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Rating Categories Guide by !.ACA.!
Version: 1.0 | Updated: 08/29/02
Madden NFL 2003 All Consoles (2002) (North America) Rating Categories Explained v1.0 [August 29, 2002] written by Anthony Charles Ambrose (ACA) <email@example.com> Document ©2002. All Rights Reserved. Full legal notice at end. Additional guides can be found at http://www.timefall.com/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Rating Categories Explained -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- When looking at your player's ratings of speed, agility, and other categories, have you ever wondered what each one does? This section provides an invaluable look at what each category means. Now you can decide who to cut and who to keep, without relying solely on the OVR rating for a player. Thanks to Scott Taylor (Development Director of Tiburon - Electronic Arts), we now know exactly what each category means. Very useful information. Thanks also goes to SystemofaLetDown for finding this information on the IGN message boards. This information is directly from Scott Taylor. I've only formatted it and reworded some confusing sections. Height - Player model scaling Strength - Used in determining if a defensive back should bump a receiver - Used to determine the outcome of a bump, if a bump occurs - Used in determining how long the Oomph move lasts - Used in determining when to chop block - Used in determining the outcome of a Stiff arm - 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 coverage's - Blocking adjustments when engaged in a block - Used in determining whether the CPU player will attempt Spin, Juke, etc - 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 an estimate of Time To Intercept for player to a location - Used in determining if a defensive back should bump a receiver - Used to determine the outcome of a bump, if a bump occurs - 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 - Used to determine the outcome of a bump, if a bump occurs - Used in determining effectiveness of Speed Burst - Used in determining turning velocity (change of direction momentum) Awareness - Used 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 and 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 NFL position - Players lose stat points for playing out of position - Example: LOLB could play ROLB without stat penalty - Example: CB could play WR with a stat penalty -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Copyright 2002 Anthony Charles Ambrose (ACA) firstname.lastname@example.org All rights reserved This document was created and maintained by ACA, its author. It is the sole property of its author, whom bears the copyright and reserves all rights. It is protected by "United States Code: Title 17 - Copyrights", the "Berne Convention for the Protection of Literacy and Artistic Works (Paris Text 1971)", any and all copyright and patent laws applicable and International Treaties. This document can only appear in one of two forms: electronic and a personal printed file for private use. 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