How to run it
Drag from a receiver to draw his route. Anything you leave alone runs a dashed grey default — that line is the sim filling in, not you.
The QB works deepest route first and won't take a throw short of the sticks while he still has reads left. The back is last.
Draw the back a route and he stops blocking. On a five‑man rush that means somebody comes free.
Snap runs the sim at 60 frames/sec, and keeps your routes — hit it again to run the identical play. Space snaps, C clears.
The number at the end of each route is its depth in yards. Coverage soft spots can be a yard and a half wide, so redrawing by hand is not the same play — the routes code in the result tells you whether two runs really had the same input.
Motion is part of the play call. Press Motion, then press a receiver and release where you want him — the shift becomes the front of his route, one continuous line. Snap now reads Motion: hit it to send him, then snap whenever you like. He picks his route up from exactly where he's got to, at the speed he's going.
Watch what happens while he goes. A defender travelling with him is man; nobody moving and the box just sliding is zone. But they lie about it roughly a third of the time — show you man, then play something else. The log tells you afterwards when you got had.
The defense calls it fresh every snap — which coverage, which way each man shades, whether he squats on a route or sinks behind it, how fast he reacts. You don't see the call until the ball moves. Hit Lock D to keep the same call and work the same look repeatedly.
Throwing: once the ball is snapped, press the field to aim and release to throw — the ball goes exactly where you pressed, and it's on you to know your man will be there. Hollow rings show where everyone will be when it lands.
A tap is a firm throw (~48 mph) — the ball you want most of the time. Hold to add pace, up to a 61 mph fastball in a fifth of a second (combine record is 62). If there's no lane at that pace he takes something off it and puts it over the top, so you never have to hand-pick touch to clear a linebacker. Holding burns pocket time.
Read shows what the QB sees: the spot he'd throw to and the separation he expects there when the ball lands. Green = he'd throw it, amber = short of the sticks, grey = too covered, red = no throwing lane. Solid line is the read he's on.
Pause then Step 1f walks one frame (1/60s) at a time — use it with Read to find the exact frame he gets it wrong.
Same routes always give the same result. That's on purpose — it's a puzzle, not a dice roll.
The Week in the top bar is the season — tap it to see the schedule and run back any week you have already won.
On the hosted site, each finished play sends a play log — your jersey name if you gave one, the routes, the call, the result — so the game gets tuned against real drives. No account, no email, ever.
Openness is scored at the catch point — where the defender will be when the ball arrives — not at the break. Cuts cost speed in proportion to how sharp they are. The ball has height, so a flat throw can be knocked down at the line and the QB must arc it over.