I let the computer destroy the redskins. Pretty cool to see them get the shut-out. The Steelers game i started acting all wild with the play calls to 'throw off' the rest of the league with wild play calls 😉
Bro, those first five minutes 😅 David Carr: 1st and 10? Too easy. Get me a beer and a hot dog. Let's chill til the refs put us on the goal line. Now watch this.
@newerest1 - 100% I don't know how much you might have been speaking earlier, but I eventually heard you. I always recommend listening to me at 2x speed 😂
@@newerest1 - I felt he had a lot more potential than the teams he played for allowed him to reach. YOu make me want to do a Madden 2003 franchise as well. I did on with my buddy when the game was new. Good times.
@@PaulGaitherthe Texans had horrible play calling..they had no offensive line but insisted on lining up under center more than the entire rest of the league. If you want to, we can share the same franchise save file on Google drive and you can pick up a different team. For our head to head games I can stream the computer playing both teams, it would be pretty cool. My emulator actually enables remote play as well so that would let us play multiplayer, but no idea if it would lag
@newerest1 - My 03 is origonal xbox. I am sure I could share file saves if you play or emulate on orogonal xbox as well, but your PSX footage is fun in its own way.
I was telling my girlfriend about this game and how critical it was to me at a young age to "open my eyes" so to speak, she's loving the streams so far!
I've never had such a successful run play before 😂 it was like I was stepping over a bunch of dead bodies after the line did all that dirty work in the trench
@@PaulGaitherI can tell some plays are straight up bugged. Some of the runs where a guard is pulled don't work, the running back gets Infront of the guard and the whole play is a cluster. HB dives and off tackles are pretty effective when you mix up the formations enough. I would tell anyone trying to run in this game to have an audible for Big I dive since You can pre-play audible and see if you have an additional man on the defensive line that will come up the weak side of the formation. That unblocked man can be a serious problem in this game, so I prefer to then audible into big I and run it anyway. Lead runs are pretty effective but you basically have to be up your blockers ass when going into the hole or you'll get TFLed. The game is really brutal, lol. If you aren't able to juke the millisecond you hit the hole you probably won't be able to get more than 5 yards on any dive. But that's a ton of yards if you can get the play to work. Tosses to the outside work fantastically. I can really tell that the AI is adaptive in this version of game because if you do enough runs between the tackles eventually the tosses to the outside seriously open up. They are also very effective out of single back formations....just like irl. I also noticed that if you do enough sweeps and tosses to the outside that eventually you'll see another man on the line conveniently plugging where you were planning on running to.
@newerest1 - Pulling players don't work in Madden until about Madden 11, and even then, they are still inconsistent until about Madden 14 or 15. In favt, much of what you said is really true about Madden until those games. The rest is just normal football. Schematically speaking, there are ways to defend the run with a two high shell, but it takes good disciplined players & play callers, but when you don't have that, you have to load the box, so that’s expected.
@@PaulGaitherdo you know when the ai actually became "smart"/"dumb" ? I feel like in this game I get murdered for trying to do the same things over and over again, while the newer maddens I have played (recently played 2012 on PS3) the AI seems just , so predictable, not aware of game situations, etc
I started with the N64 version because that's what I had growing up, but then I ventured into the PS1 version because it had a year newer release and let me play as the Texans in franchise mode Clear differences between the two versions, the biggest thing I prefer is the control scheme. The PS1 controls are far better than the N64 controls.
Also I noticed when I held down the right trigger that the playclock would pause, is that supposed to happen? I'm running an emulator not sure if that is intended - or a setting to change. seems like straight up cheating
@@newerest1 - Short answer is no. Not right now. I am on my phone, so I don't have a definitive set, but I can share my method for finding some. Whule All-Madden and All Pro will have different sliders, the approach remains the same: Passing game • We can't change the CPU decision making, but we can adjust pass blocking down to about 0-5 / 20 range. The CPU shouldn't be allowed to feel comfortable in the pocket, but it is possible to have too much pressure. Same for the user. All-Madden might get closer to 8 / 20. • WR catching. I tend to put this around 13-15 / 20 for both sides. The WRs who lead the NFL in drops tend to have 1 every 2 games at most. Incomplete passes are inaccurate or swatted far more than they are dropped. Same for both sides. I think it might impact sideline catches and how aggressively they go for the ball too. However, it is tempting to spam jump ball cheese. • Accuracy. As a human, I mess with pass lead sensitivity innthe games that allow me to do that. I think 0-5 for the user is overkill and I think I settle closer to 6- 8 / 20, but it is preference. • Defensive awareness matters, and I try to tune it so that stars feel like stars, but bums don't feel like studs. Each game and mode varies wildly, but try 10-20 /20. 15 and dial it up or down to get what you like. I don't want a 64 awareness player to look like Ed Reed, but I also don't want an NFL player to look lost on the field when they are a world class player in the most challenging league and competition. • Knockdown: I think I mess around between 5-15 / 20. I know that is a eide rage, but sometimes I see animation warping and swatting every pass... or a useless defense that lets you carve them up. Up to the mode [All Pro vs AM] and human vs user. Gotta test it and see the results you like. Dial it up or down to preference. Run game/ball in hand ◇ Never use sprint button. Rely on the ball carrier's speed, acceleration, and stamina. Sprint gives an artificial acceleration and speed bonus and a redution of agility. It is very video gamey • HB ability at about 12 is nice for both HUM & CPU. • Tackling 0-5 range. CBs with 30-60 tackle shouldn't take out HBs one on one easily. Tackling can be too low, but I want to feel the value of 90+ yacklong linemen and linebackers. I want to feel the value of 90+ break tackle runners. • Run blocking at 11-12 / 20 for both seems like the sweet spot. As a user, you should crush the AI, but I want ratings and disparity in the ratings to matter. This is why it helps to house rule no sprint and to build a call sheet so you don't spam the same money plays.
@@newerest1 - Never heard of a play clock pause. Not even in a bug report. Strange. Never tried it either. I suggest looking it up. I guess the ahort answer is. Don't do it?
Yeah it is but you can't just audible into a run like you can in all the modern maddens like you would expect, plus this specific run isn't even in any of the shotgun playbooks These old games let you make custom plays tho