NCAA Football 2005 Walkthrough :
This walkthrough for NCAA Football 2005 [Playstation 2] has been posted at 10 May 2010 by man-ur-hot and is called "FAQ/Strategy Guide". If walkthrough is usable don't forgot thumbs up man-ur-hot and share this with your freinds. And most important we have 3 other walkthroughs for NCAA Football 2005, read them all!
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Walkthrough - FAQ/Strategy Guide## ## ###### ### ### ### ## ## ## ## ## ## ## #### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## #### ## ######### ######### ## ### ## ## ## ## ## ## ## ## ###### ## ## ## ## ######## ####### ####### ######## ######## ### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ###### ## ## ## ## ## ######## ## ## ## ## ## ## ## ## ## ## ## ## ######### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ####### ####### ## ######## ## ## ######## ######## ####### ##### ##### ######## ## ## ## ## ## ## ## ## ## ## ## ## ## ####### ## ## ## ## ####### ## ## ## ## ## ## ## ## ## ## ## ## ## ######### ##### ##### ###### NCAA Football 2005 (PS2) Strategy Guide v0.08 By "Psycho Penguin" Steve McFadden ^-^-^-^-^-^-^-^-^-^-^-^-^ | STAT TRACKER | ^-^-^-^-^-^-^-^-^-^-^-^-^ | Start Date: 7/15/04 | | Last Update: 05/17/04 | | Finish Date: 12/14/04 | | # of Updates: 8 | | Current Size: 205.1K | ^-^-^-^-^-^-^-^-^-^-^-^-^ *-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*- | TABLE OF CONTENTS | *-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*- 1.0 INTRODUCTION 2.0 GAME BASICS 2.1 Playing Offense 2.2 Playing Defense 2.3 Increased Game Challenge 2.4 Home Field Advantage 3.0 GAME MODES 3.1 Exhibition 3.2 Dynasty 3.3 Create A School 3.4 Rivalry Games 3.4 College Classics 4.0 ONLINE GUIDE 4.1 Rankings 4.2 Cheesers 4.3 Quitters 4.4 How To Have Fun Online 4.5 Tournaments 4.6 Online Modes 4.7 Online FAQ 5.0 TEAM BY TEAM RUNDOWN 5.1 Division 1A 5.2 Division 1AA 5.3 Classic Teams 6.0 CAMPUS CHALLENGE 6.1 How to Play 6.2 Scoring 6.3 Pennants 7.0 FREQUENTLY ASKED QUESTIONS 8.0 OTHER INFORMATION 8.1 Credits 8.2 Other Guides 8.3 Author Information 9.0 CONCLUSION *-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*- | 1.0 | INTRODUCTION | *-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*- Here I have returned, with another college football guide. This time, it's for NCAA Football 2005. "But, Steve!", you may say. "You originally planned to do a NCAA Football 2004 guide! Now you've done guides for 2 NCAA games, but still no NCAA 2004 guide!" Well, that is because NCAA 2004 will take a long time, and I need side projects to keep me busy. Plus, it gives me more experience. Well, I slacked off and didn't get NCAA 2004 done in time. I will eventually have it done, but for now, enjoy my attempt at the latest game in the series, and in my opinion, the best one yet! Finally, I consider myself to be somewhat of a college football expert. While I am not the greatest player of all time, I know how to read defenses, play defense, run the option, play special teams, etc. I know the weaknesses and strengths of every team, as I spend hours of my own free time researching each team. I am quite proficient at NCAA games in general, so writing for one is a logical pick. I hope you enjoy this second attempt at a NCAA Football guide, and yes, I did take some stuff from my NCAA 2000 guide and incorporate it into this guide. The reason for that is simple. The two games are a lot alike, and therefore I don't need to rewrite large sections that can save me time by just cutting and pasting. Hope you understand and that it's not too much of a problem. Enjoy the guide. - Psycho Penguin *-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*- | 2.0 | GAME BASICS | *-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*- Here is just a section for me to ramble about the various things you can do in NCAA 2005. Mainly, I will discuss how to control the different types of defenses and offenses you can run in the game, as well as an in-depth look at audibles. You can find the controls in the manual or in the game itself, so I won't bother including those. This is simply an in-depth breakdown of stuff the game provides help on, but only to a certain extent. --------------------- | 2.1 | OFFENSE | --------------------- The key to football may be defense, but if you don't have an offense, then you really won't get anywhere. Offense will help you score points, and you have to take advantage of the situations you are presented. The main tip I can offer for you when it comes to offense is VARIETY, VARIETY, VARIETY. Don't do the same thing over and over. The computer is a quick learner and will soon start stopping everything you do. But, if you use variety, you'll keep your opponent on their heels. Like, running down the middle, then an option, then a toss, then a short pass, then another option, then a run down the middle, then a short pass, then a long pass. How is the defense supposed to react to all these different plays? As long as you keep varied, the defense will have a tough time stopping you. That doesn't mean you can't find your favorite plays and master using them. I don't know every play with every team, as I usually stick with about 13 to 15 per team. Like Mick Foley once said, "It's not how many moves you know, it's how you use the ones you do know." As long as you know a variety of plays, and use them consistently, then you won't have to really delve into the playbook for a new play. -+-+-+-+-+-+-+-+-+-+-+ Let's look over each formation real quick, and what the advantages and disadvantages to each are. If you want to run, make sure to use a formation with a lot of offensive linemen and tight ends. Wishbone and I-Form work best. Also, the shotgun offense is good for options and draw plays, but it is mainly used for passing situations. Using the formations wisely is the key to a successful offense. Also, again, make sure to run different plays out of each formation. Don't run in I-Form all the time, or your opponent will catch on. -+-+-+-+-+-+-+-+-+-+-+ | OPTION PLAYS | -+-+-+-+-+-+-+-+-+-+-+ Perhaps the most important offensive play in college football is the option play. The quarterback takes the ball and sprints to either side of the field, with a running back (or full back) behind him. You then have the option to pitch it to the running back, or hold onto it with the quarterback. Learning the option is very important, as it is a very risky move. Why is the option so risky? Fumbles are a frequent problem. The quarterback has to make a snap decision whether he wants to hold onto the ball or not. If he pitches it, and there's a defender in between the quarterback and the running back, it will fall to the ground, and then it's anyone's ball. That's why you have to make sure it's safe to pitch before doing so. Also, pitching it DOES NOT mean you will automatically get more yards than holding onto it. A corner could be blitzing, and therefore be right on the running back. If you pitch it back 3 yards, the cornerback will be right there to tackle the running back. You would have had 3 more yards if you held onto the ball with the quarterback. So, make sure to learn when to pitch and when not to. Despite the risks, the option play is easiest the most important and valued play in all of college football, and one I use all the time. I strongly urge you to practice it a lot to get the hang of the play, as you will soon see the many advantages it brings to the table. -+-+-+-+-+-+-+-+-+-+-+ Playing offense in NCAA Football 2005 is really challenging at first, due to the fact there's so many different types of offenses out there. You basically need to find an offense that best suits your playing style. Teams like Air Force and Nebraska use a power-based, option attack, which features lots of runs and option plays, but little passing. Meanwhile, a team like Florida has this spread, fun and gun type offense where passing is the name of the game. The key is to find a team you like and learn how to use them. West coast offenses were the big thing in this game, so let me break down how to run the west coast offense for you real quickly. It may seem somewhat confusing at first, but once you get the hang of it, you will see why so many coaches decided to implement it into their systems. -+-+-+-+-+-+-+-+-+-+-+ | WEST COAST OFFENSE | -+-+-+-+-+-+-+-+-+-+-+ I recommend using the west coast offense only if you are a very patient person that won't mind the fact that every play doesn't have to go for 70 yards. It's also a risky offense to use, because if you fall behind, it suddenly becomes a whole lot less effective. It is best used for ball control. If your team has struggles with turnovers and time of possession, the west coast offense is definitely the best way to go. The west coast offense was the big offense introduced to most of college football around the time NCAA 2003 came out. This is why you will see the game mention it a lot in those friendly blue boxes that seem to pop up at the beginning of every game. This offense is based on two things: short passes, and short runs. Let me explain how to do each one now. Passing is simple. The key is to avoid blitzes and get off short passes a lot of the time. Ball control is the name of the game with the west coast offense. Find passes that rely on quick slants or curls, and get them to your receivers. 3 or 4 yard pickups is really the best you can ask for with this type of offense. Why would teams do that? Two reasons. 1, it gives you a time of possession advantage. Two, it really leads to a decrease of turnovers. There's also one more reason why the west coast offense works: each time you do these short passes, the defense starts to creep up a little. That's when you hit them with a long pass play for a big gain. They'll start to go in Cover 2, leaving the corners in 1-on-1 situations with your receivers, and that's a battle you can normally win if your receivers are any good. Running is just the way you would normally do it. Run the ball a lot, and run it effectively. Sweeps, Isos, Options, you really have to mix it up with this style of offense to see the desired effects. Don't expect to get a lot of big gains, but expect to have a nice, solid ball control offense that moves the ball downfield. Advantages: Ball control offense gives you time of possession, big plays happen more frequently because defense will defend the short field, turnover rate goes down because of the short and safe passing game. Disadvantages: It doesn't work if you're behind in the 4th quarter. You really need to have the lead for this type of offense to work. Also, you have to be really patient, and your running game won't be too much of a factor. -+-+-+-+-+-+-+-+-+-+-+ | WISHBONE OFFENSE | -+-+-+-+-+-+-+-+-+-+-+ The wishbone offense is a little tricky to explain at first, and its strengths are simple but effective. This offense is best used only if you want to run the ball a lot, because you will get no receivers. You only get two tight ends and fullbacks spread out to the left and the right of the quarterback, and a running back behind them in the middle. It ends up looking something like this: TE OL OL OL OL OL TE QB FB FB RB It's a very cool looking offense, and it gives you a lot of run protection, because the defense doesn't know what side you are going to run on. Also, you get a lot of cool looking plays to run, like HB Direct, Triple Option, Weak Pitch, and more. It is almost impossible for the defense to predict what you will do next when you line up in this formation, and that is a big time strength. The big problem, however, is your only pass catching threats are in the tight end and running back positions. You don't get a single wide receiver, so the defense will stay at home and let anything go past the line of scrimmage. Big time runs are hard to come by with this offense simply because the safeties will NEVER play deep on a wishbone offense. Even if you throw the ball, it's going on a screen or to the tight end, and safeties don't worry about that too much. For teams that like to run the ball a lot (Air Force and Nebraska spring to mind), this is the logical offense for you to run. They don't have very good receivers to begin with, so staying in this formation for much of the game and spreading the ball out to different areas of the field will keep the defense in a constant guessing game as they have to figure out what run is coming next. Advantages: Gives tons of run protection, thanks to the two tight ends and two fullbacks, and will always keep the defense on its heels because of the variety of plays that can be run in any direction. Disadvantages: Safeties won't go deep and will stay at home, usually preventing a big play. No receivers means the passing game is very limited. If the defense stops you on 1st or 2nd down, you'll be in trouble. --------------------- | 2.2 | DEFENSE | --------------------- In my opinion, playing defense is a lot harder than playing offense. The reason I say this is because with offense, you know ahead of time what you have to do. On defense, you have to guess what your opponent is going to do, and then react to it. It's a little tougher, but fortunately it only takes a little bit of practice before it becomes easier to handle. The key to defenses is to mix your packages up. Know exactly what you're doing, and recognize the strengths and weaknesses to each coverage. I will soon give you a rundown of all the different kinds of things you can do to mix up your defense in an attempt to confuse the offense. Shifting linebackers, calling audibles, and moving the coverage team back and forth are ways to confuse the opponent further. -+-+-+-+-+-+-+-+-+-+-+ | USER CONTROL | -+-+-+-+-+-+-+-+-+-+-+ First things first, who should you control on defense? If you suck at pass defense (like I do), let the computer take care of it, and then switch to the person nearest the receiver when the ball is in the air. I almost always control a defensive lineman, unless I KNOW the run is coming, then I move my defensive line in, spread my linebackers out, and then control a linebacker, to react to whatever side the runner goes (he probably won't go down the middle when he sees my defensive line closed in). There are, of course, some disadvantages to doing this. By controlling a defensive lineman, you don't get to see down the field as much as you may with controlling a free safety or linebacker. The computer AI is not that smart and will often leave receivers open, without your intention. Therefore, if you feel safe with your pass coverage, and feel you can make more plays by controlling a free safety or cornerback, then by all means, go for it. -+-+-+-+-+-+-+-+-+-+-+ | FORMATIONS | -+-+-+-+-+-+-+-+-+-+-+ Here I am going to give you a rundown on every formation available in the game, and what the strengths and weaknesses to each one of them are. Choosing the right formation is critical to your success, and knowing what formation to use in each situation will prove to be very helpful. 4-4: This formation puts 8 guys in the box, meaning it is used solely to stop the run and short passes. Long passes in shotgun sets will burn this defense every time, so only go on this formation if you expect the run coming. Short passes in Cover 3 are useless as well, so if you expect a screen, use 4-4 as well. Blitzes also are effective from this formation. 5-2: This is sort of like nickel defense, but it gives you one more defensive lineman, and one less secondary defender. This is a good defense if you want to rush the quarterback, because you get 5 defensive linemen to match their 5 offensive linemen (this is the only formation where you get 5 defensive linemen.) Linebackers are good for pass coverage, as well. This is a very underrated defense that comes in handy in key running and short yardage situations. 4-3: This is one of the "base" defenses in the game, along with 3-4. This formation allows you to get a little bit of pressure on the quarterback, while still having linebackers to help out in the middle of the field. I only use this defense on a few plays each game, because 3-4 is a little bit better for me. 4-3 works better against the run than 3-4, and 3-4 works better against the pass than 4-3 does. 3-4: The main "base" defense of the game, it is one I recommend you use for a good portion of the game, as its only main weakness is runs down the middle, but if you blitz the linebackers to the middle of the field, that won't be as effective either. It's also good for Zone defenses, and if you expect a pass on 3rd and 6 or more, 3-4 is sometimes the best way to go, surprisingly enough. Nickel: The nickel defense is like the 5-2 in a way, but instead of getting an extra defensive lineman, you get an extra cover guy instead. This makes the nickel defense one of the prime choices for pass coverage (I actually prefer it to dime defense due to the extra linebacker you get in nickel coverage, who I usually end up controlling.), as it not only stops the pass well, it's also somewhat effective against the run. Dime: Surprisingly, I don't see much use with the dime defense in this game. Even on 3rd and Long, I tend to stick with the Nickel defense. The only time I use Dime, I usually end up doing a Corner or Safety Blitz, just to try to confuse my opponent. Otherwise, I almost never use this defense, due to the weak run defense, and the fact that passes seem to be completed a lot on this defense even with the 6 defensive backs on the field. -+-+-+-+-+-+-+-+-+-+-+ | BLITZES | -+-+-+-+-+-+-+-+-+-+-+ In order to have a successful defense, you are going to have to blitz sometimes. There are really two types of blitzes: run blitzes and pass blitzes, but since the game doesn't really differentiate between the two, I won't waste your time rambling about that crap. Instead, I will focus on the kinds of blitzes you can do, why blitzing works, why it doesn't work, when to blitz, and when not to blitz. First of all, a blitz is simply a defensive play where a person that's not a defensive lineman rushes the quarterback. This can be a linebacker, safety, or corner. You can also find blitzes where multiple people blitz, as you can get a linebacker/safety or safety/corner blitz going. These prove to be very effective at times, for a couple of reasons. Let's say you don't blitz for a while. The quarterback is starting to become pretty comfortable throwing the ball and finding a wide open receiver. What do you do? Blitz both corners. He goes back to pass.. and BOOM! He gets sacked. Because he didn't see the blitz coming. It's always good to surprise your opponent with a well-timed blitz, and they usually prove to be pretty effective. Now, there are downsides to blitzes of course. If the quarterback sees the blitz coming, he will almost always be able to complete a pass to a wide open guy. Since someone is blitzing, that means a person he is supposed to be covering is usually left wide open in the field of play. If the quarterback sees him and gets the pass off in time, it will almost always end up with a nice little completion. There is good news, though. Sometimes, he will throw on one foot, or throw on the run, and miss the targeted receiver completely. But other times, he will make a bad decision, and throw a pass that you can easily intercept. BLITZES CAUSE TURNOVERS. That is the #1 reason to use a blitz sometimes, to give you a shot of intercepting the ball, or making the quarterback fumble. When should you blitz? Always find the right times and situations to blitz. The quarterback may be getting comfortable in the pocket, so if he is, throw a blitz at him. Even if he completes the pass, the blitz is now in the back of his mind, and if you go into zone coverage next play, he will be a little confused and hopefully make a bad decision. Just make sure not to blitz too much. Don't blitz if you just blitzed, and don't blitz on 3rd and 4-6, because he will just find a receiver open in the middle of the field for a first down. Keep the blitzing to a minimum (under 25 percent) and you should be fine. Good luck. -+-+-+-+-+-+-+-+-+-+-+ | ZONE VS MAN TO MAN | -+-+-+-+-+-+-+-+-+-+-+ To wrap up this section, I will give a quick wrapup of the difference between zone coverage and man to man coverage, so you will have an easier time with pass defense. They are the main two kinds of pass defense, and they are both quite different. Man defense relies more on tight coverage with one corner on one receiver. In zone, the receivers are usually left open, but safeties and corners blanket them, so when the pass is thrown, they run over to tip it. The problem with zone coverage is that the quarterback can call something like an out pattern, and the receiver will blow right through the zone defense for a big game. The problem with man to man is that hooks and similar passes will cause you problems. You have to recognize the weaknesses in each defense and try to fix them, because usually your opponent will be able to find the wide open receiver. The main problem with man to man is that your corners will end up with one-on- one situations a lot of the time, so make sure you have good solid corners if you use this defense a lot. I hate having to defend a long pass with a corner and having him completely miss the pass, leaving the receiver open for an easy touchdown. The lack of safety help is a definite concern. ZONE Advantage: Safeties stay in middle of the field, so they're able to help out a cornerback when the ball is in the air. Disadvantage: Slants will be a nightmare, as the receiver will turn past the safety and keep going, usually left wide open. MAN TO MAN Advantage: Corners play tight coverage, preventing slants and other passes of the like. Disadvantage: It's easy to take advantage of weaker corners after a while, and hooks will work almost every time. OVERALL I advise playing zone defense most of the time. Man is too easy to beat by experienced quarterbacks. -+-+-+-+-+-+-+-+-+-+-+ | WRAP UP | -+-+-+-+-+-+-+-+-+-+-+ Playing defense in NCAA Football 2005, or any other game in the series for that matter, is a trial and error method that takes time to develop. If you are patient, learn the different kinds of defenses and blitzes, and use them effectively, you should be fine. Remember to mix up coverages, and remember that you won't stop every play, and you will be just fine, I promise. ---------------------------------- | 2.3 | INCREASED GAME CHALLENGE | ---------------------------------- PASSING ------- The first thing you will notice about the game when you first play is that yes, it's really challenging. The defense reacts a lot quicker now, making passing plays especially difficult. The key to beating the computer is throwing a variety of passes, mainly short, and never throwing into coverage. The computer reacts great, as cornerbacks will now tip balls a lot more. Scramble a lot until you see someone surely open, then throw softly into their hands. RECEIVING --------- Receivers also drop more balls than ever, if you computer control them. When the ball is in the air, control them by pushing X, and then pushing the catch button when the ball goes into their hands. This makes drops less frequent, although they do still occur from time to time. This is college football, after all. RUNNING ------- Running the ball is also a tad harder. Now, you have to hit the hole properly. No more running to the inside on counters, or doing 9 draw plays in a row. Draw plays almost never work because the defensive tackles will react much more quicker now, so running plays to the outside actually work best, as long as the defense isn't blitzing. I like to run down the middle about 50 percent of the time, running option 30 percent, and run a counter 20 percent. The key now is mixing up your plays. Since the defense is much smarter, they will react quicker to anything you do. If you run counters consistently, the defensive linemen will start to shoot to the running back quicker, as will the linebackers. If you run down the middle a lot, then run a counter, the linebacker will still play the middle, but you will be on the outside, leading to a big gain. Also, make sure to run plays to the weak side as well as the strong side. You may think there's less blockers, but there will always be blockers helping you (fullback will run to weak side when ball is snapped), and the defense may think you are running to the strong side, leading to a big gain. It works a lot, I assure you. DEFENSE ------- Playing defense is actually not so hard, however, as the added computer awareness actually helps you a lot. Running plays are easy to stop as your defensive linemen are much better now, even if you're playing with a bad team. Playing zone defenses a lot helps vs. passing attacks, as man defense suddenly sucks.. the receivers will always zoom by the corners, leading to huge pass plays. I always recommend playing a 4-3 or 3-4 Cover 2 Zone for the majority of the game, as there's really no better defense in the game. Mix in a few blitzes, mainly of the corner variety, but don't do this too often, as the quarterback will pick up on this quickly, and it will lead to huge holes in your defense. For instance, if a corner blitzes, no one's covering the guy, so the QB can get it to him quickly. So, only blitz about 30 percent of the time for the most success. ------------------------------- | 2.4 | HOME FIELD ADVANTAGE | ------------------------------- Another big time addition is home field advantage. Now, it is much harder to win on the road than it normally is. This is because the crowd now factors directly into your team's performance. The louder they are, the lousier your team tends to play. Keeping your cool and making smart decisions is the key to victory in these situations. An important addition is the matchup stick. Push the right analog button to the right before a play to trigger the matchup stick. This shows who is a good player, who is a bad player, who is composed, and who is rattled by the pressure. Works well in road situations. There are some important things to remember when playing on the road. The tougher the place you are playing, the louder it is, and the harder it is to control plays. It is much harder to play in Florida than, say, Idaho. If you're playing in a tough venue, there are some certain tips that will benefit you greatly: - Run the ball a lot. Ball control offense is key to success as well as keeping the crowd quiet, as it keeps the other offense off the field, and bores the crowd with your persistent running. If you can run the ball successfully, you have a good chance of winning, or at least not letting the crowd factor in your loss as much as they normally would. - Don't make silly mistakes. Turnovers are the #1 killer of teams on the road. Play it safe on 3rd and long. Don't make bad passes. Don't do a lot of spin and juke moves. Remember KSU vs Oklahoma last year? KSU played it safe early, then opened it up later once they had their confidence going. There's no reason to play dangerous on the road, unless you're behind and running out of time. - However, this doesn't mean you can't spring a big play on the defense. This will shut the crowd up quickly. Mix in play action passes with your short range running attack, and watch the defense bite on it eventually. Nothing says "shut up" like a 20 play, 70 yard drive that takes 4 minutes, then a 80 yard TD bomb on the next drive. - Stick with the gameplan. You know what kind of team you are. If you're Air Force, use the Triple Option. If you're Florida, do the spread offense. You're still the same team, just harder to use now. - Don't audible and hot route a lot at the line. It's very hard to do so, and your players will sometimes mess up and then you'll be in trouble. Live with the playbook for the most part. Motioning is okay, though. - On defense, be aggressive but not overly aggressive. Blitz a lot, but not too much. I know I'm contradicting myself, but basically play some zone defense, then blitz out of nowhere. The QB will make mistakes and the crowd will get frustrated. If you're playing at home, it's way easier. Remember you can hush the crowd at the line by pushing R2, as well as pumping them up while on defense. Again, the tougher the crowd, the louder the bar goes, and the harder it is for the opponent to call plays. Two things to remember at home: - No ball control offense usually. It bores the crowd. Run it sometimes, but make sure to keep the offense varied and open to keep the crowd into it. Only do ball control when you're winning in 4th quarter.. crowd won't mind then. - Audible and hot route away! Remember to push R2 to shut the crowd up, then have fun. Here are the toughest venues to play in NCAA Football 2005: 1. Florida 10. Georgia 19. Auburn 2. Tennessee 11. Iowa 20. Syracuse 3. Ohio State 12. Michigan 21. Alabama 4. LSU 13. Virginia Tech 22. Kansas State 5. Oregon 14. Florida State 23. West Virginia 6. Washington 15. Notre Dame 24. Washington State 7. Texas A+M 16. Clemson 25. Miami (FL) 8. Wisconsin 17. Penn State 9. Nebraska 18. Oklahoma I don't necessarily agree with all of these, but there's the list. *-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*- | 3.0 | GAME MODES | *-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*- -------------------- | 3.1 | EXHIBITION | -------------------- This is not the hardest thing in the world to figure out. Exhibition mode is basically a game where you select one team and you face off against another team. No strings attached, just one on one game. Nothing too fancy, so let's move onto something else far more complicated. ----------------- | 3.2 | DYNASTY | ----------------- This is pretty much the main draw of the game, and for good reason. In dynasty mode, you select a team and try to build them into a national powerhouse. You become the coach basically, and you sign new players, make a schedule, become a disciplinarian, recruit, raise team prestige, redshirt players, create off season plans, and oh yeah, play the games. The number one question people often wonder when they select dynasty mode is, what team should they be? It depends really. While it is easier to be USC or Miami, they are already well established programs and the challenge of taking a team and making them good is virtually erased. It is more interesting to take a USC or Miami and to try to KEEP them good, but it's still not as challenging. Therefore, it's more fun to select a team that's mediocre or crappy and to try to build them up. I selected Northwestern, as I like them, they play in a tough conference, have trouble recruiting, and aren't that good (but not awful either). With 176 or so teams to select from, the possibilities are virtually endless. Once you select a team, you first have to decide what players to redshirt for the upcoming year. This means, you sit them down for a year, so they can't play, and can learn the system. It also means they get an additional year of eligibility, so they can play a year after they graduate. It means you don't get to use them now, but you get a smart player who knows the system for an extra year down the line. However, it's not crucial to do so now, so just select a player or two for loaded positions and move on. Here are the options you get for a dynasty mode. Note there are tons of different ones, and each one is fairly useful. PLAY WEEK --------- This is to play your next game. You get two options here.. one is for weekly schedule, one is for team schedule. Useful to track your previous games, or to check out scores of games played that week that may impact your team's ranking. SPORTS ILLUSTRATED ------------------ BOWL RANKINGS: The top 25 rankings as determined by the BCS system. Only implemented after a certain amount of weeks have gone by. TOP 25 POLLS: The top 25 teams as voted by the coaches and writers. HEISMAN WATCH: Keep an eye out on the Heisman Trophy frontrunners. AWARD SEMIFINALISTS: Track who's on pace to be in the final runnings of prestigious trophies. PLAYERS OF THE WEEK: Offensive and defensive national players of the week are listed here. CONFERENCE STANDINGS: Check out how your team is doing in the conference, or check out other conferences. ARCHIVED COVERS: Previous covers of SI issues in your dynasty. Each week has a new cover. STAT BOOK --------- Tracks how your team is doing.. nationally and player wise. Check season stats, career stats, team stats, and stat rankings. COACH OPTIONS ------------- STRATEGY: Choose the playbook you want to use, the type of offense your team will employ, the type of defense used, what your coaching strategy will be, and how conservative/aggressive your team will be. POSITIONS: See who else is interested in hiring you. REPORT CARD: Track how you are doing. Includes career record, coach prestige, last game played, news from AD, fan base, average attendance, job security, season record, and a multitude of useful career statistics. FEATURES/MY NCAA ---------------- Change the settings, fix rosters, or create your own playbook! Now that you know all of this, time to play your first game. You can either use the current schedule or modify your existing one, by going to the schedule section. Once you play your 1st game, you can no longer fix the schedule the way you like it. During the year, you will encounter players who do stupid things, and you must punish them. Before a game, a box will come up stating that a player broke a rule, and you can choose to punish him. Each time you punish a player, a certain amount of points are taken away. Once down to zero, NCAA will investigate. Fortunately, you should be able to run a clean program and not have to worry about that. As you play through games, you can track your team's progress. Once done a year, you have to recruit players, and that's when the fun begins. First, check the school budgets. You can fix the points up to your liking.. for instance, remove points from discipline and add them onto recruiting. The choice is yours. After doing so, check out your players leaving, and then focus on replacing them with new recruits. This is the most fun of dynasty mode, and I almost gave it its own section, but I decided to just place it here. Recruiting is when you check America and get players to commit to your program. It's the only way to maintain the program. Check your interested prospects list and focus most of your attention on them. The better the player, the more recruiting points you should use. Recruiting points are points you get to recruit players.. you only get a certain amount each week, but they refresh each week so feel free to use them all up each week. Like I said, focus first on top players and holes in your team. There are several different pitches. Playing time, coaching style, coach prestige, program prestige, and location. Focus mostly on playing time and coaching style if you're a rebuilding program, as coaching and team prestige hasn't been great yet. Players do like playing time and the chance to be part of a magical rebuilding team, so make sure to pitch playing time to a lot of players. Some are interested in other things though, so keep that in mind. Once you offer all the available scholarships and run out of recruiting points, advance to the next week. Now, you very rarely will have signed a player. That's okay. Keep focusing on the ones that are interested in your program. Some players have already signed elsewhere, or with you. So, focus on other players. By week 3, you should start to see some recruits coming in. Remember to focus on holes in your team. Once recruiting is done, you should have a solid roster of players. The rest can be filled via walk ons if need be. Now, the final three steps before moving onto the next season. TRAINING RESULTS: Put the players through training camp to improve good ones and see which ones don't have what it takes to be in your program. CUT PLAYERS: Cut loose the mediocre players, only do this if your roster is above 70, otherwise don't worry about it as it's better to have a mediocre player as emergency than no player at all. SET DEPTH CHART: Find space for your new recruits and pick your starters for the upcoming season. Higher rated players should go first of course, but remember that sometimes you should focus on individual things, like speed over power, or whatnot, if your program fits a certain style. Now you're onto season 2, where the cycle will continue. Eventually, you can sign with new programs who want you to help rebuild them. It never ends! Have fun. ------------------------- | 3.3 | CREATE A SCHOOL | ------------------------- Creating a school is one of the most fun things to do in NCAA 2005. You start from the ground up, designing a school's stadium, naming them, giving them uniforms, the whole 9-yards. Here is a quick rundown of all the things you can do in this mode. 1st Page: You can design their colors, give them a nickname, and more. Picking a cool fight song is easy because they give you a ton of options, mascot may be a little tough though because you can't design your own. :( Abbreviation is the name that shows when you're playing the game. 2nd Page: Here is where you design the stadium your team will kick ass in. You can do anything from placing the location of the video screen, to what kind of art you want in the end zone. It's really great. 3rd Page: Here is the final stop. You can create your school's uniforms. I have a lot of fun doing this and I am sure you will too! I especially like giving them crazy alternate uniforms and pulling them out for special games. ----------------------- | 3.4 | RIVALRY GAMES | ----------------------- Rivalry games are pretty simple stuff. You select a rivalry game in the play now screen, or play one during a dynasty, and if you win, you get a trophy. As you can see, some trophies are given in a series of games over the season, like the Commander in Chief Trophy. Here are the trophies you can earn in NCAA 2005: Administaff Bayou Bucket - Houston vs Rice Apple Cup - Washington vs Washington State Beehive Boot - BYU vs Utah vs Utah State vs Weber State Black Diamond Trophy - Virginia Tech vs West Virginia Bronze Boot - Colorado State vs Wyoming Commander-in-Chief's Trophy - Air Force vs Army vs Navy Commonwealth Cup - Virginia vs Virginia Tech Cy-Hawk Trophy - Iowa vs Iowa State Floyd of Rosedale - Iowa vs Minnesota Fremont Cannon - Nevada vs UNLV Golden Boot - Arkansas vs LSU Golden Egg Trophy - Mississippi State vs Ole Miss Golden Hat - Oklahoma vs Texas Governor's Cup - Kansas vs Kansas State Governor's Cup - Kentucky vs Louisville Governor's Victory Bell - Minnesota vs Penn State Illibuck - Illinois vs Ohio State Ireland Trophy - Boston College vs Notre Dame Iron Skillet - Southern Methodist vs Texas Christian Jeweled Shillelagh - Notre Dame vs USC Keg of Nails - Cincinnati vs Louisville Land Grant Trophy - Michigan State vs Penn State Little Brown Jug - Michigan vs Minnesota Maloof Trophy - New Mexico vs New Mexico State Marching Drum - Kansas vs Missouri Megaphone - Michigan State vs Notre Dame Missouri-Nebraska Bell - Missouri vs Nebraska ODK- Foy Sportsmanship Trophy - Alabama vs Auburn Old Brass Spittoon - Indiana vs Michigan State Old Oaken Bucket - Indiana vs Purdue Paul Bunyan Trophy - Michigan vs Michigan State Paul Bunyan's Axe - Minnesota vs Wisconsin Peace Pipe - Bowling Green vs Toledo Purdue Cannon - Illinois vs Purdue Semninole War Cannon - Florida vs Miami Shillelagh Trophy - Notre Dame vs Purdue Silver Spade - New Mexico State vs UTEP Stanford Axe - California vs Stanford Sweet Sioux Tomahawk - Illinois vs Northwestern Telephone Trophy - Iowa State vs Missouri Territorial Cup - Arizona vs Arizona State Textile Bowl Trophy - Clemson vs NC State The Bell - Marshall vs Ohio Tiger Rag - LSU vs Tulane Victory Bell - Cincinatti vs Miami (Ohio) Victory Bell - Duke vs North Carolina Victory Bell - UCLA vs USC Wagon Wheel - Akron vs Kent State Williams Trophy - Rice vs Tulsa -------------------------- | 3.5 | COLLEGE CLASSICS | -------------------------- This is another SUPER fun mode, one of many to be found in this incredible game. You get to choose a classic game from years past, and start from a certain situation in the game, and try to rewrite history, or keep history the way it is in some instances. Here is a quick rundown of all the college classics you will get to play through: -----------============-----------============-----------============--------- 1980 SMU at 1980 BYU: December 19, 1980 -> BYU 46, SMU 45 California 25, Stanford 20 Miami 31, Nebraska 30 Boston College 47, Miami 45 Notre Dame 17, Penn State 16 Virginia 33, Florida State 28 Nebraska 45, Missouri 38 Florida 32, Florida State 29 |
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