Madden NFL 2001 (PS2)
                                Strategy Guide

                               January 19, 2005
                                 Version 2.51

                        Written by:  Dan Simpson
                             Email:  dsimpson.faqs@gmail.com

  If emailing me, use this subject:  Madden NFL 2001 v 2.51

  (Emails that don't use this subject will be deleted, avoid using all CAPS)

                                 Email Policy: (read before emailing me!)
          If you see any mistakes, or have anything that you want to add
          please email me!  I will, of course, give you full credit for
          your addition, and be eternally grateful to you.  Email addresses
          are not posted in the FAQ, unless you specifically state that
          you want it to be.

  You will find the most up to date version of this FAQ at:


  Welcome to my humble Strategy Guide for Madden NFL 2001.  I got the idea for
  this FAQ when I rented Madden and had absolutely no idea what I was doing.
  (it didn't come with a manual)  I finally decided to write this when I bought
  the game and actually looked at the manual... kinda thin for such a
  complicated game.

  This FAQ looks best in a fixed-width font, such as Courier New.

  This Document is Copyright 2001-2005 by Dan Simpson
  Madden NFL 2001 is Copyright 2000 by EA Sports

  I am not affiliated with EA, Madden, the NFL or anyone who had anything to do
  with the creation of this game.  This FAQ may be posted on any site so long
  as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it.
  You may not charge for, or in any way profit from this FAQ.


What's New in 2.51:
    Changed my email address and some minor tweaks to the format.

  For a complete Version History, check out the Final Words Section at the end
  of the FAQ.

Table of Contents:

  1.  Basics
  2.  Offense
      2.1  Standard
      2.2  Hurry Up
      2.3  Lead Protection
      2.4  Formations & Plays
  3.  Defense
  4.  Kicking & Kick Returns
  5.  Season/Franchise Mode
  6.  Madden Challenge

  Frequently Asked Questions

  Final Words...

1. Basics



    Quarterback        __
    Center               |
    Right Guard          |
    Right Tackle         |--  Offensive Line
    Left Guard           |
    Left Tackle        __|
    Wideout (Wide Receiver)
    Tight End
    Halfback (Running Back)

    Defensive Tackle       |
    Right Defensive End    |--  Defensive Line
    Left Defensive End   __|
    Middle Linebacker
    Right Linebacker
    Left Linebacker
    Strong Safety
    Free Safety

  Key Terms:

    Bye - every team gets one "Bye" in the regular season, simply a week in
          which they do no play.  No. 1 seeds in the AFC and NFC also get First
          Round Byes in the playoffs, they then start in the Second Round.

    Encroachment - when the Defense crosses the line of scrimmage and touches
                   an offensive player. (if you don't touch an offensive player
                   it is merely a "Neutral Zone" violation)

    Fair Catch - the receiving player, seeing himself about to get hit, calls
                 for a "Fair Catch".  At which point, he is safe from getting
                 tackled, but cannot run after catching. (It is a penalty to
                 hit someone who has called for a fair catch)

    False Start - penalty when an offensive player moves after getting set.
                  (usually caused by the quarterback yelling "Hut" but not
                  hiking the ball)

    Fumble - occurs when the ball carrier, after having full possession of the
             ball, loses control (drops it).  After that it's anyone's ball.
             (Dropped passes are not fumbles because the receiver never really
             had possession of the ball)

    Onside Kick - the kicking team needs the ball back and does an onside kick.
                  The kick usually goes about 10 yards and slants strongly to
                  the side.  Once it has past that 10 yard mark anyone, even
                  the kicking team, can recover the ball for possession.  It
                  is a penalty if the ball doesn't travel 10 yards (only if the
                  kicking team recovers or it goes out of bounds).  The
                  kicking team loses 5 yards and kicks again.

                  Note:  If either team lines up in the Onside Kick formation,
                         it is considered an onside kick!  So, if the receiving
                         team is in the Onside formation, but they kick it to
                         the deep man and he doesn't catch it, the kicking team
                         can still recover! (A quirk of Madden 2001?)

    Overtime - in the NFL overtime is "Sudden Death", or the first team that
               scores, wins.  Usually this means that the team that wins the
               coin flip wins.  After all, you only need to get a Field Goal
               to win.

    Play Clock - Lasts 40 seconds, except after clock stoppages (timeouts),
                 where it is lowered to 25 seconds.

    Pocket - Protected area behind the offensive line where the QB can feel
             safe.  Once you have left the pocket, you can't throw the ball
             away (unless you are throwing it TO someone, this is a penalty).

    QB Rating (see below)

    Redzone - Within the opponent's 20 yard line, close to a touchdown.

    Safety - When the defense tackles an offensive player in their own endzone.
             The result is 2 points for the defense and the offense must now
             kick it to the defense.

    Touchback - When the returning team in a kickoff catches the ball in the
                endzone, it gets the option to not run the ball out and take
                a knee. (Triangle)  The result is the ball placed on the 20
                yard line.

    Quarterback Rating - A method for rating quarterbacks, based on Completion
                         %, number of touchdowns and interceptions.

      Here is how QB's are rated: (modified from http://www.supernfl.com/)

        Four categories are used as a basis for compiling a rating:
          1. Percentage of completions per attempt
          2. Average yards gained per attempt
          3. Percentage of touchdown passes per attempt
          4. Percentage of interceptions per attempt

        An "average" in each category is a 1.0, 0.0 is the worst while 2.375 is 
        perfect.  To gain a 2.375 in Completions you would need to complete
        77.5% of passes.  A 2.375 in yards/attempt requires you get 12.5 
        average yards.  To get a 2.375 in touchdowns, 12% of your passes must 
        be for a touchdown. (close to 1 in 9)  In order to get a 2.375 in 
        interceptions you would have to go an entire season without getting 

        Here are the calculations: (remember, 2.375 is the maximum, no matter 
        what; also it IS possible to get a 0.0 in a rating)

          1. Percentage of completions per attempt:

             Take your Completion % and subtract 30. (ie you have a 70% comp
             -30 of that is 40)  Multiply your new number by 0.05.  This is
             your Point Rating.

             ((Comp/Att) - 30) * 0.05 = CompRating

          2. Average yards gained per attempt

             Start with your average yards per attempt and subtract 3 yards.
             Multiply this by 0.25 to get your Yards Rating.

             ((Yards/Att) - 3) * 0.25 = YardRating

          3. Percentage of touchdown passes per attempt

             Take the number of TD Passes and divide by your attempts.  Then
             multiply this number by 0.2 to get your Touchdown Rating.

             (TD Passes/Att) * 0.2 = TDRating

          4. Percentage of interceptions per attempt

             Take your interceptions and divide by your attempts.  Then
             multiply by 0.25.  Finally take that number and subtract it out
             of 2.375 to get your Interception Rating

             2.375 - ((Int/Att) * 0.25) = IntRating

          Total:  Add up the 4 numbers, divide by 6, then multiply by 100 to
                  get the QB Rating.  The minimum value is 0.0 and the maximum
                  is 158.3.

  Penalties: (also from http://www.supernfl.com/)

    On any penalty that results in more than 5 yards gained, the offense also
    gets a first down.  I have placed a * by penalties I don't believe are in
    Madden 2001 (but I could be wrong).

    5 yard penalties:

      1. Defensive holding or illegal use of hands (automatic first down).
      2. Delay of game on offense or defense.
      3. Delay of kickoff.*
      4. Encroachment.
      5. Excessive time out(s).*
      6. False start.
      7. Illegal formation.*
      8. Illegal shift.*
      9. Illegal motion.*
      10. Illegal substitution.*
      11. First onside kickoff out of bounds between goal lines and not 
      12. Invalid fair catch signal.*
      13. More than 11 players on the field at snap for either team.*
      14. Less than seven men on offensive line at snap.*
      15. Offside.
      16. Failure to pause one second after shift or huddle.*
      17. Running into kicker.
      18. More than one man in motion at snap.*
      19. Grasping facemask of the ball carrier or quarterback.
      20. Player out of bounds at snap.*
      21. Ineligible member(s) of kicking team going beyond line of scrimmage 
          before ball is kicked.*
      22. Illegal return.*
      23. Failure to report change of eligibility.*
      24. Neutral zone infraction.
      25. Loss of team time out(s) or five-yard penalty on the defense for 
          excessive crowd noise.*
      26. Ineligible player downfield during passing down.*
      27. Second forward pass behind the line.
      28. Forward pass is first touched by eligible receiver who has gone out 
          of bounds and returned.
      29. Forward pass touches or is caught by an ineligible receiver on or 
          behind line.
      30. Forward pass thrown from behind line of scrimmage after ball once 
          crossed the line.

    10 yard penalties:

      1. Offensive pass interference.
      2. Holding, illegal use of hands, arms, or body by offense.
      3. Tripping by a member of either team.
      4. Helping the runner.
      5. Deliberately batting or punching a loose ball.*
      6. Deliberately kicking a loose ball.*
      7. Illegal block above the waist.*

    15 yard penalties:

      1. Chop block.
      2. Clipping below the waist.
      3. Fair catch interference.
      4. Illegal crackback block by offense.
      5. Piling on (automatic first down).
      6. Roughing the kicker (automatic first down).
      7. Roughing the passer (automatic first down).
      8. Twisting, turning, or pulling an opponent by the facemask.
      9. Unnecessary roughness.
      10. Unsportsmanlike conduct.
      11. Delay of game at start of either half.
      12. Illegal low block.
      13. A tackler using his helmet to butt, spear, or ram an opponent.*
      14. Any player who uses the top of his helmet unnecessarily.*
      15. A punter, placekicker, or holder who simulates being roughed by a
          defensive player.*
      16. A defender who takes a running start from beyond the line of 
          scrimmage in an attempt to block a field goal or point after 
          touchdown and lands on players at the line of scrimmage.*

    5 yards and loss of down (Combination Penalty)

      1. Forward pass thrown from beyond line of scrimmage.

    10 Yards and loss of down (Combination Penalty)

      1. Intentional grounding of forward pass (safety if passer is in own end 
         zone). If foul occurs more than 10 yards behind line, play results in 
         loss of down at spot of foul.*

    Also, kickoffs that go out of bounds result in the receiving team
    automatically getting the ball set on their 40 yard line.  Punts can go out
    of bounds with no penalty.

2. Offense

  What you do on offense depends on your need at the moment:

    1. You are up by 1 touchdown...             Run Standard Offense
    2. You are up by more than 1 touchdown...   Run Lead Protection Offense
    3. You are down by less than 1 touchdown... Run Standard Offense
    4. You are down by more than 1 touchdown... Run Standard Offense
    5. Down by more than 1 TD in 4th Q...       Run Hurry Up Offense

    You can read about each of these types in the following sections.  For now
    let's talk some basic offensive skills.

  Tip 1:  Before EVERY offensive set, use R2 to survey the field.  This shows
          you not only who you can throw it to, and where they will be, but
          also who will be defending them.

  Throw or Run?

    Both, obviously.  If you do nothing but throw the ball, the CPU can easily
    double coverage on your wideouts and TEs to prevent a throw.  If you do
    nothing but run, all that the CPU must do is jam the middle.

    Here is how I usually run a set of downs:

      1st Down:  Run the ball.  My 2 favorite run plays are HB Sprint (from the
                 lone setback offense) and the HB Dive.

      2nd Down:  Throw the ball.  Suppose that you got 6 yards on your earlier
                 run, that means you only need 4 yards to get the 1st down...
                 HOWEVER, I would throw it longer than that.  The easiest play
                 (IMHO) is to have your tight end dash forward, then throw him
                 the ball about 10 yards out.

      3rd and Long:  Supposing you got sacked (or whatever) you could end out
                 in this desperate situation.  3rd and Long is almost ALWAYS
                 a Pass Play. (Although I've had some success with QB Draw

      3rd and Short:  This is where I usually do a QB Sneak.  Only do that if
                 your QB has decent speed; if you have a Pocket Passer, you're
                 probably better off giving this to your Running Back (HB

      4th and Long:  Punt it. (Unless you are close enough for the Field Goal)

      4th and Short:  If you are getting close to the redzone (maybe 35 yards
                 out), you could consider going for it... even if the opponent
                 gets the ball back, they're deep enough in their own territory
                 that it won't matter so much.

  Hut, Hut, Hut, Hut...

    The easiest way to determine if the defense is going to blitz you is to
    use the CIRCLE and yell out "Hut".  Do this repeatedly and the defenders
    will get antsy and show their blitz.  Do an R2 to check all the defenders
    to see who is going to blitz.  How you deal with a blitz depends entirely
    on who is blitzing.  If you have the Middle Linebacker blitzing (alone) you
    can probably ignore it.  If everyone is blitzing, maybe you should pass the
    ball. (If you are in a Run play, simply Audible out of it.  You can set
    audibles by pausing and going to Set Audible.  Then in game press SQUARE
    and whichever button you set up -- CIRCLE, R1, L1, SQUARE or X.)

    Note:  Doing the False Snap ("hut, hut, hut") may make your own offensive
           line jump, which results in a False Start Penalty (5 yards).

    Note:  Many blitzes clog the center of the field, making runs much more 

    Note:  Even though the Cornerbacks may be blitzing, your wideouts won't be
           completely open down the field; the safeties usually pick them up.

    If you are blitzed in a passing situation already, you may want to just
    throw the ball to your "Dump Off Guy."  Who is your dump-off guy?  Depends
    on the play.

    In many plays you will see a player just run to the right or left and stay
    there.  They are your Dump Off Guys.  If you get in trouble, quickly throw
    it out to them (a "screen pass") and hope that they can run up the


    To use motion, before the snap, press DOWN on the D-pad to select which
    player you wish to move, then LEFT or RIGHT to pick their direction.

    Why use motion?

      1. To confuse the defense.
      2. To send your offensive player (say, a wide receiver) from an area of
         strong coverage to an area of weak coverage.
      3. To add an extra blocker.  I use this one a lot.  Say that the defense
         is about to blitz, and you want (or need) to throw it deep.  Now,
         you just know that your offensive line can't pick up this certain
         defender, so why not move your Halfback up to block him?

2.1 Standard

  My "Standard" offense is split 50-50 Run/Pass.  However, I don't just run,
  pass, run, pass.  Nope, I randomize it.  Sometimes I'll run 3 times in a row,
  others I'll pass 3 times in a row.  Maybe I'll run twice, then throw.  I like
  to keep the defense guessing.  And if the defense is guessing, they're less
  likely to sack, intercept, or generally disrupt your offense.  Also on your
  pass plays, provide a good mix of short passes and long passes.  Not only
  will you get to see what works against their defense, but short passes can
  easily become long gains if the defense didn't see it coming.

  I believe a good normal offensive set should take between 2 and 4 minutes of
  game time and result in a touchdown.

  Just remember that you have 4 downs to get the first down, you DON'T need to
  go for 10 yards every play.

2.2 Hurry Up

    Stopping the Clock:  1. Call a Timeout (not recommended as you only have 3)
                         2. Run out of bounds (BEST)
                         3. Incomplete Pass (Penalties, etc.)
                         4. Spike the Ball

  The literal "Hurry Up" occurs after one play ends, you hold the TRIANGLE
  and your offense will literally repeat the same play again (avoiding the
  time-consuming Play Call screen).  At that point, if you need to stop the
  clock you can do so with CIRCLE.

  Where do you need the Hurry Up offense?  Any time you are down by a touchdown
  or more, you pretty much need to Hurry Up.

    Tip 1:  Whatever play you call, try to get out of bounds.  Thus your play
            calls should all end near a sidelines.

    Tip 2:  Don't be afraid of long passes, Incompletes stop the clock as well
            as anything.  Down by 2 touchdowns?  Try to score quickly!

    Tip 3:  You might think that you can't run the football in the Hurry Up, 
            but you can, just don't do it much.  In fact, I'd only do it if you
            are in a 2nd & Short (or inches).  Run the ball for the 1st Down,
            hold TRIANGLE for the hurry up, then spike the ball (CIRCLE).

    Tip 4:  Regardless of whether you are going to use the Hurry Up Mode
            (TRIANGLE) do press X after the play is complete to prevent the
            game from going out of your control (where the camera follows the
            player who just made the play for about 6 seconds).  This wastes
            your precious time.

2.3 Lead Protection (& Tiebreaking)

  LEAD PROTECTION may as well be called time-wasting, because that is your job.
  Anytime you have a 2 touchdown lead or more, you may want to consider Lead
  Protection.  Why?  The less time on the clock, the smaller the chance that
  your opponent can come back.

  Primary Focus:  Run the football.  Let the playclock get ALL the way down to
  1 before getting any play off (unless the Game Clock is stopped, at which 
  point it doesn't matter).  Stay in bounds.  If you must throw it, quick hits 
  to your tight-end or running back work well to get the first down (your only
  real objective).

  Near the end of the game, your opponent will use their timeouts to stop the
  clock, if it looks like you won't get a first down (thus they know they'll
  get the ball back).  As long as you can keep moving the football, they will
  save their timeouts. (Ex: on 3rd down you fail to get the 1st, they'll call a

  The idea behind a TIEBREAKING is to run as much time off the clock as
  possible, but still score some points.  A hypothetical example would be a
  game tied at 17 with 1:58 left in the 4th.  You have the ball, need to score
  (to win) and use up ALL the time on the clock as well.  Unlike the Hurry Up,
  you aren't out to score rapidly, but to score on PACE.

    Here are the objectives:  - Get within field goal range.
                              - Run the clock to 4 seconds.
                              - Timeout.
                              - Kick a Field Goal as time runs out ending the

  Getting this takes some careful planning.  First, you aren't just running the
  ball, that takes up too much time and gets too few yards.  Second, you aren't
  just throwing the ball, as incomplete passes stop the clock (remember you
  need to run off the clock as well).  Third, even if given the opportunity,
  try to avoid scoring a touchdown IF you have more than a minute left on the
  clock (which gives your opponent too much time to rebound and score their own

  Despite what the "coach" (the one who calls plays at the offense screen)
  says, you don't really need to stop the clock, unless your drive is halted.
  As long as you can keep moving the ball, keep the clock going.

  Effective field goal range depends on both your kicker's ability and your
  personal skills at kicking.  I really wouldn't kick it unless you are at 
  about the 35 yard line (even then I wouldn't, if you can, get it closer).
  Again, you aren't waiting until you get a certain distance, rather a certain
  amount of time remaining (again, 4 seconds).

    Timeout Note:  You will also NEED to kick whenever you use your final
                   timeout, no matter where you are on the field. (unless you
                   have over 30 seconds on the game clock)  So, use your
                   timeouts cautiously.

2.4  Offensive Formations & Plays

I Form

            QB           WR

I Form BIG

             QB           WR

Singleback (SR = slot receiver)

  WR     LT LG  C RG RT TE
    WR         QB           WR


Singleback 4 WR

  WR      LT LG  C RG RT     WR
     WR         QB        WR


Hail Mary (no backs)

  WR      LT LG  C RG RT        WR
     WR         QB        WR WR

Singleback BIG

      TE LT LG  C RG RT TE
  WR           QB           WR



  WR      LT LG  C RG RT TE
     WR                       WR
                QB HB

Goal line

             QB           TE

  (not a comprehensive list, yet...)

3. Defense

  The point of Defense is to prevent scoring by the other team.  It doesn't
  matter how you prevent it, just that you do.  A pass that is knocked down on
  3rd and long is almost as good as an interception at the same time.

  Tip:  If you want to waste the opponent's time, after each play, don't press
        X or anything to get out of the "postcatch" mode. (Where the camera
        follows a player without player control)  This mode still eats up time,
        and keeps the opponent from doing anything for a little while.

        "What if the clock is stopped, should I still wait?" - Yes, this will
        still cut down on the amount of time the opposing QB can waste fake
        snapping the ball.

  I consider my defense a success if I prevent the opponent from scoring a
  touchdown.  Remember you don't need to completely stuff their offense 
  (although doing so would net a ton of Madden Challenge points), only prevent
  them from scoring.

  Trick:  One good way to get sacks is to simply line a player up in a hole.
          As soon as the QB hikes it, hold CIRCLE and run at the QB.  How do
          you line a player up on the hole?  Pretty simple. (although it
          requires a 4 man defensive line)

          Say the lines are set up like this:

            X   X   X   X
            O   O C O   O

          If the ball is hiked right now, the lines will be blocked like this:

            X   X   X   X
            ^   ^   ^   ^
            O   O C O   O

          The trick is to add (or move) a player in between the blocking
          Offensive Linemen:

            X X X   X   -        (the - player moved over)
            O   O C O   O

          Set him up on the line (actually I like him just OFF of the line, as
          close to the line as you can get, but not in the crouching lineman
          position), when the QB Hikes it, CIRCLE-sprint in and sack.

          This play works best when the offense uses only one Back, or uses
          them away from where you are going (otherwise the halfback will just
          pick up the block and you won't get anywhere).  You can somewhat
          avoid this by doing a simultaneous CB Blitz as well (from the 4-3).
          That way you get 2 players running in.  If it looks like the QB must
          throw it, I line the defense up in a Nickel > Man Lock.

          Can't get the player through the hole?  Chances are you're using the
          wrong defensive formation.  You need any formation that tells your
          defensive line to do this:

               X   X   X   X         or     X   X   X   X
              /    |   |   |               /       |   |

          Since defensive players do EXACTLY what they are told, even when you
          move them over, getting the straight line under the guy you move is
          crucial.  And you want the far left guy to block left to allow your
          moved guy to get in.  It's almost exactly like an offensive run play,
          you need good blocking to get by the line.

Coverage Audibles:

  One thing I believe the manual doesn't mention enough are the Coverage
  Audibles (TRIANGLE).  Coverage Audibles work like normal Audibles, in that
  both are used by your defense just before the snap.  What C. Audibles do
  differently is that instead of changing the play, they change how your
  players play.  For example, doing a C. Audible, then selecting SQUARE pulls
  your defenders in close, and has your CBs jam the receivers at the line
  of scrimmage.  This is VERY useful in situations where you guess that the CPU
  will be throwing it for short yardage.

4. Kicking & Kick Returns


  First off, pay attention to where the kicker lines up.  If he goes to the
  left the screen, it's a normal kick.  If he goes to the right, it's an Onside
  Kick.  If he is onside kicking and you aren't set up for it, do a quick
  Audible (SQUARE), then switch formations (I believe it's default set to R1).
  Same holds true in reverse.  If you set up in the Onside Return, and they
  look to kick it normal, do an audible (SQUARE) and another SQUARE to switch
  to normal kickoff return.

  Note:  Remember, any kickoff is a live ball once it has travelled 10 yards.
         Live Balls can be recovered by any team.

         This is not true of punts, where if the defense gets the ball, it
         is merely downed and given to the offense.


  I usually just run it up the center.  Avoid using the Sprint (X) until the
  defenders get close, then SPRINT like mad to avoid them.  This works better
  if you veer away from them at the last second.  If you see a defender running
  at you and you are in a non-veering situation (near the sidelines, usually),
  use the L2,R2 buttons to hold out your arms.  This keeps the defenders away,
  and also might knock them down.  Finally use CIRCLE if you get in trouble to
  try to spin out of it.

  And above all, NEVER RUN BACKWARDS!  Run to the side if you want, but don't
  run in the opposite direction.

Punt Returns

  I always line up in the Punt Block formation here, not only do you get the
  chance to block it, but it works VERY well to prevent a Fake Punt (works like
  a very fast blitz), and as an added bonus, it ties up all the players in one
  spot giving your returner a LOT of room to run in.  After you catch it, the
  same rules apply.

  What I often do is to take my player diagonal up the center of the field
  until the defenders start going that way, then I SPRINT away from them to the
  sidelines and attempt to run up the side.  I often get Td's this way.

5. Season/Franchise Mode

Creating Players:

  First thing's first, before starting your Franchise, you might want to create
  your own player(s) first.

  Tip:  If you want to create your own players, and use them in Franchise mode,
        you should create the player BEFORE starting a new franchise.  You can
        only create players from the MAIN Roster screen... once within the
        franchise mode, you can no longer create players. (you can also create
        new players in the offseason, these are placed into the Free Agent
        market, however, you cannot EDIT these players)

        When creating a new player, say a new Star Quarterback, give him a
        "secondary" skill, such as good kicking abilities.  This won't drive up
        his price, and he can then be used in place of your punter/kicker/etc.
        (The least exhausting role on your team)  Then you can release your
        highly paid kickers and punters, and pick up some bargain kickers on
        the Free Agent Market. (You team requires 1 Kicker and 1 Punter)

        Trick:  Want to get an awesome player on the cheap?  Create a player
                with the absolute WORST stats you can get.  15's in all stats.
                Then go to edit, find your player, and move the selector over
                to SPD.  Press X.  Now you can edit his speed, move it up to
                99.  Press Triangle.  Go to the next stat and edit that one.
                Repeat.  If you edit stats one at a time like this, your 
                player's salary remains whatever it was when he sucked.

                This can ONLY be done from the original roster screen, once you
                create the franchise, you can no longer edit players. (You can
                still create players in the offseason)

  Trick:  Need to trade to get a good player, but don't have anyone you can
          spare?  Hire the most expensive (and therefore best) Free Agent you
          can find, then trade him away.  In Franchise mode, it seems that
          Chmura is always available (an 89 OVR Tight End).  Can't afford to
          hire the Free Agent?  Release some players.  Then if you want those
          players back, you can find them in the Free Agent Market.


  Which brings us up to trading.  You can trade up to 3 players (and/or Draft
  Picks) for 3 players and/or draft picks.  You could trade Jerry Rice to the
  Baltimore Ravens for a First Round Draft Pick if you wanted.

  The basic Trading Strategy is this:

    1. Be sure to trade UP.  Don't trade a good player for a bad player, in
       other words.
    2. If you REALLY must have a certain player, try various combinations of
       your own players and picks to get him.
    3. If you are reasonably certain that you will make it to the Super Bowl,
       trade off your draft picks first.  Everyone likes to get an extra first
       round pick, and because the Super Bowl winner gets the LAST pick, you
       aren't losing that much.

  Also, before week 6 (the trading deadline), you may want to unload your
  aging players.  Why?  Because at the end of the season, they have the option
  to retire, and if they do, you get nothing for them.  If you act before week
  6 you can at least trade to get another player for them.

  Tip:  On week 6 you should try everything in your power to make some trades.
        Check the Breakdown of every team to see if any team NEEDS a player
        right now (usually due to injury), then head to the Free Agent market,
        and hire those types of players.  Now you have players to trade!  Don't
        need (or can't fit under the cap) anymore players?  Hire the cheapest
        you can afford.

        Then I'd trade for Draft Picks. (so long as you can't actually GET a
        good new player, why try for it?)  Don't be afraid to throw in your own
        low draft picks (5th, 6th and 7th rounds) to sweeten the deal.

        (I'd save it before making any of these deals.  Then if you want,
        simulate the season to see who the worst teams will be.  Reload from
        your save and attempt to acquire THEIR draft picks!)

        Using this strategy I managed to trade away all but one of my draft
        picks and acquire picks from some of the worst teams in the league.
        Here's what I did.  Trade 3,4,5 picks to Team1 for their 2,5,6 picks.
        Trade 1,2,6 picks for Team2's 1,3,5 picks.  (and so on)  The idea is
        to attempt to get one Round higher than what you are trading out.  If
        you are trading with a 2nd round pick, try to get a 1st round pick.
        Check every team in the league, some will trade more likely than 
        others.  And keep sweetening the pot (adding to the trade) to try to
        get what you want.  There's no reason why you can't win the Super Bowl
        AND get the No. 1 Draft Pick as well.

        Assuming you manage to get 10 first round draft picks (not THAT 
        difficult, really), how can you guarantee that you get the first 10
        picks in the draft?  By saving before you simulate!  Once it is saved,
        look at that week's games, and decide who you would like to win and
        lose in order to maximize your draft picks.  Then one by one simulate
        those games.  If you correct team loses (i.e. the team that you have
        their 1st round pick), then save it, if they win, then reload from your
        previous save.

        And if you don't really feel like drafting 10 players in the first
        round, you can start trading 3 1st round picks out for good veterans.
        There are very few players that you can't get with 3 1st round picks.
        (Edgerrin James & Peyton Manning come to mind)


  Remember that draftees will have lower scores than veterans, and that the
  younger players stats will grow as they age.  An 80 WR might end out as a 91
  WR (or might not).  Generally any draftee that starts as an 88+ OVR will get
  to 99 when they peak.

  Should you target players in areas you want, or simply go for the best
  players in the draft?  Depends.  I'd use your first pick(s) on getting the
  best players you can, and after that fill holes in your lineup.

  Draft Note:  Draftees salaries depend on 2 things:

                    When Drafted

               In fact, when they are drafted might even be MORE important!
               As an experiment, I created a quick Franchise, selected to play
               all the teams, then simulated up to the next offseason.  In the
               draft I selected all the BAD players first.  Then in the 7th
               round I selected all the good players.  The results were 
               astounding, with BAD players demanding lots of money, and the
               good players wanting very very little.

               All of which means that 1st round draft picks are gonna cost you
               no matter how talented they are.

Releasing Players:

    First, I'd make sure that you can't trade this player for someone else.
    Remember that if you add some of your draft picks into the mix, you vastly
    increase the value of the player.

    But there are times when you simply MUST release someone.  Perhaps you need
    to clear salary room for your draft picks, or whatever.  However, anyone
    you release from your team can be picked up by another team, so I say, let
    them pay the price for picking up your garbage:

      Before releasing your player, (if you don't ever want them back) first
      Re-Sign them for as MUCH money as you can manage.  Then release them.

    I got a kicker up to 7.05 MILLION dollars before releasing him (a 99 OVR
    kicker).  This not only limits who can pick him up, but the team that does
    won't be able to pick up as many players afterwards.
    I'd also do this when trading.  First discover whether a trade is possible,
    then re-sign your guy(s) so you soak the other team for as much salary cap
    as possible.

6. Madden Challenge

  The "Madden Challenge" is EA's method for adding replay value to the game.
  What it is:  You get points based on how well your team performs in a game,
  these points can then be used to purchase playing cards.  These playing cards
  actually serve a useful function, most are cards of players and will provide
  that player with some small bonus.  Other cards unlock Hall of Fame players,
  old teams, new stadiums and whatnot.  The more valuable cards are more rare,
  and often very difficult to get.  Thus you must play a LOT of Madden 2001 to
  get all the cards!

  Points are assigned based on the difficulty setting of the game.  Also there
  are 5 "levels" of challenges to be completed.  It is possible to complete
  multiple levels on a single play (for example, a field goal you make from
  50 yards counts as both a Level 1 and a Level 4 challenge).

    Tip:  It is probably easiest to complete challenges while playing an
          Exhibition game with an All-Madden team. (any of them will do just
          fine)  Also in Exhibitions you can pick your opponent, so try to get
          a really bad team:  Bengals, Cardinals, etc. (or even take an NFL
          Europe team such as the Dragons)

    Tip:  I'd set the quarter time limit to 6 minutes.  Many of the challenges
          cap off at 6, so you won't want to go higher, but you still want
          plenty of time to get things done.

  Here is how you get points:

    Level 1:

      Difficulty   Points
      Rookie          2
      Pro             4
      All-Pro         6
      All-Madden      8

      Goal                                                               Type
      Make a 40+ yard field goal                                        Kicking
      Punt the ball 50+ yards

      Hold CPU under 7 points (min quarter=4)                           Defense
      Recover a fumble on defense
      Intercept a pass on defense
      Sack the opposing QB
      Record 3 tackles with one player

      Score 21 points in a game (max quarter=6)                         Offense
      One reception by 3 different players
      Throw 2 TD passes with one player
      Gain 200 yards of total offense
      Complete 5 consecutive passes
      Complete a 30 yard pass

      No dropped passes all game (min quarter=4)                       Mistakes
      No offensive fumbles all game (min quarter=4)
      No interceptions thrown all game (min quarter=4)
      No sacks allowed all game (min quarter=4)

      Defeat the '99 Titans at Tennessee in the rain*             Teams-to-Beat
      Defeat the Indianapolis Colts at RCA Dome

      * Rain can be turned on in Stadium Select (Exhibition Mode)

    Level 2:

      Difficulty   Points
      Rookie          3
      Pro             6
      All-Pro         9
      All-Madden     12

      Goal                                                               Type
      30 Yard KR avg for one player (min returns=2)                Kick Returns
      30 Yard PR avg for one player (min returns=2)

      Score 42 points in a game (max quarter=6)                         Offense
      Defeat the CPU by 28 points (max quarter=6)
      10 yard Rush Avg for one player (min attempts=5)
      Gain 100 receiving yards with one player
      Catch 2 TD passes with one player
      20 yard Rec Avg for one player (min receptions=3)
      Score 3 Rushing TD's with one player
      Throw for 300 yards with one player
      Throw 4 TD passes with one player
      Complete 80% of your passes
      Complete 10 consecutive passes
      Gain 100 rushing yards with one player

      Commit no penalties in a game (min quarter=4)                    Mistakes

      Record 2 sacks with one player                                    Defense
      Force 3 turnovers in one game on defense
      Record 5 tackles with two different players
      Hold CPU under 150 total off yards (min quarter=4)

      Defeat the '72 Dolphins with a regular team                 Teams-to-Beat

    Level 3:

      Difficulty   Points
      Rookie          4
      Pro             8
      All-Pro        12
      All-Madden     16

      Goal                                                               Type
      Kick and recover an onside kick                                   Kicking
      Punt the ball out of bounds inside the 5 yard line

      Score 63 points in a game (max quarter=6)                         Offense
      Make 10 receptions with one player
      10 Rushing Attempts by two different players
      Gain 100 rushing & 50 receiving yds with one player
      Gain 150 receiving yards with one player
      Gain 150 rushing yards with one player
      Gain 400 yards of total offense (max quarter=6)
      Break a 40 yard run
      Complete 15 consecutive passes
      Complete a 60 yard pass

      Shut out the CPU (min quarter=4)                                  Defense
      Recover 2 fumbles on defense with one player
      Intercept 2 passes with one player
      Record 3 sacks with one player
      Deflect 4 passes with one player
      Record 8 tackles with one player

      Hold the '99 Rams under 75 passing yards with reg team      Teams-to-Beat
      Gain 150 rush yards vs. '75 Steelers (max quarter=6)

    Level 4:

      Difficulty   Points
      Rookie          5
      Pro            10
      All-Pro        15
      All-Madden     20

      Goal                                                               Type
      Make a 50+ yard field goal                                        Kicking
      Punt the ball 65+ yards

      Make 6 two-point conversions in one game                          Offense
      Defeat the CPU by 56 points
      Gain 100 rushing yards with two different players
      Gain 100 receiving yards with two different players
      Gain 200 receiving yards with one player
      Complete 25 passes with one player
      40 Rushing Att by one player (max quarter=6)
      Throw for 500 yards with one player
      Gain 650 yards of total offense (max quarter=6)
      Achieve 20 first downs (Max quarter=6)
      Complete one pass to 7 different receivers
      Break a 60 yard run

      Return a fumble for a touchdown on defense                        Defense
      Cause 6 turnovers on defense
      Record 7 sacks with one player
      Record a safety on defense
      Return an interception for a touchdown

    Level 5:

      Difficulty   Points
      Rookie          6
      Pro            12
      All-Pro        18
      All-Madden     24

      Goal                                                               Type
      Gain 200 KR yards with one player                            Kick Returns
      Gain 200 PR yards with one player
      Return a kickoff for a touchdown
      Return a punt for a touchdown

      Score 84 points in a game (max quarter=6)                         Offense
      Complete 100% of your passes (min attempts=5)
      100 receiving yards by three players
      Gain 100 rushing & 100 passing yards with one player
      Gain 100 rushing & 150 passing yards with one player
      20 yard Rush Avg for one player (min attempts=3)
      200 passing yards by two different players
      Gain 250 rushing yards with one player
      Break 10 tackles with one player
      Break an 80 yard run
      Complete 20 consecutive passes
      Play injured and score a touchdown
      Complete a 90 yard pass

      Intercept 5 passes on defense                                     Defense
      Hold CPU under 0 total off yards (min quarter=4)
      Record two safeties in a game

  Now to list all the cards.

    Tip:  Getting a lot of duplicates that you won't use?  You can sell these
          back and get points in return.

    Note:  Once you get around having 200 of the cards (there are 297 total)
           you might go several "packs" without getting a single new pack.
           Just like in real life, eh?

  Each Player Card comes in 3 flavors:

    Bronze:  provides a 25% ratings boost for 1 play
    Silver:  provides a 25% ratings boost for 1 Quarter
    Gold:    provides a 25% ratings boost for 1 Half

    And as you will see, not every player in the league gets a card.

    1           Troy Aikman
    2           Mike Alstott
    3           Jamal Anderson
    4           Jesse Armstead
    5           Champ Bailey
    6           Charlie Batch
    7           Cornelius Bennett
    8           Jerome Bettis
    9           Steve Beuerlein
    10          Tim Biakabutuka
    11          Blaine Bishop
    12          Jeff Blake
    13          Drew Bledsoe
    14          Peter Boulware
    15          Stephen Boyd
    16          Tony Brackens
    17          Chad Bratzke
    18          Derrick Brooks
    19          Chad Brown
    20          Gilbert Brown
    21          Tim Brown
    22          Isaac Bruce
    23          Mark Brunell
    24          Ray Buchanan
    25          Terrell Buckley
    26          Cris Carter
    27          Kevin Carter
    28          Chris Chandler
    29          Dexter Coakley
    30          Kerry Collins
    31          Curtis Conway
    32          Tim Couch
    33          Bryan Cox
    34          Germane Crowell
    35          Stephen Davis
    36          Terrell Davis
    37          Brian Dawkins
    38          Dermontti Dawson
    39          Warrick Dunn
    40          Greg Ellis
    41          Curtis Enis
    42          Marshall Faulk
    43          Brett Favre
    44          Mark Fields
    45          William Floyd
    46          Doug Flutie
    47          Antonio Freeman
    48          Joey Galloway
    49          Rich Gannon
    50          Eddie George
    51          Aaron Glenn
    52          Terry Glenn
    53          Tony Gonzalez
    54          Elvis Grbac
    55          Darrell Green
    56          Az-Zahir Hakim
    57          Jim Harbaugh
    58          Kevin Hardy
    59          Marvin Harrison
    60          Rodney Harrison
    61          James Hasty
    62          Ike Hilliard
    63          Raghib Ismail
    64          Edgerrin James
    65          Brad Johnson
    66          Kevin Johnson
    67          Keyshawn Johnson
    68          Andy Katzenmoyer
    69          Jevon Kearse
    70          Shaun King
    71          Levon Kirkland
    72          Jon Kitna
    73          Ty Law
    74          Dorsey Levens
    75          Jermaine Lewis
    76          Mo Lewis
    77          John Lynch
    78          Peyton Manning
    79          Curtis Martin
    80          Russell Maryland
    81          Terance Mathis
    82          Ed McCaffrey
    83          Keenan McCardell
    84          Ed McDaniel
    85          O.J. McDuffie
    86          Willie McGinest
    87          Donovan McNabb
    88          Steve McNair
    89          Cade McNown
    90          Natrone Means
    91          Jamir Miller
    92          Barry Minter
    93          Herman Moore
    94          Rob Moore
    95          Johnny Morton
    96          Randy Moss
    97          Eric Moulds
    98          Muhsin Muhammad
    99          Adrian Murrell
    100         Ken Norton Jr.
    101         Jonathon Ogden
    102         Terrell Owens
    103         Carl Pickens
    104         Jake Plummer
    105         Robert Porcher
    106         John Randle
    107         Jake Reed
    108         Jerry Rice
    109         Simeon Rice
    110         Andre Rison
    111         Willie Roaf
    112         Marcus Robinson
    113         Bill Romanowski
    114         Darrell Russell
    115         Warren Sapp
    116         Darnay Scott
    117         Junior Seau
    118         Jason Seahorn
    119         Shannon Sharpe
    120         Akili Smith
    121         Antowain Smith
    122         Bruce Smith
    123         Emmitt Smith
    124         Jimmy Smith
    125         Robert Smith
    126         Rod Smith
    127         Takeo Spikes
    128         Shawn Springs
    129         Duce Staley
    130         J.J. Stokes
    131         Michael Strahan
    132         Bobby Taylor
    133         Fred Taylor
    134         Jason Taylor
    135         Vinny Testaverde
    136         Yancey Thigpen
    137         Zach Thomas
    138         Jesse Tuggle
    139         Andre Wadsworth
    140         Wesley Walls
    141         Hines Ward
    142         Kurt Warner
    143         Ricky Watters
    144         Michael Westbrook
    145         Aeneas Williams
    146         Ricky Williams
    147         Grant Wistrom
    148         Charles Woodson
    149         Rod Woodson
    150         Frank Wycheck

  Then there are the Hall of Fame cards.  These cards, when used, add this old-
  timer to the roster as a Free Agent.

    151         Carl Banks
    152         Bill Bates
    153         Jerome Brown
    154         Jim Burt
    155         Keith Byars
    156         Dwight Clark
    157         Gary Clark
    158         Roger Craig
    159         Richard Dent
    160         John Elway
    161         Boomer Esiason
    162         Jumpy Geathers
    163         Kevin Greene
    164         Dan Hampton
    165         Rodney Hampton
    166         Tim Harris
    167         Ken Harvey
    168         Craig Heyward
    169         Jay Hilgenberg
    170         Merrill Hoge
    171         Keith Jackson
    172         Rickey Jackson
    173         Joe Jacoby
    174         Pepper Johnson
    175         Brent Jones
    176         Seth Joyner
    177         Jim Kelly
    178         Jim Lachey
    179         Steve Largent
    180         Dexter Manley
    181         Charles Mann
    182         Dan Marino
    183         Wilbur Marshall
    184         Clay Matthews
    185         Jim McMahon
    186         Karl Mecklenburg
    187         Dave Meggett
    188         Matt Millen
    189         Art Monk
    190         Joe Morris
    191         William Perry
    192         Tom Rathman
    193         Barry Sanders
    194         Phill Simms
    195         Mike Singletary
    196         Jackie Slater
    197         Pat Swilling
    198         Steve Tasker
    199         Herschel Walker
    200         Reggie White


    201         1st and 5
    202         1st and 15
    203         5th Down
    204         3rd Down
    205         Human Plow
    206         Super Dive
    207         Da Boot
    208         Tight Fit
    209         Da Bomb
    210         Lame Duck
    211         Mistake Free
    212         Fumblitis
    213         BINGO!
    214         Unforced Errors
    215         Mr. Mobility
    216         Extra Credit
    217         Touchy
    218         Bad Spot
    219         Toast
    220         Jam
    221         Pocket Protectors
    222         Penetration
    223         QB on Target
    224         Coffin Corner
    225         Wind Gust
    226         Hands of Glue
    227         Hands of Stone
    228         Couch Potato
    229         Time Out
    230         Ouch!
    231         Worker's Comp
    232         Passerby


    233         Super Bowl XXXV
    234         Super Bowl XXXVI
    235         Super Bowl XXXVII
    236         Super Bowl XXXVIII
    237         Aloha Stadium
    238         Old Redskins Stadium
    239         Old Oakland Stadium
    240         Old Houston Stadium
    241         Tiburon Stadium
    242         EA Sports Stadium
    243         Dodge City Stadium
    244         Nile High Stadium
    245         Alpha Blitz Stadium
    246         Maddenstein Stadium

  Old Teams

    247         '78 Dolphins
    248         '78 Oilers
    249         '79 Cowboys
    250         '79 Redskins
    251         '80 Raiders
    252         '81 49ers
    253         '82 Redskins
    254         '83 Raiders
    255         '84 49ers
    256         '85 Bears
    257         '86 Giants
    258         '87 Redskins
    259         '88 49ers
    260         '89 49ers
    261         '90 Giants
    262         '91 Redskins
    263         '92 Cowboys
    264         '93 Cowboys
    265         '94 49ers
    266         '94 Broncos
    267         '94 Chiefs
    268         '95 Cowboys
    269         '96 Packers
    270         '97 Broncos
    271         '98 Broncos
    272         '98 Vikings
    273         '99 Rams

  All-Madden Teams

    274         '84 All Madden
    275         '85 All Madden
    276         '86 All Madden
    277         '87 All Madden
    278         '88 All Madden
    279         '89 All Madden
    280         '90 All Madden
    281         '91 All Madden
    282         '92 All Madden
    283         '93 All Madden
    284         '94 All Madden
    285         '95 All Madden
    286         '96 All Madden
    287         '97 All Madden
    288         '98 All Madden
    289         Madden Super Bowl

  Strange Teams

    290         Marshals
    291         Mummies
    292         Sugar Buzz
    293         Monsters
    294         Team Ecko
    295         Tiburon
    296         EA Sports
    297         John Madden

Frequently Asked Questions

  Q:  How do I challenge a play?

  A:  You can't.  The game will decide if it will LET YOU challenge a play.
      At that point you get the option of challenging or not, if you win, the
      call is reversed, if you lose you lose a timeout.  Since the game already
      gets the calls right 100% of the time (at least, it can), I don't see the
      point of even including this in the game.

  Q:  My game keeps freezing up on me, how can I fix this?

  A:  This one happened to me a lot.  What I did was go to setting, and turned
      off the commentary (in Sound options, far right).  After that it hasn't
      frozen up once.

  Q:  How can I get my player to do a specific End Zone Celebration after a

  A:  You can't in the PS2 version, I believe the list of celebrations works
      only for the PSone version.

  Q:  How do I down the kickoff in the endzone?

  A:  First, ONLY try this if you caught it in the endzone, otherwise run for
      it.  In order to down it, simply press TRIANGLE (before he starts 
      running, once he runs, pressing TRIANGLE makes him jump).  To simplify
      this, I usually press TRIANGLE BEFORE he catches it (Fair Catch).

  Q:  Where do the super teams (Ecko, Monsters, Tiburon, etc.) show up?

  A:  Those are only for Exhibition and Practice modes.

  Q:  I got some Hall of Fame player cards, how do I get them on my team?

  A:  You need to PLAY the card first.  Go to your Madden Cards, find the
      Hall of Famer you wish to add, then Play that card.  You can then find
      him on the Free Agent list.  Since the Hall of Famers are usually pretty
      old, don't expect them to stick around for next season...

  Q:  What are Hot Routes?

  A:  While lined up in Offense, pressing TRIANGLE will bring up the Hot Routes
      display.  What you do then, is select a player, then change their routes.
      So, say your Tight End is currently going to be running forward, then
      turning towards the sideline.  His passing icon is currently the X 
      button.  So, you would rather that he ran towards the Endzone instead.
      Press TRIANGLE, then X, then push UP and his route now runs up to the

  Q:  What is a "pancake"?

  A:  Where the offensive player flattens the defender, often by sitting on 
      him.  I believe the term "pancake" is unique to Madden NFL.

Final Words...

This FAQ was written entirely using the GWD Text Editor:  (shareware)

Shameless Self Promotion:
  I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:

    NES:      Disney Adventures in the Magic Kingdom
              Final Fantasy -- Magic FAQ
              The Legend of Zelda
    SNES:     Aerobiz
              Aerobiz Supersonic
              Utopia: Creation of a Nation
    Genesis:  StarFlight
    PSX:      Thousand Arms -- Walkthrough
                            -- Forging/Dating FAQ
    PS2:      Madden NFL 2001
    XBOX:     Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
                                                  -- Influence Guide
    PC:       AD&D Rules FAQ, 2nd and 3rd Editions
              Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                          NPC List
                                                          Creature List
              Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                 -- Items List
                                                 -- Class FAQ
                                                 -- Creature List
              Civilization III (incomplete)
              Colonization -- the Single Colony Strategy Guide
                           -- the Cheat Guide
              Drakan: Order of the Flame
              Dungeon Hack
              Icewind Dale & Heart of Winter -- FAQ/Walkthrough
                                                Items List
                                                Kresselack's Tomb Map (JPG)
                                                Burial Isle Map (JPG)
                                                Shattered Hand Map (JPG)
              Icewind Dale II                -- Items List
              Master of Magic (revision)
              Pharaoh (currently being edited by Red Phoenix)
              Planescape: Torment  -- FAQ/Walkthrough
                                      Items Listing
              Rollercoaster Tycoon
              Sid Meier's Alpha Centauri
              The Sims
              Ultima 4: Quest of the Avatar
              Ultima 7: The Black Gate
              Ultima 7 Part 2: Serpent Isle
              Ultima Underworld -- Keyboard Commands
              Ultima Underworld II -- Keyboard Commands
                                   -- Spell List
  All of my FAQs can be found at:

Version History:
  Version 1.0  March 28, 2001  52k

  Version 2.0  April 13, 2001  56k

    Updated the sacking strategy a little.  Added a Frequently Asked Questions
    section.  Added a Draft Note (dealing with draftees salaries).  Other small

  Version 2.5  July 16, 2001  62k

    Updated the Franchise Mode section a little (adding some text on Releasing
    Players).  Created a section for offensive Formations & Plays.  Added a
    small note about Coverage Audibles in the Defense section.

  Version 2.51  January 19, 2005  63k

    Changed my email address and some minor tweaks to the format.

This Document is Copyright 2001-2005 by Dan Simpson
Madden NFL 2001 is Copyright 2000 by EA Sports

I am not affiliated with EA, Madden, the NFL or anyone who had anything to do
with the creation of this game.  This FAQ may be posted on any site so long as
NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it.  You
may not charge for, or in any way profit from this FAQ.