Madden 2000 Layout

NAVIGATION In Association with Amazon.com Sports Gaming Network

Ok here is a summary of how the ratings are used. It is not an exhustive list of what the ratings do, but it does cover the major areas. Please start one thread with questions on ratings, and another with suggestions and complaints. One thread I will read one I won't .

Height

- Player model scaling

Strength

- Used in determining if a defensive back should bump a receiver and outcome of bump

- Used in determining how long the Oomph move lasts

- Used in determining when to chop block

- Used in determining the outcome of a Stiffarm

- Used in determining the outcome of an Oomph

Agility

- Player�s delay before getting up adjusted a bit by agility

- Used in determining if a player gets faked by Juke or Spin

- Used in determining velocity changes in Man To Man coverages

- Blocking adjustments when engaged in a block

- Used in determining whether the CPU player will attempt special move (Spin, Juke)

- Used in determining velocity changes to receivers running routes

- Used in determining speed of Spin move

- Used in determining velocity of player during Juke

- Used in determining if a chopped player will fall

- Used in determining how fast a player changes direction when moving

Speed

- Used in determining a rough estimate of Time To Intercept for a player to a location

- Used in determining if a defensive back should bump a receiver and outcome of bump

- Used in determining Defensive pursuit angles

- Used in determining speed of player for the Defensive Bone move

- Used in determining when a Defensive covering the flats needs to get there

- Used in determining how a Ball Carrier should run (threats)

- Used in determining effectiveness of Speed Burst

- Used in determining blocking pursuit angles

- Used in determining maximum top speed of a player

Acceleration

- Used in determining if a defensive back should bump a receiver and outcome of bump

- Used in determining effectiveness of Speed Burst

- Used in determining turning velocity (change of direction momentum) of moving players

Awareness

- Used all over the place whenever a player must make an intelligent football decision.

Catch Ability

- Catching the football in the air.

Carry

- Used in determining whether or not the ball carrier will fumble when hit.

Throw Power

- Used in determining the distance a QB can throw with power.

Throw Accuracy

- Used in determining the accuracy of all throws

Kick Power

- Used in determining the distance of kicked balls

Kick Accuracy

- Used in determining the accuracy of kicked balls

Break Tackle

- Used in determining the chance of avoiding or breaking a tackle

Tackle

- Used in determining the chance of tackling the ball carrier

Importance

- Used in determining the price of Trades, who gets Resigned

Pass Block

- Blocking adjustments when engaged in a block

- Used in determining when to chop block

Run Block

- Blocking adjustments when engaged in a block

- Used in determining when to chop block

Injury

- Used in determining the chance and severity of an injury to a player

Hand

- Left or Right handed, used for determining the QB Throw animation to use.

Real Position

- The player�s real position, not what he is currently playing. Players are penalized for playing a position that is not similar to their Real Position.

Scott Taylor

Development Director

Tiburon - Electronic Arts

Scott Taylor (Development Director)

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