Retro Bowl

How to Throw in Retro Bowl on a Computer: Mouse and Keys

Published · Updated · 2 min read

Why the computer controls are different

Retro Bowl was made for phones first, so most guides talk about swipes. The build on this site runs in a desktop browser and has its own instructions for mouse and keyboard. They are short, but they are easy to forget once the tutorial is over. Here they are in the order you need them.

Aiming the pass

Click and drag in the opposite direction of the receiver you want to hit, then let go to throw. You pull away from the target, like drawing back a slingshot. You do not drag toward the receiver. Your quarterback's throw accuracy sets how much of the aiming arc you see while you hold the drag: a more accurate passer shows you more of the flight path.

While you are still aiming, click the right mouse button to switch between a high pass and a low one. This is the bullet throw. A low pass is the one to use into a tight window. A high one goes over a defender who is between you and the receiver.

Range runs out during a game

Your quarterback's strength sets his maximum throw range. Stamina then decides how fast that range drops with every throw. By the fourth quarter a low-stamina passer cannot reach targets he could hit at kickoff. Kickers work the same way: kick range also drops during a game depending on stamina. If late-game deep balls keep falling short, the player is tired. Your aim is not the problem.

Running without a swipe

  • Hand-off: at the start of a play, click the blue circle to give the ball to your running back.
  • Side-step: press W or S while running.
  • Quarterback scramble: try to throw the ball backwards. The quarterback tucks it and runs instead.
  • Slow up or dive: once the quarterback is running, press A or D.

The dive is more useful than it looks. It can stretch the ball over the line for a first down or a touchdown, and the game says that diving or running out of bounds protects you against a fumble. Running out of bounds also stops the clock.

Throwing it away is allowed

One of the game's own loading tips says not to be afraid to throw the ball out of bounds to avoid a sack. If your quarterback is rushed on most plays, the fix is on the roster: you need stronger offensive linemen, because blocking decides how long the pocket holds. Your receivers matter too. Players with poor catching skills bobble and drop balls, and only players with good catching skills can make jumping and diving catches.

Audibles and kicks

As your quarterback levels up, he can call audibles to change the play formation, up to 5 per half in this version. Kicking is two well-timed clicks: one for power, one for direction. The game's advice is to set the power as high as you can and aim down the center. The goal posts are the same width as the hash marks, and a faint triangle on the ground helps you line up. A kicker's kick accuracy decides how fast the aiming arc moves, so with a poor kicker the timing window is shorter.

On a touch screen there is one difference: your receiver always runs automatically.

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