LICENSED BV SEGA ENTERPRISES LTI
J=OR PLAY ON THE SEGA CD 1 SYSTEM
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SET UP
HANDLING YOUR
SEGA CD
The Sega CD Disc is intended far use exclu¬
sively with the Sega CD'™ System.
Do not bend it r crush it, or submerge
it in liquids.
Do not leave it in direct sunlight or near a
radiator or other source o! heat.
Be sure to lake an occasional recess during
extended play, la rest yourself and the
Sega CD Disc.
KEEP YOUR SEGA CD DISC CLEAN. Always
hold by the edges, and keep it 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.
WARNING: READ BEFORE USING YOUR SEGA VIDEO GAME SYSTEM.
A very smell percentage of individuals may experience epsteplic seizures
when exposed to cert&i: lighl patterns or fla&" ng Ighls. Exposure to certain
patterns or backgrounds on a television screen or white playing video games
may induce an epileptic seizure in these individuate. Certain ccndtions may
induce previously undetected epileptic syirptoms even n persons who have
no history of prior seizures gr epilepsy. II you, or anywe in your family has
an epileptic condition, consult your physician prior to playing. If you experi¬
ence any of the following symptoms white playing a video game—doziness,
aHered vision eye or muscle Swlches. loss of awareness, disnrtenralicn. any
involuntary movement or convuteions—IMMEDIATELY discontinue use and
consult your physician before resuming play.
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1. For ESPN Sunday Night NFL, plug the
Genesis Control Pad into the "Control 1 JJ
port on your Sega Genesis,
2. Make sure that there's no game cartridge
in your Sega Genesis System and follow
all Sega CD System directions to activate
your Sega CD System.
3. If your system is already on, follow all
Sega CD System directions to activate
your Sega CD System.
4. If your Sega Genesis System is turned off,
place the ESPN Sunday Night NFL game
disc in the CD System with the label fac¬
ing up, close the door and turn on your
Sega Genesis System.
5. At the OPTIONS screen, you may select to
have music and sound on or off. After
making your selections, highlight EXIT
and press the START button.
Warning to owners of projection televisions: Still
pictures or images may couse permanent picture-
tube damage or mark the phosphor of the CRT,
Avoid repeated or extended use of video gomes on
large-screen projection televisions.
TABLE OF CONTENTS
SUNDAY
NIGHT
ESPN Sunday Night NFL
brings you the hardest hitting
sport in the world right to your
living room! Hosted by the irre*
pressible Chris Berman, ESPN
Sunday Night NFL makes you
the ultimate gridiron comman¬
der. Every team in the AFC and
NFC is here for you to coach,
play and take all the way to
the Superbowl!
We've combined ease of use with an incredi¬
ble selection of options and playing scenar¬
ios that make every game a fresh experience,
ESPN Sunday Night NFL has all of the latest
features and rule changes of real NFL
games, including 2-point conversions after
touchdowns and current rankings and abili¬
ty comparisons. It's all waiting for you in the
one video game guaranteed to turn a die¬
hard armchair quarterback into a master
of the NFL!
TABLE OF CONTENTS
Welcome to the NFL ................... .3
Starting the Game .5
Options Screens 5-7
And Now, Chris Berman and
ESPN SportsCenter ................... 8
The Kickoff.. 9-10
The Play Choice Screen .11-12
Controller Functions ........ .13-14
A Few More Points.. ... 15-18
Reference.... .19
Warranty Information . . . . ............. 20
Official Merchandise... 21-22
OPTIONS SCREENS
STARTING THE GAME
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Insert the disc into your
Sega CD and turn the
machine on. Press the
start button during the
title screens to toggle
through them until you
reach the Main Option
Screen, ESPN Sunday
Night NFL features
every team in both the
AFC and NFC . Choose which team you [player 1), and
your opponent {player 2 or the computer), will use at
this stage,
NOTE: If there is only one controller plugged in to
the Sega Genesis, player 2 is preset as a
computer opponent,
OPTIONS SCREENS
Customize each game lo your own style of play in
this mode. You are given the following series of
custom settings:
Play Mode:
Player 1:
Team 1:
Single Game, 1994 Season,
Random Season, Playolfs,
Continue, Load Game,
Save Game.
Choices are: Play at Home,
Play Away, Coach at Home,
Coach Away {You pick plays
only) Computer at Home,
Computer Away (Computer
does everything for you.)
Choose which team you want
to play. Each team shows a
Skills Snapshot and which
league and division it is in.
Player 2:
Same options as above in 2-
player game. Otherwise, the
computer plays this opponent.
Team 2:
Again, same as above ..,
The options for playing are:
i Player - One person competes
against the computer controlled team
at home or away.
Head to head - Player 1 vs. Player 2.
Player vs. Coach - Player 1 vs. Player 2, Both players
choose the plays, but Player 2 (as Coach) has the com¬
puter execute the called plays.
Coach vs. Coach - Player 1 vs. Player 2 - Both players
only select the plays while the computer executes
their choices automatically
Coach vs, Computer - Player 1 vs. computer controlled
team. Player 1 chooses the plays and the computer
executes his selections.
At Ihe top of the screen
is the name of the sta¬
dium chosen for play
and the surface of the
playing field. These
change as you play at
home or away games.
NOTE: Some teams
are known to perform
better on turf than on grass,,
Once your decisions are final press the start button
to move on to the next Options Menu.
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The Select Options Menu screen offers the follow¬
ing choices to custom design your games:
Delay of Game: On/Off,
If you need more time to choose your playsfetrate-
gies r choose "off under the Delay of Game
options. This will allow you as much time as you
need in between plays. When this option is "on",
the player will have 40 seconds to pick his play
and get the play started.
Pass Interference: On/Off.
If you do not trust the referees judgement, espe¬
cially on those crucial pass plays, then turn the
Pass Interference option off (all other penalties
apply). If you want the game to run its course,
then leave the Pass Interference option on,
Team Skills: Each team has a preset value for a
variety of skill levels. If you leave this option at
the “Real" setting, these options come in to play.
If, however, you set this at "Even", then the com¬
peting teams will have even statistical weight.
Quarter Length: Set the time for each quarter at
5,10, or 15 minutes of regulation play
Once you have determined the details of the game,
Chris Berman will appear at the desk of ESPN
SportsCenter to give
you the details of the
coming event. The
mode that you chose
to compete in deter¬
mines the details of
Chris' report. In all
cases the team stats
will be displayed to
Inform you {and your opponent) of the relative
strengths and weaknesses of each team. Once the
reports are completed, youll go to the stadium for
the coin toss.
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Visiting team gets to
choose Heads or Tails
for the toss. The win¬
ner of the coin toss
decides whether to
Kick Off or receive the
ball. After this has
been determined, the
game begins.
THE KICKOFF
THE KICKOFF
All the legendary moves and ladies that have been
shown over the years on ESPN Sunday Wight NFL are
now yours to command. The game of football will
never be the same as you call the plays and make
them happen! The Bump-and-Run Defense, the
Halfback Option, the Fake-Punt Slant they're all
here with more special features to create the ulti¬
mate football challenge.
Unless there is a turnover, the receiving team begins
the game on Offense and the kicking team begins at
Defense. The Main Menu for plays appears between
every down with the selection of plays. In the 2-play-
er mode, once a defensive play has been selected,
the screen shows a background field until your
opponent has made his offensive selection. If the
player on offense finishes his selection before the
defensive play has been chosen, well, the defender
has to do a little scrambling.
Once the Offense has
made their selection,
the game shifts over
to the field for the
play. At this point,
your skills as a player
take over as you try to
outwit and out-score
your opponent. If you
chose the Coach or Computer Mode of play, the
game itself takes over here and runs the play with¬
out your input.
On Offense, you have four downs (series of plays) to
advance the ball 10 yards. If you are successful, then
you begin a new set of downs. Continue this process
until you score a touchdown or a field goal If you are
unsuccessful at making the 10 yard minimum by the
fourth down and you are out of field goal range, it is
advisable to punt the ball to the Defense. The winner
is the team that has scored the most points by the
final whistle. If the game ends in a tie, then you have
one extra quarter for a sudden death playoff. The first
team to score in
sudden death wins
the game.
As with any sport,
wild and unpre¬
dictable plays are
known to happen. This
game was designed to
utilise all the possible
plays in an unexpected manner to keep your oppo¬
nent off guard. Try a fake kick once in a while to keep
them on their toes.
THE PLAY CHOICE SCREEN
HI
It may seem complicated
at first, bat once you have
used it, it becomes second
nature. This screen is split
in two by the ESPN Stats
bar. This bar flashes
between the names of the
teams and current score
and the current quarter,
down and yardline that the ball is placed an, The
upper time is the time remaining in the quarter
and the lower time is the 40 second play clock.
The status bar shows the number of time-outs
for each team.
The top three screens are for the player on defense.
Selections advance each column until your choice
is made.
The bottom nine screens are for offensive play
selection. IMPORTANT NOTE: The column that
is flashing determines which button is effected.
Once you have mastered maneuvering between
the plays, no defender will be able to follow your
play selection [
THE PLAY CHOICE SCREEN
The choices for Offense and Defense are formations
first, then play selection, Certain formations should
be determined by studying the placement of the team
on the field, what down it is, and so on. Once the
formation is determined, the player selects an
appropriate play.
Once the Offensive player has chosen the ptay, the
screen shifts to the live action playing of the game.
Plays continue until each quarter ends. At the end of
the second quarter is half-time, Chris Berman comes
back to give a recap of the games events and pre¬
pares you for the second half. He returns at the end of
the game to announce the final score and the appro¬
priate standing of the teams that competed in his
wrap-up of the game.
There is also an option to reselect the offensive play.
It appears on the pause screen as reselect play. This
option is only available an the formation selection;
once a play has been picked and the team breaks out
of the huddle, the play must be changed through an
audible, or time-out.
TIME OUTS
Time Outs stop the clock until the ball is snapped
on the following play. Press the start button to
move to the next screen.
CM
12
CONTROLLER FUNCTIONS
The various buttons on the controller have multiple In Season Menus:
functions in this game, Listed below are ihe controls
lor every stage of the game: Start button: Play the game with the
teams indicated by the
In Title Screens: Start button advances to the ' helmets at the top.
next screen.
In Main Options Screen:
B button: Pops up mode menu and selects the high¬
lighted menu option.
Start button: Advances to next menu screen.
Up/Down on Control Pad: Moves the cursor,
Left/Right on Control Pad: Changes the current
division when selecting the player's team.
In Sub-Options Screen:
B button: Cycle through options,
A button: Goes back to Main Options Screen,
Start button: Advances to next screen.
B button: Selects option.
During Game Play;
OFFENSE
DEFENSE
Left and Right Fire buttons:
Left/Right on the
Select left or right direction
Control Pad:
of the play.
Cycles through plays
A, B St C buttons:
A, B, Sr C buttons:
Selects play.
Selects play.
A button:
A Sc C buttons:
Calls up the audible,
dive/tackle.
does a spin move anc
1
scans through the
A button:
available receivers.
Gets the player
closest to the ball.
B button:
B button:
Hikes the ball, activates
Gives a speed burst.
the receivers, throws the
ball speed burst.
C button:
Dives/Tackles.
C button:
Dives.
A, B & C buttons:
selects one of the
audibles.
CNJ
A FEW MORE POINTS
A FEW MORE POINTS
Passing: Your greatest weapon as a quarterback is
the ability to choose your receiver. The targeted
receiver automatically runs to where the ball is
thrown until controller inputs are detected which
send him in another direction. A receiver controlled
by a gamer has a slight advantage over one con^
trolled by the computer. Get a feel for moving the
player after the ball is in the air.
Kicking: The player controls the kicker and executes
each kick. There are three options for style of kick to
choose from (use the one most appropriate for your
team's position on the field),
A power meter shows up to register the force and
direction of the kick. Touching the B button
starts/stops the power bar (2 times), once for force,
then for direction. There are three types of kicks to
choose from when you perform a kickoff:
Deep Kick - this has a long hang time and allows
your special teams players time to get down field
and tackle the ball handler.
Squib Kick - short low and straight, you want
this kick when you don't want to risk a run back
from your opponent,
Onside Kick - Use this when you want to risk
'stealing'' the kickoff from your opponent, but if
he receives the kick safely, his team will have
excellent field position.
Punting: Many conditions go in to the strategy and
execution of punting in this game. Instead of having
a generic punt option, there are several choices for
the punting team. This allows you a better chance to
place the ball (or fake out an opponent) in the best
possible way. When you choose Kick from the play-
book, several options for punting appear. Choose the
one that best fits your team's position on the field or
see if you can catch your opponent off guard with a
fake! The same meter for the kick appears as does on
the Kickoff mode.
No-Huddle Offense & Audibles: Once you have famil¬
iarized yourself with the playbook, you can run a No-
Huddle Offense, This adds a level of play that will
keep your defender guessing] When the playbook
screen is shown, choose the No-Huddle option and
go right back to the formation you previously ran,
You audibilize from the line of scrimmage by pressing
in the play sequences you have memorized from the
playbook—before the play select comes up. This way,
there is no possible way the defender can guess your
play, and hell have to scramble to cover your team.
The code shown in the blue box in the comer of the
Play Select Screen is the code needed to enter that
play from the current formation. If the Offensive
player runs the No-Huddle from the end of a play,
the playbook will not be seen, Selecting No-Huddle
is not necessary for calling audibles and is better
used to give you the same play used on the last snap
of the ball, All audibles use the last formation select¬
ed and so identical audible codes mean different
plays based on the formation the team is in.
16
A FEW MORE POINTS
Flip Plays: Players can flip the direction of the
play they are running to offset a defensive strategy.
This maneuver will force the defense to disguise
its blitzes and adds another strategic element to
the game play.
Length oi the Game: You are able to set the length
ol the game lor 20, 40 or 60 minutes. The game is
played in quarters (S P 10, and IS minutes, respective¬
ly), with a 2-minute warning before half-time and the
end of game. Keep an eye on the lime clack to make
sure you maximize the amount oi play time. The
clock is stopped on a safety, a field goal a change
of possession, a time-out, an incomplete pass, a
touchdown or a penalty. The cloak is no! stopped
when a player runs out ol bounds except in the final
two minutes of the first half and the final five min¬
utes of the last half.
Time Outs: Each team receives three time outs per
hall. Players can use time outs at any point during
the game, however, time outs that are not used by
the end of a half are cannot be used in the nexl
half. Time outs cannot be called when a play is in
progress. Use these strategically to utilize the game
clock to your own advantage!
Penalties: You have the option to choose if penal¬
ties are part of the game or not, You may find
it easier to learn the mechanics of the game
with the setting off. Aftei you have mastered
the finer points of the game, try playing with it
on. This definitely adds to the realistic feel of
the game play.
A FEW MORE POINTS
Points: Listed below are the points that a team
makes in the game:
Touchdown - 6 points. This occurs when a player
breaks the plane of the defender's end zone while
carrying or receiving the football.
Point After (Kick) -1 point. After every touchdown,
the scoring team is allowed a kick for
an extra point.
Two-Point Conversion - 2 points. Instead of taking
the kick, a team may opt to run or pass the ball
into the end zone from the 3-yard line for a 2 point
conversion and on the three yard line for an extra
point attempt. This was formerly seen on colle¬
giate level games prior to the 1994 season,
Field Goal - 3 points. When a team is close
enough to the defender's end zone for this kick,
yet too far to make a safe conversion from 4th
down, they try for one of these. These usually
determine the outcome of a game when the play
goes info overtime.
Safety - 2 points. This is an uncommon event. It
takes place when a defender tackles an offensive
player (or makes him run out of bounds) in the
end zone. The team that scores the safety receives
the ball on the next set of downs by a special
Punt-style kickoff.
REFERENCE
Glossary oi Abbreviations of Positions:
C - Center
RG - Right Guard
RT - Right Tackle
RE - Right End
LT - Left Tackle
LG - Left Guard
LE - Left End
TE - Tight End
QB - Quarterback
RB - Running Back
FB - Fullback
WR - Wide Receiver
K - Kicker
F - Punter
KR - Kick Returner
PR - Punt Returner
LGLB - Left Outside Linebacker
ROLB - Right Outside Linebacker
LILB - Left Inside Linebacker
RILB - Right Inside Linebacker
SS - Strong Safety
FS - Free Safety
DB - Defensive back
RGB - Right Cornerback
LCB - Left Cornerback
WARRANTY INFORMATION
LIMITED WARRANTY
SONY 1MAGESOFT WARRANTY
Sony Imagesoll warrants to the original purchaser of this
Sony Imagesoft product that this Game Cartridge is free
from detects in material and workmanship for a period ol
ninety (90) days from (he date of purchase. This Sony
Imagesoft product Is sold "as is,' r without expressed or
implied warranty of any kind, and Sony Imagesoft is not
liable for any losses or damages of any kind resulting from
the use of this product. Sony Imagesoft agrees for a period
of ninety (90) days to either repair or replace, at its option,
(roe of charge, the Sony Imagesoft product. Send product
postage paid, along with dated proof of purchase, lo the
address shown below.
This warranty shall not be applicable and shall be void
if the defect in the Sony Imagesoft product has arisen
through abuse, unreasonable use, mistreatment or neglect,
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES
AND NO OTHER REPRESENTATIONS OR CLAIMS OF
ANY NATURE SHALL BE BINDING ON OR OBLIGATE
SONY IMAGESOFT. ANY IMPLIED WARRANTIES APPLIC¬
ABLE TO THIS SOFTWARE PRODUCT, INCLUDING WAR¬
RANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90)
DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL
SONY IMAGESOFT BE LIABLE FOR INCIDENTAL OR CON¬
SEQUENTIAL DAMAGES RESULTING FROM POSSESSION,
USE OR MALFUNCTION OF THE SONY IMAGESOFT
SOFTWARE PRODUCT,
Some states do not allow limitations as to how long an
implied warranty lasts and/or exclusions of liability may
noi apply to you. This warranty gives you specific legal
rights, and you may also have other rights which vary
Irom state to state.
Customer Service (310) 449-2393
PjIotSs U.S.a's 4 , ora; Europe < Canada r»
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T-Shirt
White, 100%
heavyweight cotton
fleece, with fiI [-color
Irnagesoft logo on
front and ESPN Sunday
Night NFlIogo on back.
Made in the USA-
Sizes: Adult M,L,XL. S24.99
White, 100%
heavyweight cotton,
with full-color
Impgesoft logo on
front and ESPN
Night NFL
Made in ft
Sizes: Adult L,XL $11.99
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HACK
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Two-toned cap
With full-color
embroidered logo.
Imported.
One size fits all. $11.99
I& Order, please send a check or money order lor the amount of
you* purchase, plus s.5.00 sh pp ng and handling 10:
Sony Signatures
ESPN SUrNDAY NIGHT NFl OFFER
P-0. 00* 4000
5152 Columbia Drive
SIGNATURES Carrollton, GA 30117
Allow 4 -$ weeks ror delivery. Offer valid in U S, only.
Offer £aod wh le suppl es Iasi anj expires 12/31/95.
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LICENSEE Ei'i 1 SEC A ENTERPRISES. LTO. FOR PLAY ON THE SEGA CD ™ SYSTEM.
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Look for these other great
ESPN titles for the Sega CD
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and stadiums
* Over 10 minutes of video highlights
■ Full season league competition, plus
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League LOS and
World Series
* Choose from 81 of the hottest players in
the HD A from all 27 teams
* Take it to the hoop with the likes of
Hakeem Olajuwon, Patrick Ewing,
Shawn Kemp and Karl Malone
* Exclusive streetball
mode featuring 1 2
outdoor venues from
around the world
All the real players in the NHL with their
up-to-date stats
For the first time ever you can play from
two different perspectives at any point
in Ihe game
Unique NHL-skills
challenge including
fastest man and shoot¬
out competition
Ultra-realistic checking,
including poke and body
checks