt Fake 2
Punt Fake 3

For Special Teams, use a different play selection method. Decide if you want
to do a "real" FG or Punt, or a fake. Then select until the real type of
play appears in the first column. Now, your next three selections (to the
right) will advance the real play to the next column, and make other options
available, including either fake #1 or fake #3 for the real play you have in
mind (fake #2 never shows up with the actual play at the same time, so
choosing it would be a tip-off). After selecting back and forth with these
four choices for a bit, pick either the real or fake play you want. Don't
forget that you can also accomplish some deception with an audible.


On the above charts:

C = Center (C)
G = Guard (G)
T = Offensive Tackle (OT)
E = Tight End (TE)
W = Wide Receiver (WR)
Q = Quarterback (QB)
H = Halfback (HB)
F = Fullback (FB)

Players for identical positions may be substituted, and the following general
substitutions are also allowed:

Linemen (G & T) may be substituted for other linemen.

Running backs (H, F) may be substituted for other running backs.


4. DEFENSIVE FORMATIONS AND PLAYS:

5-0
Base S S
Blitz C S
Gap Quick L L
5 Man Go LTTEL
Rumble
Squeeze
Stack'em Up
Weak
Strong
Plug Go
Cover 2
Strong Safety Go

Nickel S
Base C S
Prevent C C
Risk L L
Under E T T E
Man Across
Double Spy
Weak Role
Spy
4 Across
3 Deep
Cornerback Blitz
Savage

4-3
Bone Base S
Mirror C SC
Weak Flow L L L
Outside E T T E
Cloud
Strong
Slant
Full Dog
Gap
Combo
Bull Rush
Sky

Eagle
Strong S
Flush C SC
Field LL L
Wide E T T E
Gap
Blitz
Tight
Strong Safety Blitz
Split
Man
Stuff
Short

3-4
Normal S
Bump C SC
Plug Blitz L L L
Weak Dog E TEL
Falcon
Sting
Over Under
Man Tough
Clobber YZ
Transparent
Strong Dog
Pinch

Dime
Base S S
No Go C S
Press C L C
Umbrella E TTE
Robber
Man Under
Cornerback Blitz
Bump & Run
Cover 2
Spread
Prevent
Man Up

4-4
Base S
Suicide C C
Chase L L L
Head Up E T T E
Spread
Zone
Bone Stuff
Cornerback Risk
Special
Pressure
Six Pack
Flow

Goal Line
Base
Inside Dog C C
Zone S L S
Bring It LET TEL
Pinch
Hammer
Cornerback Sting
Normal
Cloud
Man
Umbrella
Read

4-6
Base S
Cornerback Blitz C L C
Free Safety Sting L L L
Sell Out E TTE
Charge
Zone
Man
Protect
Blitz
Inside Out
Fake Front
Cornerback Lock

Special Teams
Field Goal Block
Punt Return
Cover
Protect


On the above charts:

T = Defensive Tackle (DT)
E = Defensive End (DE)
L = Linebacker (LB)
C = Cornerback (CB)
S = Safety (S)

Players for identical positions may be substituted, and the following general
substitutions are also allowed:

Linemen (T & E) may be substituted for other linemen.

Defensive backs (C, S) may be substituted for other defensive backs.


5. EASTER EGGS (CODES):
(from posts by Ric [73764.3540@compuserve.com], Juan
[76023.3724@compuserve.com], and Gail(?) [74111.3361@compuserve.com])

To enter Easter Eggs, press L1, R1, L2, R2 at the start menu (releasing each
key before pressing the next). Select ADD ENTRY, choose the letters using
the D-Pad, and press Circle to enter each letter. Capitalization matters.

With these codes you can adjust the game to better suit your idea of how
a college football should be and/or implement useful/cool effects. I'm not
certain that all explanations below are correct, but here goes:

Amazons = giant cheerleaders
Angry CPU = more aggressive computer player?
Big Foot = improved kicking
Big Ref = giant referees
Big GB = giant GameBreakers
Blocking Down = decreased blocking effectiveness
Blocking Up = increased blocking effectiveness
Cannon = great QB throwing
Copper = copper-plated players
Credits = roll credits
Cruel CPU = more injuries caused by computer player?
EMU All Stars = exceptional team
Fast Clock = increased game clock speed
Fast CPU = fast computer player
Flash = fast running
Fumbles = more fumbles
Giants = all players giants
Hammer
Healthy = no injuries
Helium = improved punts
Injuries UP = more injuries
Interceptions = more interceptions
Jack T = your players tackle harder?
Jukes
Lights Out
Little Arm = decreased passing
Little Foot = decreased kicking
Little Feet = same as Little Foot/( one is in error?)
Loose Cover = decreased pass coverage
Mich All Stars = exceptional team
Midgets = all players small
ND All Stars = exceptional team
OSU All Stars = exceptional team
Phantoms = translucent players
Politics
Rock Em
Slow Clock = decreased game clock speed
Slow CPU = fast computer player
Swim UP = "swim move" works better
Swim Down = "swim move" works worse
Tackles = more tackles
Thunder Foot = improved field goal kicking
Tight Cover = improved pass coverage
Tiny Ref = small referees
Tiny GB = small GameBreakers
USC All Stars = exceptional team


The latest version of this document may be found on my home page at
http://www.bham.net/users/wendell.

 
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