Chapter 3 - Race for the Heisman
NCAA Football 06 features a new gameplay mode that combines elements of dynasty and role-playing. In Race for the Heisman, you create a character, join a school program as a freshman, and attempt to perform well enough to win the most coveted award in college football: the Heisman.
Let’s not get too ahead of ourselves. Before even playing in a college game, you attend the summer camp drills and select your desired position. Your performance--essentially how many points you score--in the summer camp drill mini-game determines which schools offer scholarships (you could also choose to walk on to your favorite school and incur a stat penalty). Score high and higher ranked schools offer you a scholarship. Your score also determines your player’s starting stats. An overall rating of 82-84 seems to be the pinnacle of starting statistics.
At the start of the summer camp drill, select your desired position from Pocket QB, Scrambling QB, Running Back, Wide Receiver, Defensive Lineman, Linebacker, and Defensive Back. This section provides tips on each of the summer camp drills.
Pocket QB - Pass Skeleton
You have 10 reps to score as many points as possible. Each ball must be thrown under 8 seconds or the rep stops and points are deducted from your score. The objective is to pass to open receivers and score touchdowns, which award the most points.
Points for include:
- Throwing under 8 seconds (slightly more points for each second you’re faster)
- Using appropriate throw strength (lob versus medium versus bullet pass)
- Throw to open receiver
- Completing the pass
- Consecutive completions
- Scoring touchdowns
- Consecutive touchdowns
- Dropped passes
Points deducted include:
- Taking too much time
- Throwing into coverage
- Interceptions
- Incompletions
Obviously it’s important to be accurate and hit open receivers. However, more than that you need to hit receivers that have some room to run, which could lead to a touchdown or at least put you on the cusp for the next pass. Also consecutive completion points increase with each subsequent completion. Achieving a great score requires hitting several consecutive completions.
The pass plays are called automatically. Use the coach cam to see routes and determine your best initial options. From that point it’s all about your own decision making. Watch the deep defenders and how they adjust to the routes. If they’re protecting the outside, look for interior crossing routes; if they’re protecting the inside, look for the flat or out routes. Test defenses deep, especially with fly routes down the sidelines.
Scrambling QB - Option Attack
You have 10 reps to score as many points as possible. The objective is to run an effective option, gain yards, and most of all score touchdowns.
Points for include:
- Gained yards
- Well-timed pitches
- Broken tackles
- Touchdowns
- Consecutive touchdowns
Points deducted include:
- Lost yards
- Fumbles (even not lost)
Use the coach cam to view the intended play. You can hand off to the fullback but it’s usually better to scramble and either control the quarterback or pitch to the halfback. The option is about field vision and seeing how the defenders are adjusting to the play.
If the defenders are crowding your quarterback, pitch it to the halfback; if the defenders are out of position and attempting to contain the halfback, control the quarterback, move away from the defenders, and scamper toward the end zone. If you keep the ball in the quarterback’s hands, follow blocks from the fullback and utilize special moves to avoid and break tackles.
Running Back - Oklahoma
You have 10 reps to score as many touchdowns as possible. Utilize your blocker, avoid the defensive lineman and linebacker and get into the end zone. You also must stay within the marked area; the rep ends automatically if you move out of the drill zone.
Sprint and spin are your best agility moves. Juke may dodge a defender but unless you’re far to the left or right, that same move may force you outside the drill area ending the rep. A sound strategy would be to start the drill and begin moving forward slowly and wait for the far defender to approach. As soon as he’s close, spin away and sprint into the end zone. You can spin at the very last second, even rubbing against a defender. Just don’t wait too long or you’re engaged and tackled.
Another tactic would be to start the drill and move slowly diagonal left or right. Watch the far defender. He’ll move past the blocking either to the left or right. If he’s on the opposite side, sprint toward the end zone. If he’s coming at you, spin in the opposite direction. Also watch the defensive lineman; he may break his block forcing you to avoid his tackle with a spin or break his tackle with a stiff arm.
Your choice of moves seems to impact the type of running back, either power or speed. Use spins and jukes for a speed back and stiff arms for a power back.
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