LOADING
Set up your PlayStation®2 computer entertainment system according to the instructions in its Instruction Manual. Make sure the MAIN POWER switch (located on the back of the console) is turned on.
Press the RESET button. When the power indicator lights up, press the open button and the disc tray will open. Place the NFL QB CLUB™ 2002 disc on the disc tray with the label side facing up. Press the open button again and the disc tray will close.
Attach game controllers and other peripherals, as appropriate. Follow on-screen instructions and refer to this manual for information on using the software.
If you wish to save your game, insert a Memory Card (8MB) (for PlayStation®2) (sold separately) into MEMORY CARD slot 1.
Note
NFL QB CLUB™ 2002 is for up to 4 players. In order to play with 4 players, you must connect a Multitap (for PlayStation®2) (sold separately) to Controller port 1.
GETTING STARTED
At the title screen, press the START button. You will come to the Main Menu.
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Game Type Access Exhibition, Season, Playoffs, Practice, or Simulation modes.
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Quarterback Challenge Enter the Quarterback Challenge and test your skills.
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General Manager Access GM functions: Trade Players, Free Agency, Depth Charts and Create A Player.
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Game Options Adjust a wide variety of game settings.
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Credits View the talented team behind NFL QB CLUB™ 2002.
GAME OPTIONS
Before you enter a game mode, set up these options:
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Load Game Options Load Game Options off a memory card (8MB) (for PlayStation®2).
Pressing the button at any time on this screen will cancel any changes and return you to the Main Menu. Pressing the button will bring up a menu asking if you would like to save your changes to a memory card (8MB) (for PlayStation®2).
Select Yes to save the changes, select No to accept the changes without saving them. When you start NFL QB CLUB™ 2002 with that memory card (8MB) (for PlayStation®2) in MEMORY CARD Slot 1, your game options will automatically be set for you.
There are more options available once you select a game mode and when the game is paused. Note that these options are available In-Game and can be adjusted while playing as well.
PLAYING A GAME
COIN TOSS
Once you take the field, a coin toss determines which team will kick and which will receive. The coin toss is called in the air by the visiting team. The team who loses the toss chooses which goal they wish to defend.
KICK OFF
You can aim your kick by moving the directional buttons/left analog stick →↑ or. Kick power is determined by when you press the button in relation to where the power meter is at the time.
Depending on mode of play, some or all of the following elements will be represented by the kick meter:
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Ring Red zone: strength of kick or throw.
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Ring Blue zone: accuracy of kick or throw.
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Wind direction arrow: indicator of any wind.
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Wind speed: indicator of how hard any wind is blowing.
Follow the same procedure for punts, field goals and extra points.
To kick a ball:
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Left analog stick to determine the intended direction and trajectory of the kick.
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The button will activate the Ring. A carat will rotate through the Ring Red zone and then through the Ring Blue zone. Press the button in the Ring Red zone to set the strength of the kick and press the button again in the Ring Blue zone to set the accuracy of the kick.
The settings will then be executed. Note that this meter is used throughout the game including the QB Challenge listed below. The instructions for throwing work the same way.
CALLING PLAYS
The play call screen has five main areas. At the upper left is the defensive play select box. The window below that displays sideline activities. At the bottom is the offensive play select box.
In the center is the main play window, which shows the currently highlighted plays for both offense and defense, including routes for receivers and the receiver Pass Tags (buttons). The game status area at the bottom of the screen displays the current game situation (score, down, yards to go, time remaining, etc.).
Pass Tags displayed in the main play window correspond with the buttons the quarterback will use to throw passes. Receivers or backs will be marked by the button, button, button, button, or R1 button. See page 11 for more information about passing.
TO CALL A PLAY
Offense has to make two selections: Formation and then a Play. Defense has to make three selections: Formation, Deep Zone Coverage and then a Play.
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↑ or on the directional buttons/left analog stick to scroll through the list of available options (note that more than four options and as few as one option may be