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£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. 

A VERY SMALL PERCENTAGE OF INDIVIDUALS MAY 
EXPERIENCE EPILEPTIC SEIZURES WHEN EXPOSED 
TO CERTAIN LIGHT PATTERNS OR FLASHING 
LIGHTS. EXPOSURE TO CERTAIN PATTERNS OR 
BACKGROUNDS ON A TELEVISION SCREEN OR 
WHILE PLAYING VIDEO GAMES MAY INDUCE AN 
EPILEPTIC SEIZURE IN THESE INDIVIDUALS. 

CERTAIN CONDITIONS MAY INDUCE PREVIOUSLY 
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¬ 
NESS, ALTERED VISION, EYE OR MUSCLE TWITCH¬ 
ES, LOSS OF AWARENESS, DISORIENTATION, ANY 
INVOLUNTARY MOVEMENT, OR CONVULSIONS — 
IMMEDIATELY DISCONTINUE USE AND CONSULT 
YOUR PHYSICIAN BEFORE RESUMING PLAY. 


WARNING TO OWNERS OF PROJECTION TELEVISIONS: 
Still pictures or images may cause permanent picture-tube 
damage or mark the phosphor of the CRT (television screen). 
Avoid repeated or extended use of video games on large- 
screen projection televisions. 





This official seal is your assurance that this product 
meets the highest quality standards of SEGA ". Buy games 
and accessories with this seal to be sure that they are 
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 


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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. 

§ 

9 

ill 

1/1 

ms 

NHL 


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