On The Field - Kickoffs - Sega NFL 2003 Manual

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ON THE FIELD
Note: The controls described in this section are defaults. For information on alternate configurations, see
Controller Setup on page 27.
The Coin Toss
The visiting team has the honor of calling heads or tails before the coin toss. The winner of the coin toss
chooses whether they want to kick or receive the opening kickoff. The loser chooses which goal they will
defend.
• To make a choice, move the Left Thumbstick or D-Pad to highlight your choice, then press the A
Button to select.
• When both teams have made their decisions, the players will run out to the field and line up for
the opening kickoff.
Kickoffs
Kicking Team
• In the huddle before the kickoff, Move the Left Thumbstick to choose KICKOFF or ONSIDE KICK, then
press the A Button to select.
• If you chose KICKOFF, Move the Left Thumbstick to choose the section of the field you plan to kick to.
• When the Kick Meter appears, check the arrow to determine which direction the wind is blowing.
• Move the Left Thumbstick to aim your kick, and press the A Button to start the Kick Meter. Press the A
Button again to stop the meter and kick the ball. (The higher the meter when you kick the ball, the more
power you put behind the kick.)
• To survey the field before the kickoff, pull the R Trigger.
• To call an audible, press the Y Button to access the audible menu, and then press the button that
corresponds to the audible you want to call.
• When the kick is underway, move the Left Thumbstick to run toward the recipient and go for the tackle.
• To switch to the member of your team closest to the ball carrier, press the B Button.
• To get a burst of speed, repeatedly press the A Button.
• To dive at the ball carrier and attempt a tackle, press the X Button.
Receiving Team
• In the huddle before the kickoff, move the Left Thumbstick to choose KICK RETURN or ONSIDE KICK
RETURN, then press the A Button to select.
• To call an audible before the kickoff, press the Y Button to access the audible menu, and then press the
button that corresponds to the new play you want to call.
• The kickoff recipient will automatically run to the spot where the ball is heading and make the reception if
the user does not.
• Once the ball is caught, press the Y Button to down the ball if you are in the endzone. If you receive the
ball deep in the endzone, the CPU will down the ball automatically for you if you do not take control of the
player. If you are near the goalline, the CPU will automatically run it out, so make sure to take control and
down it yourself if desired.
• To run upfield, move the Left Thumbstick in the direction you want to run.
• To get a speed burst, repeatedly press the A Button.
• To dive forward, press the X Button.
• To perform a spin move, press the B Button. The ball carrier will do a stutter-step, then spin upon making
contact with the defender.
• To hurdle a downed man, press the Y Button.
• To throw a stiff-arm with the left or right arm, press the WHITE or BLACK Buttons.
• To juke to the left or right, pull the L Trigger/R Trigger.
• To charge your player up for more effective special moves (like Juke, Dive, and Stiff Arm) press and hold
the A Button until the arrow underneath your player fills up.
In the Huddle: Offense or Defense
To call a play:
1. Move the Left Thumbstick to highlight the package you want to use (if the Play Calling option is set to By
Package), then press the A Button to select.
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