£j\SPORTS
PRESENTS
BILL WALSH
COLLEGE
FOPJIflLL
From The
Designers Of
_
GA
Appropriate for
all audiences
FOOTBALL
Not Sponsored
or Endorsed
by any Team
or School
By High Score Productions
LICENSED BY SEGA ENTERPRISES, LTD.
FOR PLAY ON THE SEGA CD™ SYSTEM
WARNING: READ BEFORE USING YOUR SEGA
VIDEO GAME SYSTEM.
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UNDETECTED EPILEPTIC SYMPTOMS EVEN IN PER¬
SONS WHO HAVE NO HISTORY OF PRIOR
SEIZURES OR EPILEPSY. IF YOU, OR ANYONE IN
YOUR FAMILY, HAS AN EPILEPTIC CONDITION,
CONSULT YOUR PHYSICIAN PRIOR TO PLAYING. IF
YOU EXPERIENCE ANY OF THE FOLLOWING SYMP¬
TOMS WHILE PLAYING A VIDEO GAME — DIZZI¬
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ES, LOSS OF AWARENESS, DISORIENTATION, ANY
INVOLUNTARY MOVEMENT, OR CONVULSIONS —
IMMEDIATELY DISCONTINUE USE AND CONSULT
YOUR PHYSICIAN BEFORE RESUMING PLAY.
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Still pictures or images may cause permanent picture-tube
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Avoid repeated or extended use of video games on large-
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This official seal is your assurance that this product
meets the highest quality standards of SEGA ". Buy games
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compatible with the SEGA CD™ SYSTEM.
o\
SPDRTS
Handling Your Sega CD Disc
• The Sega CD Disc is intended for use exclusively in
the Sega CD™ System.
• Do not bend it, crush it, or submerge it in liquids.
• Do not leave it in direct sunlight or near a radiator or
other source of heat.
• Be sure to take an occassional recess during extended
play, to rest yourself and the Sega CD Disc.
• KEEP YOUR SEGA CD DISC CLEAN. Always hold by
the edges, and keep in its case when not in use. Clean
with a lint-free, soft dry cloth—wiping in straight lines
from center to edge. Never use solvents or abrasive
cleaners.
Quickstart. 3
Pausing The Game.3
Kicking.3
Receiving a Kick.3
Before the Snap.4
After the Snap.5
During Instant Replay.5
Starting the Game. 6
4-way Play ". 7
Options Menu. 9
Game Options.10
Playing an Exhibition Game.12
The EA Sports Pregame Show.1 3
Start Game.13
The Walsh Report.13
Team Matchups.14
Set Audibles.14
Scoreboard.16
Play Call Mode.16
Pass Catch Mode.17
Quit Game.18
Reset System.18
The Coin Toss.19
Player Controls.21
Pausing the Game.21
Kicking and Receiving a Kick.21
Running the Offense.23
Running the Defense.29
The Pause Screen.31
Resume Game.31
Replay Normal/Replay Reverse.31
Timeout.32
Drive Summary.32
Game Statistics.33
Scoreboard.34
Play Call Mode.34
Pass Catch Mode.35
Entering the College Playoff Championship.37
Ties.38
Resuming a Tournament.38
College Rules. 39
Player Ratings.40
2
• Press START PAUSING
THE GAME
• Kick the ball: KICKING
1) C to set the kicker in motion
2) C when orange bar reaches top of meter to
kick ball.
• Aim the ball: D-Pad (LEFT/RIGHT) while vertical
kicking meter is in motion.
• Move the kicking team to onside formation left before
the kick:
1) A to call an audible
2) A to position team to left
• Move the kicking team to onside formation right:
1) A to call an audible
2) C to position team to right
• Move the kicking team back to its original formation:
1) A to call an audible
2) B to position team
Kick returners automatically field the ball and run unless RECEIVING
you move them before or during the kickoff. /\ KICK
• D-Pad (UP/DOWN/LEFT/RIGHT): Take control of
ball carrier.
• Set the Receiving team in onside kick formation:
3
BEFORE
THE SNAP
1) A to call an audible.
2) A or C to defend onside kicks.
(To return to standard formation: A to call an audi¬
ble, then B.)
Offense
• Snap the ball: C
• Call fake snap signal: B
• Call an audible (a different play at the line of scrim¬
mage:)
1) A The audible indicator appears on the screen
2) A, B or C to select designated plays. (See Set
Audibles on p. 14.)
The ball must be snapped before the 25-second
Play Clock reaches zero or the offense
will be penalized five yards.
Defense
• Control a different player: B
• Fire off the line: C
• Call an audible:
1) A The audible indicator appears on the screen.
2) A, B or C to select designated plays.
No-Huddle Offense
• Call a play in the no-huddle offense: Hold C after the
whistle is blown. Your team runs the play you ran the
previous down unless you call an audible.
• Run the “QB Stop Clock” play:
1) Hold A after the whistle is blown.
2) Press C to hike the ball. The quarterback takes the
snap and throws the ball into the ground automatical¬
ly as long as you don’t take control of the QB by
touching the D-Pad.
Quickstart
SPORTS
AFTER THE
SNAP
(LEFT/RIGHT/UP/DOWN)
Passing
• Call up Passing Windows: C
• Pass to the player in window A: A
• Pass to the player in window B: B
• Pass to the player in window C: C
Receiving
• Dive for the ball: A
• Activate the receiver closest to the ball: B
• Jump and raise hands: C
Punting
• See Kicking above.
Defense
• Dive at ball carrier: A
• Activate the defender closest to the ball: B
• Jump and raise hands to block a kick or
intercept a pass: C
Offense
Running
• Quarterback hands off or laterals the ball on option
plays: C
• Dive: A
• “Explode” forward: (tap) B
• Spin: (hold) B
• Hurdle: C
• Change directions: D-Pad
Rewind: A DURING
Run the tape (slow motion): (hold) B INSTANT
Run the tape (frame by frame): (tap) B REPLAY
Run the tape (normal speed): C
Move the cursor that isolates the camera on one play¬
er or on one specific point on the field:
D-Pad (UP/DOWN/LEFT/RIGHT)
5
1. Turn ON the power switch on your Sega " Genesis™.
2. Make sure a Controller is plugged into the port
labeled Control I on the Genesis Console.
3. Open the disc tray and place the disc inside.
4. Press START to advance to the Game Set-Up
screen.
6
Too many friends, not enough controllers? EA Sports
has solved your problem with the all new 4-Way Play
four-player controller.
Simply plug the 4-Way Play into your Genesis, then plug
up to four controllers into the adapter, and you’re ready
to go.
Six-button controller users who are using the
4-Way Play must play in three-button mode.
• To configure your controller to three-button mode:
1) Turn off the Genesis.
2) Hold the “Mode” button on every six-button con¬
troller that will be used while you turn the Genesis
on.
Your six-button controllers are now configured in three-
button mode.
The new 4-Way Play lets up to four people butt heads in
Bill Walsh College Football. You can play 3-on-l, 2-on-2, or
4-against-the-Genesis. The adapter features an auto
detect device, so all you have to do is plug it into the
Genesis and you’re ready to go!
When you use the 4-Way Play, the Team Select screen
7
appears with four controllers, each a different color. Just
toggle the controllers to the appropriate teams
(Remember your color!), then press START.
When you’re on the field, the following holds true:
• On offense, one person is always the quarterback. He
calls the plays, too. Other people can toggle left/right
to take control of any player but the quarterback.
• On defense, the same person who calls the offensive
plays calls the defensive plays. Anyone can toggle
left/right to take control of any player.
• On both offense and defense, the person who presses
B first takes control of the player closest to the ball.
The person who presses B second takes control of
the player who is second closest to the ball, and so
on.
B When playing in PLAYOFF mode, you must have
your controller plugged into port#I (upper left).
The Options Menu lets you view the Bill Walsh Video
Series on College Football, or you can go straight to the
Game Setup Menu.
• To Go to the Game Setup screen: Press START or
C (making sure the arrow is pointing to START
GAME).
• To View the Bill Walsh Video Series: D-Pad DOWN
to WALSH VIDEO and press START or C. The
Video Series screen appears.
• To Select a topic: D-Pad UP/DOWN to highlight the
topic of your choice, then press C. A list of subtopics
appears. Choose a subtopic the same way.
Press START or B to return to the previous menu.
9
Game Options
Use the Game Set-Up screen to customize your contest.
• To Cycle through options: D-Pad (UP/DOWN).
• To Cycle through choices for the selected option:
D-Pad (LEFT/RIGHT).
When you’ve set up the game to your liking, press
START.
(Defaults in Bold type)
PLAY MODE
EXHIBITION: Play a non-tournament game against the
Genesis or a friend.
PLAYOFFS: Enter a sixteen-team tournament featuring
the top ranked teams.
To learn more about the playoff tournament, turn to
ENTERING THE COLLEGE PLAYOFF CHAMPIONSHIP
on page 3 7.
ALL-TIME PLAYOFFS: Enter a sixteen-team tournament
including the national champions from the ‘70’s, ‘80’s,
and ‘90’s.
10
Game Options
c\
CONTINUE PLAYOFFS: Resume a tournament in
progress at the next scheduled game. (You must have
already won a tournament game to select this mode.)
NOTE: All playoffs are one-player mode only. It's you
against the Genesis.
HOME TEAM
Select the team playing for the home crowd. Either play¬
er I or player 2 can control the home team.
VISITOR TEAM
Select the visiting team. Either player I or player 2 can
control the visiting team.
GAME LENGTH
20 MINUTES (5-minute quarters)
40 MINUTES (10-minute quarters)
60 MINUTES (15-minute quarters)
WEATHER
Weather conditions can affect a game’s outcome.
FAIR
WINDY
RAIN
SNOW
11
Playing an
Exhibition Game
After selecting from the Game Set-Up screen, press
START
The Select Team screen appears
D-Pad (LEFT/RIGHT) to toggle controller “I” under
the team of your choice.
If you're playing against a friend, have your friend D-Pad
(LEFT/RIGHT) to move controller “2” under the team
of his choice.
If you and a friend are playing on the same team, have
your friend D-Pad (LEFT/RIGHT) to move controller
“2” under your team.
If you re playing with the 4-Way Play, toggle each con¬
troller under the team(s) of each player’s choice. Leave
any remaining controller icons in the neutral position (in
the middle, neither under the home nor visiting teams).
Press START to move to the EA Sports Pregame Show
The EA Sports
Pregame Show
Welcome to the EA Sports Pregame extravaganza. Ron
Barr comes to you live from the press box to set the
stage for the upcoming contest.
But the pregame show is more than just entertainment.
It’s where you do your pregame planning.
Select “Start Game” when you’re ready to play. START
1) D-Pad UP/DOWN to highlight Start Came. GAME
2) Press C.
The Coin Toss screen appears. (To learn more about the
coin toss, see The Coin Toss on page 19.)
Coach and color commentator Bill Walsh provides an
inside look at the strengths and weaknesses of the
teams.
1) D-Pad DOWN to highlight Walsh Report.
2) Press C.
The Walsh Report screen appears.
Press START to return to the previous screen.
THE
WALSH
REPORT
13
The EA Sports
Pregame Show
TEAM
MATCHUPS
SET
AUDIBLES
The Team Matchups screen lets you compare the
strengths and weaknesses via Bill Walsh’s numerical rat¬
ing system.
1 ) D-Pad DOWN to highlight Team Matchups.
2) Press C.
The higher the numerical rating, the better the team is at
that particular position.
You can only view the Team Matchups during the
pre-game and halftime and post-game reports.
Press START to return to the previous screen.
Each team has the same preset audibles, but you can
reprogram three offensive audibles and three defensive
audibles before the game (from the Pregame screen) or
during the game (from the Pause screen).
The preset audibles are
14
The EA Sports
Pregame Show
zA
SPORTS
Offense-A: Pro Set formation, Fullback Counter
Offense-B: Pro Set formation, Cross Pass
Offense-C: Shot Gun formation, Hail Mary
Defense-A: 4-3 formation, Cheat Right
Defense-B: 4-3 formation, Jet Blitz
Defense-C: 4-3 formation, Man Right
To learn more about calling audibles, turn to Calling an
Audible on page 25.
• To Set audibles (from the Pregame screen or the
Pause screen):
1) D-Pad DOWN to Set Audibles.
2) Press C.
The Set Audible screen appears.
4) D-Pad DOWN to highlight the audible you want to
change.
5) Press C.
The Play Select screen appears.
6) D-Pad (UP/DOWN/LEFT/RIGHT) to highlight a play
and press A, B or C to select a play. If you are playing
15
select a play.
Press START or select EXIT to return to the previous
menu.
SCOREBOARD Ron Barr and the entire EA Sports team keeps you up to
date on the day’s scores. Check in now and then to see
who’s winning!
• To View the scoreboard from the Pregame screen or
the Pause screen:
1) D-Pad DOWN to Scoreboard.
2) Press C.
Press START to return to the previous screen.
PLAY CALL Bill Walsh College Football features two methods of calling
MODE plays: Bluff Mode and Direct Mode.
Bluff Mode is a single-box mechanism which allows you
to deceive a human opponent. Direct Mode is a more
simple method of selecting plays.
To learn more about how to call a play, turn to Calling a Play
on page 23.
• To Select Bluff Mode or Direct Mode from the
Pregame screen or the Pause screen:
1) D-Pad (DOWN) to Play Call Mode.
2) Press C. The Play Call Selection screen appears.
16
The EA Sports
Pregame Show
3) D-Pad (UP/DOWN) to highlight the option of your
choice.
4) Press C. Your selection is made, and you return to
the previous screen.
Direct Mode is the default mode.
eA
In both Auto Catch Mode or Manual Catch Mode the spot PASS CATCH
where the pass has been aimed is highlighted with a tar- MODE
get.
In Auto Catch Mode, the quarterback automatically passes
the ball and the receiver automatically runs under the
pass.
In Manual Catch Mode you don’t assume control of the
intended receiver until the passed ball reaches its apex.
Then you must use the D-Pad to guide the receiver to
the target.
17
• To Select Pass Catch Mode from the Pregame screen
or the Pause screen:
1) D-Pad DOWN to Pass Catch Mode.
2) Press C.
3) D-Pad (UP/DOWN) to select Automatic or Manual.
4) Press C. Your selection is made, and you return to
the previous screen.
(Remember, when you take control of the quarterback,
you must first press C to bring up the passing windows,
then you must press A, B, or C to pass the ball to the
appropriate receiver.
Auto Catch Mode is the default mode.
QUIT Quit the game you’re playing and return to the Options
GAME screen. The options you set up last time are still active.
RESET Quit the game your playing and return to the Title
SYSTEM screen. When you advance to the Options screen, all
default options are active.
18
The Coin Toss
When you’re ready to play, D-Pad (UP/DOWN) to
highlight Stan Game, then press C.
The coin toss screen appears.
You must make the call while the coin is in the air.
If you win the toss, you can kick, receive or choose
which end of the field to defend.
The visiting team makes the call. If your team is the visi¬
tor, you make the call.
• To Call heads or tails: D-Pad (UP/DOWN) to move
the arrow to the call of your choice.
19
• To Choose: D-Pad (UP/DOWN) to highlight the
option of your choice, then press C.
If you lose the toss you must choose the remaining
options.
If your opponent chooses to kick or receive, you must
choose a goal to defend. When you D-Pad to toggle
from goal to goal, stripes appear in the end zone of the
goal you will defend if you press START at that time.
20
Player Controls
• To pause the game without calling an offical Timeout:
Press START.
PAUSING
THE GAME
The Pause screen appears.
From the Pause screen you can access several game
options. Turn to The Pause Screen on page 31 for a full
description of these options.
• To select an option: D-Pad (UP/DOWN) to the
option of your choice, then press C.
• To return to the action: D-Pad (UP/DOWN) to
“Resume Game,” then press C. Or you can simply
press START.
By using the Kick Meter, you can place your kick just
about anywhere on the field.
KICKING
AND
RECEIVING
A KICK
21
1) Press C to put the kicker in motion and activate the
Kick Meter. The higher the orange bar rises on the
power meter, the more force behind the kick.
2) D-Pad (LEFT/RIGHT) to aim your kick. This feature
lets you kick to either side of the field. If you don’t
aim your kick, the ball will travel straight ahead.
3) Press C again to kick the ball.
The Onside Kick
• To Set the kicking team in onside kick formation:
1) A to call an audible.
2) A (onside left) or C (onside right).
(To return to standard formation: Press A to call an
audible, then press B.)
Remember that the object is to get to the ball before
the other team recovers it. Kick it the shortest distance
possible.
When receiving, both kickoffs and punts are automatical-
Player Controls
ly fielded by your deep men, provided your team is in
the proper formation. (In other words, on kickoffs your
team is automatically set in the kick receiving formation.
For punts, you must choose “Punt Return” or “Punt
Rush” to field a deep man.)
• To Set the Receiving team in onside kick formation:
1) Press A to call an audible.
2) Press A or C (defend onside).
(To return to standard formation: Press A to call an
audible, then press B.)
Kick returners automatically field the ball and run.
• D-Pad (UP/DOWN/LEFT/RIGHT) to take control of
the kick returner.
SPORTS
Calling a Play RUNNING
There are two ways to call a play from the Play Call THE
screen: Direct mode and Bluff mode. OFFENSE
TRIPLE BOX SELECT
• To Call a play in Direct mode: D-Pad
(UP/DOWN/LEFT/RIGHT) to move any of the three
23
boxes over the play you wish to call, then press the
button corresponding to that box.
• To Call a play in Bluff mode: D-Pad
(UP/DOWN/LEFT/RIGHT) to move the box over the
play you wish to call, then press C.
• To Bluff the call: D-Pad (UP/DOWN/LEFT/RIGHT)
to move the box over the play you wish to pretend to
call, then press B.
When you press B, you hear the same “select” sound
you hear when you press C, but no play is called. In
addition, you can choose more than one play with the C
button: only the last play you chose with C will be run.
• To Exit the Play Call screen: A.
To learn more about how to select Direct Mode or Bluff
Mode, turn to page 34.
The Play Clock
The game clock runs between plays unless the play that
just ended was a kick, punt or incompletion.
But the Play Clock is altogether different. The offense
has only 25 seconds between plays to call the next play
24
■a™™ ;
Player Controls
and snap the ball. If the 25 seconds expire before the ball
is snapped, the offensive team receives a five-yard Delay
of Game penalty.
When a Timeout is called, the Play Clock is reset at 25
seconds.
Calling an Audible
When the team lines up over the ball the quarterback
reads the defense. Often he doesn't like what he sees.
So he calls an audible, changing the play called in the
huddle.
• To Call an audible at the line of scrimmage:
1) Press A.
The “audible” message appears.
2) Press the button corresponding to the play you want
to run.
To learn more about setting audibles, turn to Set Audibles
on page 14.
Running
There are a number of nifty moves you can execute
while running the ball. Spins, hurdles and dives are part
of all great ball carriers’ repertoires.
• Hand the ball off or lateral to a runner: C. The quar¬
terback hands the ball to the closest back.
• Change directions: D-Pad
(LEFT/RIGHT/UP/DOWN)
• Dive: A
• “Explode” forward: B (tap)
• Spin: B (hold)
• Hurdle: C
25
Each passing play features three potential receivers.
Shortly after the snap, three Passing Windows appear.
Each window shows a potential receiver and the immedi¬
ate area surrounding him, including any defenders. The
Passing Windows let you look for receivers who are
open.
I The Passing Windows are called up automatically
only if you do not take control of the quarterback.
If you D-Pad to scramble or roll out on your own,
the Passing Windows will not appear. To call up
Passing Windows, press C.
• To Pass to a receiver in window A, B or C: Press A,
B, or C.
3 -
J Hold a button to throw a bullet. Tap it to loft
l a pass. The longer you hold a button, the
harder the ball is thrown.
Receiving
If Auto Catch Mode has been selected, once the quar¬
terback releases the ball, the receiver moves automati-
26
Player Controls
cally toward the spot where the ball can be caught. This
spot is marked by a target.
If Manual Catch Mode has been selected, the player must
guide the receiver to the target.
As in any football game, sometimes the quarterback is
off the mark, and the receiver must make adjustments in
order to catch the ball.
• To Make the receiver dive for the ball: A
• To Take control of the receiver closest to the ball: B
• To Make the receiver raise his hands: C
Hurry-Up Offense
For those desperate drives in the waning moments of a
game, and for those offensive coordinators who like to
keep the defense off balance, Bill Walsh College Football
incorporates a hurry-up offense which allows you to run
plays without running excessive time off the clock.
• To Run the same play you just ran: hold C immediate¬
ly after the whistle.
• To Ground the ball (the quarterback throws the ball
into the ground to stop the clock): hold A immediate¬
ly after the whistle. When your team lines up, press C
to snap the ball. The quarterback throws the ball into
the ground.
£s\
! Be sure to leave the D-Pad alone when
grounding the ball. If you use it, the quarterback
will not release the ball. Remember, when you
touch the D-Pad during a play, you assume
control of the quarterback.
27
Punting and Kicking Field Goals and
Points After Touchdown
aih
Punting and kicking work the same way as a kickoff.
1) Select “Field Goal” formation from the Play calling
menu.
2) Press C to start the kicking meter.
3) D-Pad (LEFT/RIGHT) to aim your kick. This feature
lets you kick to either side of the field. If you don’t
aim your kick, the ball will travel straight ahead.
The Kick Meter is activated. The higher the orange bar
rises on the power meter, the more force behind the
kick.
4) When the orange bar rises to the desired area of the
power meter, press C again to kick the ball.
The Two-Point Conversion
The two-point conversion is one of college football’s
most thrilling options. No lead less than nine points is
safe. You can run a two-point conversion after a touch¬
down the same way you run an ordinary play from the
28
Player Controls
line of scrimmage. The ball is placed on your opponent’s
three-yard line, and you have one play to take the ball to
the goal.
d\
RUNNING
THE
DEFENSE
Defending a Run
The defense reacts automatically to the action on the
field, but you can take control at any time.
• To Fire off the line of scrimmage: C
• To Dive at ball carrier for a crushing hit: A
• To Take control of defensive player
closest to the ball: B
Defending a Pass
If the receivers run passing patterns, your team’s defen¬
sive backs will automatically cover them.
If you want to take control of the defensive player clos¬
est to the ball, Press B. The circle target moves under
that player.
As with all defensive situations, the player over the circle
target can dive (Press A) and jump for the ball (Press C).
Calling a Defensive Audible
You can call a defensive audible the same way you can
call an offensive audible.
• To Call an audible at the line of scrimmage:
I) Press A.
Calling a Play
Call a defensive play the same way you call an offensive
play. (See Running the Offense on p. 23 for infomation on
calling a play.)
29
The “audible” message appears.
2) Press the button corresponding to the play you want
to run.
Defensive audibles are pre-programmed. You can also
set your own defensive audibles. To learn more about set¬
ting audibles, turn to Set Audibles on page 14.
Receiving a punt and defending against
Field Goals
With both punts and field goals, you have two options:
to defend and to block.
When you receive a punt, choose ‘Punt Return’ if you
want your men to hang back and block. Choose ‘Punt
Rush’ if you want your men to rush the punter and for¬
feit opportunities to block the opposition.
When you receive a punt, your deep man (the man over
the circle target) fields the ball and runs upfield.
• To Take control of the punt returner: D-Pad
(UP/DOWN/LEFT/RIGHT).
When you defend a field goal or P.A.T., you have the
same options. Choose a ‘Prevent’ defense if you think
the kicking team might fake a kick. Choose ‘Field Goal
Block’ if you want to take a chance.
30
The Pause Screen
eA
■ ja a wa i g M
To return to the action, D-Pad (UP/DOWN) to high- RESUME
light Resume Game, then press C. GAME
Ron Barr and the EA Sports crew provide unlimited
instant replay from two different angles: Normal and
Reverse. At any time during the game you can review
the play that was just run as many times as you want.
• Access instant replay:
1) Press START to pause the game.
2) D-Pad (UP/DOWN) to Replay Normal or Replay
Reverse.
3) Press C.
The Instant Replay screen appears.
• To Control the Replay:
REPLAY
NORMAL/
REPLAY
REVERSE
31
Run the tape in slow motion: (hold) B
Run the tape frame by frame: (tap) B
Run the tape at normal speed: (press) C
Rewind: (hold) A
Rewind frame by frame (tap) A
Isolate the camera on one player or on a specific
point on the field: D-Pad
(UP/DOWN/LEFT/RIGHT) to move the orange cur¬
sor over the player or place on which you want to
train the camera.
TIMEOUT Each team has three timeouts per half. Timeouts don’t
carry over from the first to the second half. When a
team calls timeout, the game clock stops.
1) Press START to pause the game.
2) D-Pad DOWN to Timeout.
3) Press C.
When a timeout is called, the play clock is reset to 25
seconds.
You cannot call a timeout until the whistle
signifying the end of a play has been sounded.
DRIVE
SUMMARY
32
The Pause Screen
zA
SPORTS
The Drive Summary displays the offensive plays run on
the current drive. It shows the type of play (pass or
rush), the yards gained or lost, and any penalties that
have been called.
1) Press START to pause the game.
2) D-Pad DOWN to Drive Summary.
3) Press C.
4) Press START to return to the previous screen.
J If you don’t see every play you ran during a drive,
D-Pad (UP/DOWN/LEFT/RIGHT) to scroll
through the entire drive summary.
GAME STATISTICS
First Downs O
Passing Yards 4
Avg. Yards/Pass 1
Longest Pass 3
Completions 2/3 {66/>
Rushing Yards 0
Avg. Yards/Rush 0
Longest Rush 0
3rd Down Con.
GAME
STATISTICS
The Game Statistics screen displays the current statistics
in the game’s most vital categories. Check out the suc¬
cess of your team’s ground game and passing attack.
1) Press START to pause the game.
2) D-Pad (DOWN) to Game Statistics.
3) Press C.
4) D-Pad (UP/DOWN) to scroll through all statistics.
5) Press START to return to the Pause screen.
33
SCOREBOARD Ron Barr and the entire EA Sports team keeps you up to
date on the day’s scores. Check in now and then to see
who’s winning!
• To View the scoreboard from the Pregame screen or
the Pause screen:
1) D-Pad DOWN to Scoreboard.
2) Press C.
PLAY CALL Rill Walsh College Football features two methods of calling
MODE plays: Bluff Mode and Direct Mode.
Bluff Mode is a single-box mechanism which allows you
to deceive a human opponent. Direct Mode is a more
simple method of selecting plays.
To learn more about how to call a play, turn to Calling a Play
on page 23.
• To Select Bluff Mode or Direct Mode from the
Pregame screen or the Pause screen:
1) D-Pad (DOWN) to Play Call Mode.
2) Press C. The Play Call Selection screen appears.
34
The Pause Screen
zA
SPORTS
3) D-Pad (UP/DOWN) to highlight the option of your
choice.
4) Press C. Your selection is made, and you return to
the previous screen.
Direct Mode is the default mode.
In both Auto Catch Mode or Manual Catch Mode the spot PASS CATCH
where the pass has been aimed is highlighted with a tar- MODE
get.
In Auto Catch Mode, the quarterback automatically passes
the ball and the receiver automatically runs under the
pass.
In Manual Catch Mode you don’t assume control of the
intended receiver until the passed ball reaches its apex.
Then you must use the D-Pad to guide the receiver to
the target.
• To Select Pass Catch Mode from the Pregame screen
or the Pause screen:
35
1) D-Pad DOWN to Pass Catch Mode.
2) Press C.
3) D-Pad (UP/DOWN) to select.
4) Press START to return to the previous menu.
(Remember, when you take control of the quarterback,
you must first press C to bring up the Passing Windows,
then you must press A, B, or C to pass the ball to the
appropriate receiver.
Auto Catch Mode is the default mode.
Entering the College
Playoff Championship
rA
EA Sports welcomes you to the College Playoff
Championship, a sixteen-team single-elimination tourna¬
ment. No polls, no guesswork. Finally you decide who
the best team is. You can play a tournament featuring
the current teams, or you can play the best teams from
the ‘70’s, ‘80’s and ‘90’s to determine the all-time cham¬
pion.
Your team enters the tournament paired against its
opponent according to rank. Tournament games are
played like exhibition games. If your team wins, the tour¬
nament tree appears showing the updated brackets, and
your team advances to the next round. Every game you
win takes you closer to the championship game, where
you’ll find out who has the real team-.
If your team loses, the Game Options screen appears,
and you can begin another tournament.
9 All playoffs are one-player mode only.
It’s you against the Genesis.
NOTE: To choose a team in Tournament mode:
I. D-Pad LEFT/RIGHT to toggle controller I to the
team of your choice.
37
TIES
In the event of a tie, the game moves into sudden death
overtime. The coin is tossed again, and it’s as if the game
were starting again. In overtime the play clock runs as
usual, but there is no game clock. The first team to
score a point is the winner of the contest.
Sudden death overtime applies only to tournament
games. Exhibition games have no sudden death
overtime periods; they can end in ties.
RESUMING A College Football has an Automatic Tournament Save fea-
TOURNAMENT ture that lets you resume a tournament in progress.
Now you can turn the power on the Genesis off and still
retain your tournament standings. When you resume a
tournament, you begin at the playoff tree immediately
after the last finished contest.
• Resume a tournament in progress: Proceed to the
Game Set-Up screen and select Continue Tournament
from the Play Mode category. Then press START.
I To avoid losing your place in a tournament, be sure
to exit the show before you turn off the Genesis.
Tournament standings are saved by the Genesis
when you exit the post-game show.
Only the most recent tournament can be saved. Anytime
you begin a new tournament, the new tournament
replaces the old tournament in the memory bank.
38
College Rules
Although college football and professional football are
primarily the same game, the rules are not identical.
Following are the rules unique to college football.
• Quarterback sacks are counted as rushing statistics.
• The ball carrier is down when one knee touches the
playing surface. An opponent doesn’t have to touch
him.
• Pass interference is a 15-yard penalty. If the pass play
is less than 15 yards, the ball is spotted at the location
of the infraction.
• There is no two-minute warning timeout.
• The play clock is 25 seconds.
• The defense cannot advance a recovered fumble.
• If a kickoff goes out of bounds, the ball is spotted at
the 35-yard line or the point on the field where the
ball went out of bounds, whichever is more advanta¬
geous to the receiving team.
• If a play ends out of bounds, on the next play the ball
is hiked from a hash mark between the center of the
field and the sideline where the previous play ended.
• And of course, the two-point conversion is an option
after every touchdown! Turn to The Two-Point
Conversion on p. 28 to learn more.
£ 5 \
39
PLAYER RATINGS
ALABAMA 78
BOSTON'84
COLORADO 1
40
ALABAMA'92
BOSTON'92
COLORADO '92
41
PLAYER RATINGS
COLUMBUS. OH'79
GEORGIA 1
42
GEORGIA'92
43
PLAYER RATINGS
NEBRASKA'83
44
MICHIGAN'92
45
PROVO, UT'84
S.C.79
PROVO, UT 1 92
S.C.'92
SOUTH BEND, IN'92
47
TALLAHASSEE, FL'87
TENNESSEE'85
48
STATE COLLEGE.PA'92
TALLAHASSEE, FL'92
TENNESSEE'92
49
PLAYER RATINGS
WASHINGTON'91
50
BATON ROUGE.LA'87
ARIZONA'92
WASHINGTON '92
PLAYER RATINGS
CLEMSOmi
OKLAHOMA'85
PULLMAN, Wfl'92
52
RALEIGH, NC'92
KANSAS'92
HAWAII'92
53
PLAYER RATINGS
LOS ANGELES '82
TEXAS'81
54
i
SYRACUSE'92
i—. h ' *
QUARTERBACKS
RUNNING BACKS
UNEBACKERS
■. it ■MaHainM
RECEIVERS
mil ' hhh
S' IlIBHHVWeC
: 1 ■ • a
■ — wmmartm
OFFENSIVE LINE
2»S55S5:5SS
!::::= :=d: :::======
STANFORD'92
COLLEGE STATION.TX'92
55
GAME DESIGN: SCOTT ORR, HAPPY KELLER &
MICHAEL KOSAKA
STRATEGY: BILL WALSH
ORIGINAL PROGRAMMING: JIM SIMMONS
CD VERSION PROGRAMMING: GARY ROBERTS,
AL RUBIN & JIM SPROUL
GRAPHICS: CYNTHIA HAMILTON &
GEORGE SIMMONS
SOUND: ROB HUBBARD
MUSIC: RUSSELL LIEBLICH
ADDITIONAL MUSIC: DON VECA
POST PRODUCTION VIDEO: ERNEST ADAMS
DESIGN CONTRIBUTIONS: MICHAEL RUBINELLI,
MICHAEL BROOK & BILL ROMER
EXECUTIVE PRODUCER: SCOTT ORR
GAME DIRECTOR: HAPPY KELLER
ASSISTANT PRODUCER: KEVIN HOGAN
DEVELOPMENT MANAGERS: NANA CHAMBERS
& KEITH FRANCART
TECHNICAL DIRECTORS: ROB HARRIS &
SCOTT CRONCE
AUDIO DIRECTOR: ROB HUBBARD
PRODUCT TESTING: MICHAEL CALDWELL,
GREG KAWAMURA & JOHN BOERIO
SCOUTING REPORTS: TOM HOLMOE,
BOB SINGLER, DAVE TIPTON & MIKE WILSON
PLAYER RATINGS: DAN BROOK
PRODUCT MANAGER: BILL ROMER
PUBLIC RELATIONS: MARY SNOW
ART DIRECTION: NANCY WAISANEN
PACKAGE DESIGN: E.J. SARRAILLE
COVER PHOTO: ROD SEARCEY
DOCUMENTATION: J. POOLOS
DOCUMENTATION LAYOUT: R. GIN
QUALITY ASSURANCE: WALTER IANNEO
SPECIAL THANKS TO: MARK DAY, JANE WALSH,
RICHARD HILLEMAN, PETE VEYS, PAUL
HALMSHAW & DUNCAN MEECH
ELECTRONIC ARTS LIMITED WARRANTY
WARRANTY - Electronic Arts warrants to the origi¬
nal purchaser of this Electronic Arts software product
that the medium on which this computer program is
recorded is free from defects in materials and workman¬
ship for a period of ninety (90) days from the date of
purchase. This Electronic Arts software program is sold
“as is,” without express or implied warranty of any kind,
and Electronic Arts is not liable for any losses or dam¬
ages of any kind resulting from use of this program.
Electronic Arts agrees for a period of ninety (90) days to
either repair or replace, at its option, free of charge, any
Electronic Arts software product, postage paid, with
proof of purchase, at the Electronic Arts Warranty
Department. This warranty is not applicable to normal
wear and tear. This warranty shall not be applicable and
shall be void if the defect in the Electronic Arts software
product has arisen through abuse, unreasonable use,
mistreatment or neglect.
LIMITATIONS - THIS WARRANTY IS IN LIEU OF
ALL OTHER WARRANTIES AND NO OTHER REPRE¬
SENTATIONS OR CLAIMS OF ANY NATURE SHALL
BE BINDING ON OR OBLIGATE ELECTRONIC ARTS.
ANY IMPLIED WARRANTIES APPLICABLE TO THIS
SOFTWARE PRODUCT, INCLUDING WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PAR¬
TICULAR PURPOSE, ARE LIMITED TO THE NINETY
(90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT
WILL ELECTRONIC ARTS BE LIABLE FOR ANY SPE¬
CIAL, INCIDENTAL, OR CONSEQUENTIAL DAM¬
AGES RESULTING FROM POSSESSION, USE OR MAL¬
FUNCTION OF THIS ELECTRONIC ARTS SOFT¬
WARE PRODUCT.
Some states do not allow limitations as to how long an
implied warranty lasts and/or exclusions or limitations of
incidental or consequential damages so the above limita¬
tions and/or exclusions of liability may not apply to you.
This warranty gives you specific rights, and you may also
have other rights which vary from state to state.
RETURNS AFTER WARRANTY - To replace
defective media after the ninety (90) day warranty peri¬
od has expired, send the original CD to Electronic Arts’
address below. Enclose a statement of the defect, your
name, your return address, and a check or money order
for $15.00.
Electronic Arts
Customer Warranty
PO. Box 7578
San Mateo, California 94403-7578
If you need technical assistance with this product, call us
at (415) 572-9448 Monday through Friday between 8:30
am and 4:30 PM, Pacific Time.
Unless indicated otherwise, all software and doc¬
umentation is © 1993 Electronic Arts. All Rights
Reserved.
Bill Walsh College Football, NHL 94, and the
4 Way Play are trademarks of Electronic Arts.
EA Sports and the EA Sports logo are trademarks of
Electronic Arts.
Patents:
U.S. #’s 4,442,486/4,454,594/4,462,076/4,026,555;
Europe # 80244; Canada #’s 1,183,276/1,802,351; Hong
Kong # 88-4302; Germany # 2,609,826; Singapore # 88-
155; U.K. # 1,535,999; France # 1,607,029; Japan #’s
1,632,396/82-205605 (Pending).
2 on 1
NOW FOUR PLAYERS COMPETE
AT THE SAME TIME
By electronic arts
How TO ORDER: Visit your local retailer or order
direct from Electronic Arts. Call 800-245-4525
ANYTIME in the USA or Canada to order with
Visa/MC/Discover.
Or, send check or money order for $29.95 + 4.00
shipping and handling + sales tax (if applicable).
Make checks payable to Electronic Arts (US$, drawn
on US or Canadian bank) and send to:
Electronic Arts Direct
PO Box 7530
San Mateo, CA 94403
Residents o( tnese stales, please add sales tan C»6,25% CT-6*; 11-6.25%, MA6% Mtifl.5*; NC« »J6% NY6.25*; 06
6%: TX-8.25%; VA-4.5%. Please allow 24 weeks for delivery. For guaranteed faster arrival: UPS Blue (US only) equals 2-3 day
delivery service. Add $6.00 to total. UPS Red (US only) equals overnight delivery service. Add $12.00 to total.
tA
SPORTS
ELECTRONIC
✓ 4 Way Play Support
✓ Goalie Control
✓ Penalty Shots and Shootout Mode
✓ One-Timers
✓ Expansion Teams - Ducks and Panthers
5
o\SPORTS.
§
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1/1
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NHL
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