Retro Bowl

How Retro Bowl Passing Works: Accuracy, Arm Range and Sacks

Published · Updated · 3 min read

Aiming is the same for every quarterback

In the browser build you click and drag in the opposite direction of the running receiver, then release to throw. Right-clicking while you aim switches between a high pass and a low bullet throw. That part never changes. What changes from one quarterback to the next is how much help the aiming gives you and how far the ball can go, and both come from his ratings.

What each rating does to a throw

The game's player profile explains each skill. For a quarterback, three of them shape every pass:

RatingWhat the game says it does
ThrowingThrow accuracy determines how much of the arc you see while aiming. A poor passer shows you less of the path the ball will take.
StrengthFor quarterbacks and kickers, strength sets the maximum throw and kick range.
StaminaFor quarterbacks and kickers, stamina sets how much strength drains with every throw or kick.

Put those together and you get a pattern many players notice without knowing why: a deep ball that was easy in the first quarter falls short in the fourth. The loading tips say it directly: your quarterback's throwing range depletes during a game according to his stamina. A strong arm with low stamina gets you big plays early and short ones late. When you choose between quarterbacks, look at stamina as well as strength.

The receiver's side of the catch

A well-aimed ball still has to be caught. Poor catching skills lead to bobbles and dropped balls, and only players with good catching skills can jump or dive to catch a ball. Catching also covers holding on to the ball after a hit. Tired players are more likely to fumble, and players tire more as the season goes on, so a receiver who was safe in week 2 may not be in week 15. Resting a tired player boosts his morale, and better rehab facilities speed up energy recovery.

Sacks start with the line

Offensive linemen protect the quarterback, and the stronger the line, the more time you have to make a throw. The game's tip is blunt: if your QB keeps getting rushed, you need stronger offensive linemen. Until you get them, there are two ways out of a collapsing pocket:

  • Throw it away. The game tells you not to be afraid to throw the ball out of bounds to avoid a sack. An incomplete pass keeps the down and the yards. A sack costs both.
  • Run with the quarterback. Aim as if you were throwing backwards and the quarterback takes off himself. Once he is running, A or D slows him up or dives, depending on which way the drive is going.

Protecting the ball after the catch

Diving to the ground or running out of bounds protects against fumbles, and running out of bounds also stops the clock. Late in a close game, that is how you save time without risking the ball. Strong players make more stiff arms, fast players are more likely to hurdle tackles, and experienced players are more likely to avoid them. These are all ratings you buy in the draft and free agency, not moves you have to learn.

One setting worth changing

In the options, Drive Direction moves the field so your aiming hand does not cover the play. The game suggests LEFT if you aim with your right hand and RIGHT if you aim with your left. On a touchscreen it also notes that your receiver always runs automatically.

Every rule here is taken from the in-game help text and tips of the Retro Bowl build hosted on this site.

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