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-
-
- rbm software's FIELD GENERAL
- version 5.0
-
- 'UNEQUALLED in pro football simulation'
-
- _____________
-
- USER'S MANUAL
- _____________
-
-
- Copyright (C) Rodney B. Markert 1988-1989
- Copyright (C) rbm software 1989-1991
- All rights reserved.
-
-
- 13117 Broughton Way, Austin, Texas 78727-3147
-
-
-
-
- _________________________________________________________________
-
- TABLE OF CONTENTS
- _________________________________________________________________
-
-
- General disclaimer
-
- Unlawful software duplication and use
-
- What is Shareware?
-
- A note from the author
-
- About FIELD GENERAL
-
- Quick start
-
- Notes on future versions
-
- Playing options
- Automation
- Game speed
- Sound
- Regulation length game vs. short game
- Normal playing conditions
- The play clock option
- The real-time clock option
- Using the real-time clock only during the
- final minutes of a half
- Playing under WLAF rules
- The two-point conversion option
- Activating game screens
- Weather elements
-
- The play clock - in detail
-
- The game clock - in detail
- Without the real-time clock option
- With the real-time clock option
-
- Weather elements - in detail
-
- Game features - miscellaneous
- Visitors' jersey colors
- Ball marker
- Hashmarks
- Touchdowns
- Fumbles
- Penalties
- Kickoffs
- Kickoff "hands" team
- Field goals
- Fake field goals
- Field goal defense
- Punts
- Angle punts
- Fake punts
- The no-huddle offense
- Wearing down the defense
- Time outs
- Sudden-death-overtime
- Game exit function
- All-time game records
-
- The game screens
-
- The plays
- Terminology
- Choosing and entering a play
- User input
-
- Play results
-
- Statistics
-
- Tendency Tracking System (TTS)
-
- A final note
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- GENERAL DISCLAIMER
- _________________________________________________________________
-
- Users of FIELD GENERAL must accept this disclaimer of warranty:
- FIELD GENERAL is supplied as is.
- All warranties of merchantability and fitness, including
- suitability for a particular purpose, and incidental or
- consequential damages, are hereby denied.
-
- _________________________________________________________________
-
-
-
-
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-
- UNLAWFUL SOFTWARE DUPLICATION AND USE
-
- REGISTERED versions of rbm software's FIELD GENERAL
- Software, User's Manual, and Supplement to User's Manual are
- protected under copyright law. Unlawfully copying, duplicating,
- selling, or otherwise distributing these products is hereby
- expressly forbidden. Copies of registered versions of rbm
- software's FIELD GENERAL Software may be made for backup purposes
- only.
-
- Warranties, updates, and user support will not be honored
- for any program which has been unlawfully copied.
-
- Copyright 1988-1989 by Rodney B. Markert and copyright 1989-
- 1991 by rbm software, 13117 Broughton Way, Austin, Texas. All
- rights reserved. This work may not be reproduced, in whole or in
- part, in any way or by any means, electronic or mechanical,
- including photo-copying, recording or through storage and
- retrieval mechanisms, without prior written consent of rbm
- software.
-
- The UNREGISTERED version of rbm's FIELD GENERAL Software and
- User's Manual (the Shareware version) may be copied and
- distributed freely as long as it is done so in its WHOLE (all
- files included) and UNALTERED form.
-
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-
-
-
-
- _________________________________________________________________
-
- -- WHAT IS SHAREWARE? --
- _________________________________________________________________
-
- Shareware is a distribution method, not a type of software.
- You should find software which suits your needs and pocketbook,
- whether it's commercial or Shareware. The Shareware system makes
- fitting your needs easier, because you can try before you buy.
- And because the overhead is low, prices are low also. Shareware
- has the ultimate money-back guarantee - if you don't use the
- product, you don't pay for it.
-
- Shareware gives you the luxury of trying out working
- versions of programs at your own pace and in the comfort and
- convenience of your own home or work place. If, after trying the
- programs, you wish to continue to use them, you are TRUSTED to
- purchase them from the program's author or from an authorized
- dealer. In this manner, Shareware works well for both the author
- and the user of these programs.
-
- The unregistered version of FIELD GENERAL is a "Shareware
- program" and is provided at no charge to the user for evaluation.
- Users are free to share the unregistered version with their
- friends, but asked to please not give it away altered or as part
- of another system. The essence of "user-supported" software is
- to provide personal computer users with quality software without
- high prices, and yet to provide incentive for programmers to
- continue to develop new products. If users find the unregistered
- version useful and find they are using FIELD GENERAL and continue
- to use FIELD GENERAL after a reasonable trial period (60 days or
- less), they MUST make a registration payment to rbm software.
- The registration fee will license one copy for use on any one
- computer at any one time. They must treat this software just
- like a book. An example is this software may be used by any
- number of people and may be freely moved from one computer
- location to another, so long as there is no possibility of it
- being used at one location while it's being used at another.
- Just as a book cannot be read by two different persons at the
- same time.
-
- Copyright laws apply to both Shareware and commercial
- software. Shareware authors are accomplished programmers, just
- like commercial authors, and the programs are of comparable
- quality. (In both cases, there are good programs and bad ones!).
- The main difference is in the method of distribution.
-
- See the file "REGISTER.DOC" for the benefits of registering
- your FIELD GENERAL software.
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- A NOTE FROM THE AUTHOR --
- _________________________________________________________________
-
- FIELD GENERAL started as a form of entertainment for myself.
- Two of the things which I enjoy most are programming and
- football. So when I bought my first computer and compiler
- program, a computer football simulation program naturally
- followed. I was disappointed with most other computer football
- programs on the markert because of their simplicity or
- unrealistic play, so I decided to create my own football game -
- programmed the way I thought football games should be programmed.
-
- Naturally, I wanted an entertaining game, but I also wanted
- a game which was challenging (especially when played by two
- people), somewhat sophisticated (requiring a relatively good
- understanding of the game of football), unpredictable (many
- possible results and outcomes), and realistic (a true football
- simulation). After tinkering with FIELD GENERAL for a while, I
- began distributing the game to friends for their evaluation. In
- short, because of favorable responses, it is now being distributed
- as Shareware.
-
- I hope you too will find FIELD GENERAL entertaining, and I
- look forward to receiving any comments or suggestions you may
- have on the game so I can continue to improve upon FIELD
- GENERAL's play. With user support, FIELD GENERAL is now
- UNEQUALLED in pro football simulation! Thank you.
-
- Rodney B. Markert
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- ABOUT FIELD GENERAL --
- _________________________________________________________________
-
- If you're a die-hard football fan, one of those armchair
- quarterbacks who often finds himself screaming at the person
- responsible for making those ridiculous play calling decisions
- which are costing your team a shot at winning a ball game, then
- this football game is for you!
-
- FIELD GENERAL simulates the game of professional football as
- closely as possible. rbm software's goal is to create an
- atmosphere in FIELD GENERAL where the players can experience the
- pressure and the excitement of a pro football game from a coach's
- point of view. By playing FIELD GENERAL, you may even learn a
- few things about the professional game of football. The game
- lacks some graphic features such as moving football players, but
- it does contain much of the strategy involved in outsmarting your
- opponent. As a player of FIELD GENERAL, your main concern is to
- determine and act upon your opponent's play calling tendencies.
- FIELD GENERAL puts you up close to professional football action
- by letting YOU call the plays! You must not only battle against
- the wits of your opponent, but you must also race against the
- clock!
-
- Our main goal is NOT to provide a game which has life-like
- graphics and interactive play where the user's joystick skill is
- tested through his controlling of players on the screen, but
- rather to furnish a game of play calling strategy in which the
- results mirror those of an actual professional football game.
- Our goal is to make this game as realistic as possible by having
- FIELD GENERAL comprise nearly everything which can happen on a
- football field. FIELD GENERAL is best suited for those fans who
- have a relatively good understanding of the professional game.
-
- You'll encounter fumbles & interceptions, penalties,
- quarterback traps, onside kicks, blocked punts & field goals,
- faked punts & field goals, angle punts, missed extra points, long
- punt & kickoff returns for touchdowns, 2-point conversions, a
- halftime show, an instant replay feature, snow, wind, rain, and
- much more! If you wish, you can even have a play clock and a
- REAL-TIME game clock for added game pressure! You even have the
- option to play under NFL or WLAF rules! At halftime and at the
- completion of the game, an extensive list of game statistics are
- given. Also, look at the file "GAME_LOG.TXT" at the end of the
- game to get a recap of the key plays and statistics on the
- scoring drives! FIELD GENERAL even keeps a listing of all-time
- game records in the files "TOPSTATS.TXT" and "TOPSHORT.TXT" for
- all you trivia enthusiasts!
-
- One feature which separates FIELD GENERAL from some other
- computer football games is teams are EVEN going into the contest.
- Neither team has an advantage on offense or defense; the computer
- is completely unbiased. The only difference between two competing
- teams are their play callers - YOU! Winning might take a little
- luck, but winning mostly depends on a sound play calling
- strategy!
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- QUICK START --
- _________________________________________________________________
-
- For those who are getting tired of reading this long user's
- manual and who just want to see what this game is all about, read
- these short instructions and go try the game!
-
- The game is very easy to play. The computer prompts you for
- all information it requires. When you start the game for the
- first time, we do not recommend adjusting the game speed or
- choosing to have the real-time game clock or play clock option.
- The real-time game clock and the play clock will only make
- viewing the game for the first time more difficult. We do
- recommend activating all the game screens so you can see what
- information each screen provides. The basic instructions you
- need are:
-
- 1. When a team is automated, the computer controls the
- specified team's actions. You may automate one or both
- of the teams. (See "AUTOMATION - IN DETAIL".)
-
- 2. When the computer asks you to "Call offense", enter 99
- to get a list of offenses and enter 98 to get a list of
- special team plays and other information. Then enter
- the number which coincides with the play you wish to
- run.
-
- 3. When the computer asks you to "Call defense", enter 99
- to get a list of defenses. Then enter the number which
- coincides with the defense you wish to run.
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- NOTES ON FUTURE VERSIONS --
- _________________________________________________________________
-
- With the help of many people, the first version of FIELD
- GENERAL has been greatly improved upon. rbm software is pleased
- with and excited about the changes which have been made to FIELD
- GENERAL! We thank everyone for their comments and suggestions!
- With your support, we were able to make FIELD GENERAL a better
- and more enjoyable computer football game, further proving the
- concept of Shareware as a workable, marketing idea! Please
- continue to send us your helpful comments so we can keep
- improving upon this game.
-
- The following is a list of improvements rbm software is
- considering for FIELD GENERAL:
-
- 1. Improved graphics. Version 5.0 has improved upon the
- graphics of version 1.0, but even better graphics will
- appear in the future.
-
- 2. Better algorithms for automated teams. The automated
- teams play semi-intelligently now, but we hope to have
- them play even smarter in the future.
-
- 3. More plays are always being considered, many of which
- have been suggested by users.
-
- 4. A game saving feature for those times when players wish
- to stop the game and then restart it at a later time.
-
-
- Again, we thank you for all the comments and suggestions!
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- PLAYING OPTIONS --
- _________________________________________________________________
-
- FIELD GENERAL is programmed with many built-in options so
- you may tailor the game to your individual liking. The following
- is a list of variations of play for FIELD GENERAL. More detailed
- information about the individual options appears after this
- section.
-
-
- AUTOMATION
-
- After entering the participating teams' names, you have the
- choice of automating one or both of the teams. By automating one
- of the teams, you have the capability to play against the
- computer - a worthy opponent. The computer uses "smart" random
- play options to call its plays semi-intelligently. The
- automation feature fully automates a team with the computer
- calling plays and making decisions for the automated team. The
- computer makes intelligent play selections by taking the game
- situation into account (time remaining, down, yards to go, score,
- hashmark, etc.). And in case you were wondering, the computer
- NEVER bases its play selection on the play the user has called -
- HONEST!
-
-
- GAME SPEED
-
- At the screen where the team names are taken, you will be
- asked if you wish to change the game speed. Game speed is
- initially set to a factor of 4. This game was developed using an
- 8088 processor and a speed factor of 4 seems like a good speed
- for this particular processor. If you have a faster processor,
- pick a value greater than 4 to slow the game down to the desired
- speed. If your processor is slower or you just want faster play,
- pick a value between 1 and 3 to speed the game up. The halftime
- show and the time taken to retrieve game data off of the disk ARE
- NOT effected by this change in speed. So, if the halftime show
- sounds queer . . . we're sorry. You'll either have to change the
- "TEXAS.COM" file or you'll just have to learn to live with it.
- We know Texas A&M Aggie fans will want to change this file
- immediately! The speed factor DOES control the speed for all the
- other sounds, graphic drawings, and ball movement.
-
-
- SOUND
-
- Sound can be activated during the pre-game screen or during
- game play. Typing "77" at the "Call offense:" prompt will
- activate or deactivate the sound, depending on its status.
-
-
- REGULATION LENGTH GAME VS. SHORT GAME
-
- A regulation length game has 15 minute quarters while a
- short game has only 7 minute quarters. Besides the shorter
- length, the only other difference between these two types of
- games is in the keeping of the all-time records. All-time
- records for short games are kept in the file "TOPSHORT.TXT" while
- records for regulation games are kept in the file "TOPSTATS.TXT".
-
-
- NORMAL PLAYING CONDITIONS
-
- This is where the real-time game clock and play clock are
- not active. In this variation, players have as much time as they
- wish to call their plays. Time is subtracted from the game clock
- independent of slow or fast play. Each type of play and game
- activity is assigned a predetermined amount of time which it will
- take off the game clock. When a play is run, its corresponding
- time will be subtracted from the game clock. These predetermined
- times do a good job of simulating actual professional football
- game conditions, but limit the players' ability to manipulate the
- game clock through their play calling. We recommend this
- variation for first time players so they may become well
- accustomed to the game. (See "THE GAME CLOCK - IN DETAIL", for
- more information on how this game clock works.)
-
-
- THE PLAY CLOCK OPTION
-
- The play clock option is used to restrict the amount of time
- a player may take to call his play. Using the play clock is much
- like normal play, except there is a time limit on the calling of
- plays. This option will somewhat guard against slow play as well
- as introduce a more interesting play calling strategy. Since the
- defense has only 6 seconds to call their play after the offense
- has called their's, the offense may simulate a no-huddle type
- offense to give the defense little time to think about their next
- play. We recommend a hard copy of the list of plays when using
- the play clock. (See "THE PLAY CLOCK - IN DETAIL".)
-
-
- THE REAL-TIME CLOCK OPTION
-
- This option is only for the most experienced FIELD GENERAL
- players. This option provides players with a truly advanced
- version of the game. The real-time clock provides you with
- action under conditions closest to those of an actual
- professional football game! The game clock works like the clock
- in a pro game; the clock is stopped when a pass is incomplete,
- when a play goes out of bounds during the final minutes of a
- half, etc.. The play clock is also activated when this option is
- chosen. The clock can be seen running on the screen while the
- offense is thinking about the next play it will call. Plays and
- game activities still subtract a small predetermined amount of
- time off the clock, but since the time taken to call plays makes
- up most of the time taken off the game clock and since players
- have control over how much time ticks off the clock while they
- call their plays, this way of working the clock much better
- simulates professional football action. The offense can quickly
- call a play if time is running out in the half, or if the offense
- is winning near the end of the game, it can insure victory by
- taking the play clock down to 1 second to take as much time off
- the game clock as possible. The real-time game clock makes for
- some very interesting two minute drills! Only the most
- experienced and cool-headed FIELD GENERAL players can lead their
- offense in beating both the defense and the clock for a TD during
- the closing seconds of the half!. We recommend a hard copy of
- the list of plays when using the real-time clock option. (See
- "THE GAME CLOCK - IN DETAIL".)
-
-
- USING THE REAL-TIME CLOCK ONLY DURING THE FINAL
- MINUTES OF A HALF
-
- Another game clock option is using the real-time clock only
- during the final minutes of each half. If you choose this
- option, the real-time clock will be activated during the final 2
- minutes of the 1st half and during the final 5 minutes of the 2nd
- half and overtime quarters. NOTE: If you choose the PLAY CLOCK
- option, set the play clock for 15 seconds, and THEN choose to
- have the real-time clock run during the last minutes of each
- half, a 15 second play clock will be used throughout the game
- EXCEPT for the final minutes of each half when the real-time
- clock is activated.
-
-
- PLAYING UNDER WLAF RULES
-
- The computer will prompt the user to see if WLAF (World
- League of American Football) rules should be used. If the user
- decides against this, NFL (National Football League) rules will
- be used. Playing under WLAF rules has the following effect:
-
- * Instant replay feature is deactivated.
- * Kickoffs fielded in the end zone must be returned.
- * Two-point conversion is activated (see below).
- * Overtime winner is first to score at least 6 points or
- lead at end of overtime period.
-
-
- THE TWO-POINT CONVERSION OPTION
-
- If users do not elect to play under WLAF rules, users still
- may choose the two-point conversion option. The computer will
- prompt to see if you wish to let 2-point conversions be attempted
- after touchdowns. If you do not want this option, all extra
- points will count as 1 point and will be attempted by each team's
- kicker. If the 2-point conversion option is chosen, each team
- has the option, after each TD it scores, to either attempt an
- extra point kick for one point or to attempt a 2-point conversion
- from 3 yards out. The offense may run its conversion attempt
- from the middle of the field or from either hash mark (the
- computer will ask for the player's preference). The conversion
- attempt is similar to other offensive downs. The offense chooses
- any of its plays, except a special team play or a play involving
- a deep pass route, and the defense chooses any of its plays. The
- offense is allowed only 1 attempt to get the ball over the goal
- line for its 2 points.
-
-
- ACTIVATING GAME SCREENS
-
- The "Chalkboard" and "Formation" screens can be activated at
- the pre-game screen or during play. Typing "78" at the "Call
- offense:" prompt will activate or deactivate the "Formation"
- screen, depending on its status, and typing "79" will do the same
- for the "Chalkboard" screen. By deactivating these screens, play
- will be faster.
-
-
- WEATHER ELEMENTS
-
- Weather elements are optional. The computer will ask you if
- you wish to have "perfect playing conditions". If conditions are
- perfect, there is no precipitation or wind to affect play
- outcomes. If you choose to have the weather elements be a part
- of the game, you may set the playing conditions in two ways. You
- can let the computer set the elements in a random manner, or you
- can set the conditions yourself. When you let the computer set
- the weather conditions, the computer may generate perfect playing
- conditions or any other combination of weather elements. Weather
- conditions stay constant throughout the game. (See "WEATHER
- ELEMENTS - IN DETAIL").
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- THE PLAY CLOCK - IN DETAIL --
- _________________________________________________________________
-
- The play clock is optional. You will be able to choose this
- option at the pre-game screen. The play clock simulates the 45-
- second clock professional teams must play against in choosing and
- running their plays. If the offense cannot get their play called
- and the ball snapped before the play clock runs out, then they
- are given a 5 yard DELAY OF GAME penalty. NOTE: The play clock
- is a standard feature when the real-time clock is active.
-
- When you choose to use the play clock at the pre-game
- screen, you will also be asked to enter the number of seconds you
- wish to have on the play clock (this is true ONLY if the real-
- time game clock is NOT activated - the seconds on the play clock
- are set automatically when the real-time clock option is chosen).
- You choose how much time the offense has to call its plays. You
- can choose any time limit between 10 and 45 seconds. Any other
- input will default to 35 seconds. NOTE: You may only set the
- time limit the offense has to call its plays. The time limit the
- defense has (explained below) will always stay the same.
-
- If a 35-second play clock is chosen in FIELD GENERAL, the
- offense has 35 seconds to choose and enter its play. This should
- be easy for experienced players to do since the professionals
- must not only choose their play within 35 seconds, but must also
- get the play from the sideline, line-up, call signals, and snap
- the ball within this time. This is the reason we have added the
- feature of adjusting the time on the play clock. To make calling
- plays more difficult or to make the time restriction to call
- plays better reflect the time restriction professional football
- teams must face in calling their plays, we have allowed user's to
- set the play calling time limit to as little as 10 seconds.
-
- After the offense has chosen and entered its play, the
- defense has 6 seconds to respond and enter its play. The
- defense, like the offense, will be given a play clock to show
- them how much time they have remaining to call their play. So,
- the offense has control over the amount of time the defense has
- to think about its next play. In some cases, a hurry-up or no-
- huddle offense could prove to be very effective by causing the
- defense to make a bad decision, or to be accessed a delay of game
- penalty. REMEMBER, both the offense and the defense are subject
- to the delay of game penalty.
-
- There are two play clocks, one in the back of each end zone.
- To call your play within the given time limit, you must enter a
- VALID play before the play clock has run down to zero. NOTE:
- The play clock will be stopped whenever a team calls a time out.
- This means the team which called the time out may take as long as
- it wants to call its next play.
-
- If you are playing against an automated team, expect the
- following:
-
- * Automated teams will call their plays before the
- play clock expires.
-
- * When on defense, automated teams will call their
- plays quickly (within 1 second).
-
- * When on offense, automated teams will call their
- plays at any time during the play clock's time limit.
-
- WARNING: When using the play clock option, it is best to
- get a hard copy of the plays (see the file "PLAYS.TXT"). Having
- a hard copy of the plays will save you time by eliminating the
- need for you to call up a help screen.
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- THE GAME CLOCK - IN DETAIL --
- _________________________________________________________________
-
- WITHOUT THE REAL-TIME GAME CLOCK
-
- The amount of time taken off the clock is determined by
- yardage gained or lost, the play selected (runs generally take
- more time than passes), and whether or not the game is within the
- two minute warning period. Within the two minute warning period,
- a play which goes out of bounds takes less time than a play which
- doesn't (generally, all plays take less time within the two
- minute warning period). A play is said to go out of bounds if
- the play starts AND ends at the right OR left hashmark. To
- clarify, a play must start and end on the left hash mark or start
- and end on the right hashmark. So, a play which begins in the
- middle of the field has no chance of being timed as an out of
- bounds play. Use the out of bounds to your advantage when trying
- to score late in the half.
-
-
- WITH THE REAL-TIME GAME CLOCK
-
- The main difference between using the real-time clock and
- not using the real-time clock is the real-time clock keeps track
- of how long it takes the offense to call a play. Without the
- real-time clock, the time the computer takes off the game clock
- after each play is determined by yardage gained, play called, and
- average amount of time needed to call a play (all predetermined).
- However, with the real-time clock, the offense controls how much
- time is needed to call a play. If time is short and the offense
- wants to call several plays, the offense can cut down on the
- amount of time its plays will take by calling its plays quicker.
- If the offense wants to eat up a great amount of time off the
- game clock, the offense can run the play clock down to nearly
- zero before calling its plays.
-
- The clock can be seen running on the screen while the
- offense is deciding on what play it's going to run (the clock
- does not run while the defense is deciding on its play because
- in an actual football game, the defense should be set and ready
- when the offense is set and ready). Of course, the clock does
- not ALWAYS run during this time. In a similar fashion to pro
- football, the game clock will stop after certain events. The
- events which stop the game clock are as follows:
-
- * incomplete passes
- * plays which go out of bounds during
- the final two minutes of the first half
- and the final five minutes of the second
- half and overtime quarters
- * changes of possession
- * scores
- * penalties (exception: clock will run
- after all declined penalties which
- occur outside the final two minutes of
- the first half and outside the final five
- minutes of the second half and overtime
- quarters)
- * time outs
- * two minute warnings
- * ends of quarters
-
- When the game clock is not running, the colons between the
- minutes and the seconds of the game clock are colored bright
- white. When the clock is running, the colons are colored bright
- red and a faint ticking noise can be heard. This is to help aid
- the players in quickly recognizing the status of the game clock.
-
- The play clock works a little differently when the real-time
- clock is activated. First of all, the computer automatically
- selects the amount of time the offense has to call its plays.
- When the real-time clock is in use, only 25 seconds is put on the
- play clock. Normally, the offense would receive 35 seconds to
- call their play, but under real-time clock conditions, 10 seconds
- is subtracted to account for the time the offense needs to break
- their huddle, line up, and snap the ball. However, during the
- last two minutes of each half, less time will be attributed to
- snapping the ball. Instead of 25 seconds on the play clock, the
- offense will have 30 seconds to call its play. (We think less
- time should be subtracted for snapping the ball within the two
- minute warning period because offenses are usually in a hurry-up
- type situation during this time. Thus, offenses shouldn't be
- penalized as much time for getting the ball snapped.)
-
- With the conception of the real-time clock, another play was
- added to the list of offensive plays under the category "SPECIAL
- TEAMS AND OTHERS". The play is offensive play #88 - ground ball.
- This play was added so the offense could stop the game clock
- within the two minute warning even if it had no time outs left.
- The play simply has the QB intentionally ground the ball after
- taking the snap. The offense loses a down, but it does stop the
- clock. NOTE: This play cannot be used on 4th down or outside
- the two minute warning period, and the real-time game clock must
- be in use before you can use this play.
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- WEATHER ELEMENTS - IN DETAIL --
- _________________________________________________________________
-
- As the weather worsens, weather elements play a greater part
- in your play calling strategy.
-
-
- PRECIPITATION
-
- "Drizzle" is slightly disruptive, "rain" is moderately
- disruptive, and "snow" is very disruptive. As precipitation
- conditions grow worse, it will be a little bit harder to complete
- medium and long range passes. Precipitation affects medium range
- passes only slightly, and affects long range passes a bit more.
- Precipitation also affects the kicking game, but only slightly.
- The greatest effect precipitation has is on the outside running
- game. As the precipitation worsens, you will find it difficult
- to get good yardage by running to the outside (sweeps, quick
- pitches). This is because running backs will have more
- difficulty in cutting up field quickly, allowing the defensive
- pursuit to catch up to them.
-
-
- WIND
-
- "Good breeze" is slightly disruptive, "windy" is moderately
- disruptive, and "strong wind" is very disruptive. Wind direction
- will be either against you or with you. There are never cross-
- winds. Wind affects only passes which are thrown against the
- wind. Wind, like precipitation, does not affect short passes,
- but does affect medium and long range passes. As wind conditions
- worsen, completing medium range passes will become slightly more
- difficult and completing long range passes will become
- considerably more difficult. The greatest effect wind has is on
- the kicking game. If you are going against the wind, kicking
- distance will decrease, but if you are going with the wind,
- kicking distance will increase. Thus, wind direction becomes a
- very important strategic element as wind conditions worsen.
-
-
- Weather information is displayed to the left of the
- scoreboard. "W" is for wind and "P" is for precipitation. The
- following is a list of symbols and the weather element they stand
- for:
-
- > good breeze + drizzle
- >> windy ++ rain
- >>> strong wind ++ snow
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- GAME FEATURES - MISCELLANEOUS --
- _________________________________________________________________
-
- The game is very easy to play, prompting you for any
- information it needs. However, there are a few features needing
- further explanation.
-
-
- VISITORS' JERSEY COLORS
-
- The home team is always colored bright white. However, you
- may choose the color for the visiting team from a list the
- computer will provide. There is one fault in choosing the
- visiting team's color. If the game is played under rainy
- conditions and the visiting team's color has been chosen as
- brown, the visiting team's color will default to bright cyan.
- Since the field is colored brown (muddy) under rainy conditions,
- the visiting team's color would not show if its color was not
- changed.
-
-
- BALL MARKER
-
- The "" and "" characters act as the ball marker. The ""
- character indicates the home team has the ball and the ""
- character indicates the visiting team has the ball. The ball
- marker moves across the screen in increments of 2 yards to show
- the yardage gained or lost on a play.
-
-
- HASHMARKS
-
- For each play, the ball is snapped from either the left or
- right hashmark, or from the middle of the field. This is one
- strategic aspect of FIELD GENERAL because the offense may be in a
- position where it has more room to run a play to one side of the
- field. Since it is better to run plays to the widest side of the
- field (because the defense has more field to cover), the offense
- may elect to go to the wide side most of the time. However, the
- defense also knows this and will probably call its defenses to
- guard against plays to the wide side. Thus, the offense may, in
- turn, try to fool the defense by running a play to the short side
- of the field. The decision is yours to make!
-
-
- TOUCHDOWNS
-
- A touchdown occurs any time enough yardage is gained to
- cross your opponent's goal. The ball marker will keep moving
- across the goal until it has moved a distance equal to the
- yardage gained. The offense is only credited with yardage up to
- the goal, but viewing the ball marker will show you how far the
- play could have gone. A team may cross the goal and then fumble
- the ball away. In this case, a touchdown is still awarded
- because the ball carrier crossed the plane of the goal before
- fumbling.
-
-
- FUMBLES
-
- Fumbles may be recovered by either team. However, the
- defense recovers the great majority of them. If you run the game
- without sound, be sure to keep an eye on the screen so you won't
- miss a fumble message.
-
-
- PENALTIES
-
- Penalties can occur at almost any time. When they do, the
- computer will usually give you a choice of either taking the
- penalty or taking the down (obviously, if the penalty is against
- the offense, the defense makes the choice, and if the penalty is
- against the defense, the offense makes the choice). Your choice
- is made my entering a "P" for penalty or a "D" for down. If
- there is a question of who the offense is at the time of the
- penalty, look at the scoreboard. The team which has the brown
- "" characters to the left of its name is the offense. If a
- penalty occurs during a field goal attempt, one team has the
- choice to either accept the penalty or the field goal kick. The
- field goal kick is given in yardage from the line of scrimmage to
- the goal post. For instance, if the computer prints "FG attempt
- is 30 yards long.", then the field goal kick would be good if the
- line of scrimmage is at the 20 yardline or closer to the goal
- post.
-
-
- KICKOFFS
-
- There are 3 types of kickoffs you may choose from. The two
- we are sure you have heard about are onside kickoffs and deep
- kickoffs (regular kickoffs). The third type of kickoff is called
- a squib kickoff. This is where the kicker kicks the ball down
- field along the ground - not in the air. This kick will not
- travel as far as a deep kick, but it will cut down on yardage
- gained on the kick return. The reason this kick is used is to
- keep the ball away from the returning team's best return man, the
- player positioned deepest on the return team. In this manner,
- the kicking team can guard against a big return near the end of
- the first half or near the end of the game. The squib kick is
- also a good alternative to the deep kick when the kicker must
- kick into a strong wind.
-
- When a team chooses to kick deep, they must choose where to
- aim the kickoff (left, middle, or right side of the field). In
- turn, the kick receiving team must choose what type of return to
- set up (wedge left, middle wedge, or wedge right). The
- combination of these 2 choices will determine how successful the
- return is. For instance, if the kickoff is directed to same side
- of the field the return is called, the return will be longer than
- usual. If the kickoff is aimed to the opposite side of the field
- to where the return is called, the return will be shorter than
- usual.
-
-
- KICKOFF "HANDS" TEAM
-
- When receiving a kickoff, the receiving team has the choice
- of putting in their regular kickoff receiving team or their
- kickoff "hands" team. The "hands" team is used in situations
- where the receiving team is expecting an onside kick. Choosing
- the "hands" team will cut down on the return yardage, but will
- improve the chances of recovering an onside kick.
-
-
- FIELD GOALS
-
- Field goal attempts may come up short of the end zone. In
- this case, the defense has the option to return the kick. If the
- defense decides not to return the kick, the defense gets the ball
- at the place of the kick, or at their 20 yardline if the kick was
- attempted from inside their 20.
-
-
- FAKE FIELD GOALS
-
- Field goals may be faked, but the chances of converting a
- fake field goal for a first down or touchdown are slim.
- Naturally, chances for success are better when the defense
- chooses to try and block the field goal rather than guarding
- against a fake, and when only a couple of yards are needed for a
- first down or touchdown.
-
-
- FIELD GOAL DEFENSE
-
- There are 2 types of field goal defenses. A defense can go
- for the block or they can guard against a fake. When going for
- the block, they are more susceptible to a fake. When defending
- against a fake, they have less of a chance for a block.
- Defending against a fake will almost ALWAYS stop a fake. But
- remember, fake field goals, even when run against a defense going
- for a block, have a slim chance for success.
-
-
- PUNTS
-
- When the offense has elected to punt (but not angle punt),
- the defense has the choice of either trying to block the punt,
- maximizing a punt return, or checking for a fake punt and then
- setting up a punt return.
-
- A punt can be blocked even if the defense decides to set
- up a return, but a defense can improve its chances of blocking a
- punt by almost 3 times if it decides to go for the block.
- Chances of blocking a punt are even better if the punting team is
- within their own 5 yardline (the punter has less room). However,
- if the defense goes for the block, punt return yardage is
- decreased significantly. The reason why angle punts are
- difficult to block is because during these types of punts, the
- punting team is not as concerned with punt coverage as it is on
- regular punts. Therefore, the punter gets better blocking.
-
- When a defense decides to maximize a punt return, it is most
- vulnerable to faked punts and it will not have a good chance at
- blocking the punt, but it will get maximum punt return yardage.
- Going for the block will also put the return team in a vulnerable
- position against faked punts. However, by checking for a fake
- punt before setting up a return, the defense will greatly improve
- its chances of not getting burned on a fake punt, and it will
- still insure good return yardage.
-
-
- ANGLE PUNTS
-
- An angle punt is when the punter tries to kick the ball out
- of bounds near his opponents goal line. In this game, the punt
- may indeed go out of bounds, but it may also go into the end zone
- for a touchback, or it may stay in bounds and be fielded by the
- punt return team. A team may choose the angle punt option only
- when it is at or inside its opponent's 40 yardline.
-
-
- FAKE PUNTS
-
- The chances of a fake punt picking up a first down are
- better than a fake field goal picking up a first down.
- Naturally, the best chance an offense has at pulling a fake punt
- off is when the punt return team is setting up to maximize a punt
- return or setting up to block the punt rather than delaying
- setting up a return by watching for the fake.
-
-
- THE NO-HUDDLE OFFENSE
-
- As mentioned above, a no-huddle offense is simulated when
- the offense calls its plays quickly, giving the defense little
- time to think about its next play. Besides the possibility of
- the defense calling a bad play or being accessed a delay of game
- penalty, there is an added bonus to running the no-huddle
- offense. If the offense calls its play within 3 seconds, the
- offense will prohibit the defense from making player
- substitutions. Thus, the defense will not be able to go into its
- "3-4 Nickel Prevent" or "4-2 Nickel Twist Strong Zone" defense
- (in the nickel defense, a LB is substituted for another defensive
- back). When the offense calls its play within 3 seconds, the
- prompt "NO SUBSTITUTIONS!" will appear with the prompt "Call
- defense:" to tell the defense it may not run its nickel defenses.
- However, the offense cannot always keep the defense out of its
- nickel defenses. The exceptions are:
-
- * The 1st play of a drive. The defense was not on
- the field during the previous play.
-
- * When the defense was in a nickel defense the play
- before. No substitutions are needed.
-
- * The first play following a time out or the two
- minute warning.
-
- * The first play of a quarter.
-
- * The first play after a penalty.
-
- Note: the no-huddle offense can only be simulated when the play
- clock is active.
-
-
- WEARING DOWN THE DEFENSE
-
- An offense can wear down its opposing defense by running the
- ball and keeping possession of the ball for great lengths of
- time. By keeping the defense on the field, the offense will tire
- the defensive team. A small bonus is given to the offense which
- accomplishes this. An extra yard will be added to the result of
- a running play if the offense has run the ball at least 27 times
- (13 times for short games) and has had possession of the ball at
- least 27 minutes (13 minutes for short games) by the time the
- running play was called. An extra 2 yards will be added if the
- offense has run the ball at least 32 times (16 times for short
- games) and has had the ball at least 32 minutes (16 minutes for
- short games).
-
- When the home team has earned the bonus of an extra yard per
- running play, the computer will prompt the user with the message,
- "Home team has reached bonus level 1!" (a similar message will
- appear when the visiting team earns the same bonus) and a yellow
- "*" will appear below the team's name and score on the
- scoreboard. When the home team has earned the bonus of an extra
- 2 yards per running attempt, the computer will prompt the user
- with the message, "Home team has reached bonus level 2!" and a
- yellow "**" will appear below the home team's name. Again, this
- bonus isn't much, but it could make a big difference late in the
- game when the offense is in short yardage situations.
-
-
- TIME OUTS
-
- Time outs are used to keep the clock from running during the
- proceeding play. For instance, if on offense, enter "89" at the
- prompt "Call offense:", and then enter the desired play. By
- doing so, the clock will not run during the called play.
-
- Time outs will also stop the play clock for the team which
- called the time out (if the play clock option is in use). Thus,
- the team which called the time out may take as long as it wants
- to call its next play.
-
- When the real-time clock is in use, time outs will not only
- keep the clock from running DURING the proceeding play, but will
- also stop the game clock AFTER the proceeding play. Thus, the
- game clock will not start until the play after the proceeding
- play is called.
-
- Time outs cannot be called to keep the clock from running
- during extra points, field goal attempts, kickoffs, and punts.
-
- If the offense has called a time out and the defense is
- called for a delay of game penalty (the defense didn't call their
- play in time), the offense is not charged a time out. This rule
- is to prevent the defense from sacrificing a 5 yard delay of game
- penalty and causing the offense to waste one of its time outs.
-
-
- SUDDEN-DEATH-OVERTIME
-
- If the game ends in a tie, the game will go into sudden-
- death-overtime, and will not end until there is another score.
-
-
- GAME EXIT FUNCITON
-
- To exit FIELD GENERAL before normal program termination,
- select "74" at the "Call offense:" prompt. There is no game
- saving feature.
-
-
- ALL-TIME GAME RECORDS
-
- FIELD GENERAL creates the files "TOPSTATS.TXT" and
- "TOPSHORT.TXT" so you can view the all-time FIELD GENERAL records
- made using your copy of FIELD GENERAL. These files are dependent
- on the information in the files "TOPSTATS.DAT" and
- "TOPSHORT.DAT". By erasing these data files, you may renew the
- record keeping process, since FIELD GENERAL will have no way to
- recall previously set records.
-
- When viewing the all-time records, you may see the
- characters "**" appearing before the record description. These
- characters indicate the given record was set during the most
- previously played FIELD GENERAL game.
-
- FIELD GENERAL only keeps track of the best or worst
- performance in each category. To break a record, a team must
- SURPASS or EQUAL the given record. In this manner, the name of
- the most recent team to break or equal a record is recorded.
- Also, if opposing teams break the same record in identical
- fashion (for instance, if the record for "MOST FIRST DOWNS" is
- 25, and both teams earned 27 first downs in their game against
- one another), the VISITING team will be honored with the record.
- YES, this isn't fair, but this must be done since FIELD GENERAL
- matches only one team to every record.
-
- Overtime games cause a dilemma in the record keeping process
- because teams participating in overtime games have more time to
- accumulate more yardage, more traps, etc.. For instance, it
- wouldn't be fair if the current record for total yardage was 700
- yards, set during a 60 minute game, and a team broke that record
- by gaining 705 yards in a game that went 10 minutes into
- overtime. To make the record keeping process fair, when certain
- statistics in overtime games (such as total yardage, total number
- of punts in a game, etc.) are compared to the current records,
- the statistics are modified to reflect a team's performance based
- on a 60 minute game. For example, if a team gained 500 yards in
- an overtime game which went a full extra quarter (5 quarters = 75
- minutes), the statistic would be modified to 400 yards for the
- purpose of comparing this statistic to the current record (the
- team averaged 100 yards per quarter or 400 yards per 4 quarter
- game). This explains why there may appear to be inaccuracies
- when statistics from overtime games are compared against the
- current records. These statistics are not inaccurate, but simply
- modified to make the record keeping process more fair.
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- THE GAME SCREENS --
- _________________________________________________________________
-
- Opening screens - shows developer's logo, name of program,
- copyright statement, and Shareware
- statement.
-
- Pre-game screen - enter team names, choose the teams you wish
- to automate, choose color for visitors,
- adjust game speed, choose sound, decide if
- you wish to have the real-time clock,
- activate the play clock, choose either NFL
- or WLAF rules, activate game screens, choose
- weather conditions, and flip the coin for
- possession.
-
- Main screen - shows scoreboard, ball position with respect
- to the field, and ball movement. The
- computer prompts for information on this
- screen.
-
- Formation screen - this screen only appears while the computer
- retrieves the play results from the disk.
- This screen may only appear for a few
- seconds for some plays. Use the <PAUSE> or
- <BREAK> key to get a longer look at this
- screen if it is being erased too quickly.
- This screen shows the offensive and
- defensive formations for the plays chosen,
- the yardsticks, and the position of the ball
- relative to the hash marks. This screen may
- be deactivated.
-
- Chalkboard screen - shows diagrams of both the chosen offensive
- and defensive plays and draws the path of
- the ball carrier or primary receiver. If
- you wish to view this screen for a longer
- period of time, the <PAUSE> or <BREAK> key
- can be depressed to suspend the game. This
- screen may be deactivated.
-
- TTS screen - appears at halftime to give you the
- opportunity to print any TTS reports on the
- first half of play.
-
- Statistics screen - appears at halftime and at the end of the
- game. This screen may be accessed when on
- offense by entering "76" at the "Call
- offense:" prompt or just before kickoffs by
- entering "4" at the kickoff prompt. At the
- end of the game, the program will end after
- this screen has appeared.
-
- Halftime screens - a brief and simple halftime show. The
- halftime show consists of two screens. To
- halt the halftime show, simply press any
- key during each screen and the halftime
- show will be cut short.
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- THE PLAYS --
- _________________________________________________________________
-
- See file "PLAYS.TXT" for a list of all the plays available
- to you in this version of FIELD GENERAL.
-
- Some plays have restrictions on their use. For example,
- deep pass routes cannot be used within your opponent's 20
- yardline. These restrictions are cited on the help screens and
- in the "PLAYS.TXT" file.
-
-
- TERMINOLOGY
-
- As you can see, the plays use numbers and letters to signify
- certain positions. X is the receiver lined-up to the left, Z is
- the receiver lined-up to the right, Y is the tight-end, A is the
- left running back, and B is the right running back. Numbers can
- signify where the play is aimed at in the line of scrimmage
- (holes), which back will be carrying the ball, or in the case of
- pass plays, what the running backs will do. Pass plays are
- either in the 50's or the 80's. Running backs stay in the
- backfield to help pass protect when the pass play is called in
- the 50's, while the backs are usually outlet or secondary
- receivers when the pass play is called in the 80's. From viewing
- the plays on the screen during the game, these numbers will start
- to make sense to you. The following diagram will help:
-
-
-
- WEAK SIDE STRONG SIDE
-
-
- HOLES -> 9 7 5 3 1-0 2 4 6 8
- -----------------------------------------------------------------
- X T G C G T Y
- Q Z
-
- A B
- -----------------------------------------------------------------
- BACK POSITIONS -> 2 3 4
- 2
-
-
- Examples: "20 Fold" - halfback from the 2 position takes
- and runs the ball into the 0 hole.
-
- "83 X Curl" - "83" tells the running back on the weak
- side to run an outlet pass route. "X
- Curl" tells the X wide receiver to run a
- curl pattern.
-
-
- When a play is diagrammed on the screen during play, "O"'s
- are used for all the players on the offense except for the center
- which is represented by a "C". For the defensive team, "X"'s are
- used except for the down linemen which are represented by "V"'s.
- The letters representing the home team's offensive or defensive
- alignment are always colored bright white.
-
-
- CHOOSING AND ENTERING A PLAY
-
- There are two ways to get a list of available plays. You
- can get a hard copy by printing the file "PLAY.TXT" before you
- start, or you may pull up a help screen during play. To get a
- help screen while on defense, enter 99 at the prompt "Call
- defense". To get a help screen while on offense, enter 98 or 99
- at the prompt "Call offense". Once you have chosen a play, enter
- the number corresponding to the play you wish to run when the
- computer prompts you to select a play.
-
- The offense is always asked to choose its play first. While
- the offense is entering the number corresponding to its chosen
- play, the defensive player should turn his head so as not to see
- what offense is being called. The computer will produce a unique
- sound to signal when a valid offensive play has been chosen. At
- this time, the computer will erase the number corresponding to
- the chosen offensive play from the screen and the defensive
- player may turn around and enter his selection. This procedure
- should be followed on kickoffs and two-point conversions as well.
- (Note: If an offensive play's corresponding entry number is a
- single digit (1-9), it is best to enter the number with a leading
- 0 (01, 02, etc.) so to not give the defense any hint at the play
- the offense is calling.)
-
-
- USER INPUT
-
- When the computer asks for 1 character responses (like
- "Y/N"), users do not have to press the <RETURN> key before the
- computer accepts the response. When the computer may be
- expecting a 2 character response (like two digit numbers), the
- <RETURN> key must be pressed before the computer accepts the
- response.
-
- When a player enters numbers or letters at a computer
- prompt, the game program does not always check the validity of
- the input. For some inputs, the program has a default value
- which it will assume if the player does not enter valid data.
- For instance, when a penalty is called, a player is asked to take
- the penalty or the down. If the player enters "D" or "d" to take
- the down, no penalty is charged and the play stands. For any
- other input, the computer will assess the penalty. So, in this
- case, the default value is "P". In cases where a player has more
- than 2 choices to choose from, the program will not continue
- until valid input is received.
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- PLAY RESULTS --
- _________________________________________________________________
-
- Results are based on the chances of a particular offense
- succeeding against a particular defense. Each offense-defense
- combination has many possible results. This version of FIELD
- GENERAL has a total of over 34,800 possible results! The success
- of a play is somewhat dependent on what side of the field the
- play is aimed. Obviously, running a play to the wide side of the
- field could mean more success, but since the defense also knows
- this, it may be a better idea to run to the short side of the
- field.
-
- Play results are based on percentages. If the perfect
- offense is run against a defense, the percentages will be in
- favor of the play doing well. However, every play has a chance,
- if ever so slim, to fail. Conversely, an offensive play which
- seems to be doomed, could surprisingly get good yardage.
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- STATISTICS --
- _________________________________________________________________
-
- Most of the statistics are self-explanatory. The ones which
- need some explaining are listed below:
-
- "Return yardage"
- The yardage gained on punt returns plus the yardage
- interceptions were returned past the line of scrimmage. Note:
- this isn't the technical definition of "return yardage".
-
- "Third down efficiency"
- The first number is the number of 3rd downs converted for 1st
- downs, and the second number is the total number of 3rd downs
- the offense faced.
-
- "Avg. field position"
- The average distance, in yards to your opposition's goal line,
- from which your team started each of its drives.
-
- "Punts - Avg"
- This category does not include angle punts or blocked punts.
-
- "Average 1st down yardage"
- This is the average amount of yardage gained on first down
- plays. The higher this average yardage is, the better.
-
- "Avg. yards to go on 3rd down"
- This is the average amount of yardage a team had to make on
- third down plays to achieve a first down or touchdown. The
- lower this average yardage is, the better.
-
- _________________________________________________________________
-
-
-
-
- _________________________________________________________________
-
- -- TENDENCY TRACKING SYSTEM (TTS) --
- _________________________________________________________________
-
- At halftime, during professional football games, the head
- coach gets VALUABLE information, from his assistants, on his
- opponent's play calling tendencies. This information is vital in
- formulating the team's second half strategy. The halftime report
- made by the coaching assistants could be the difference between
- winning and losing!
-
- In a similar manner, FIELD GENERAL provides you with this
- information at halftime. Acting as your team of assistant
- coaches, FIELD GENERAL tracks your opponent's, as well as your
- own, play calling tendencies. If you wish, you may, at halftime,
- get a TTS printout for your opponent and your team to help you in
- devising your strategy for the second half.
-
- Just before the second half statistics are put on screen,
- FIELD GENERAL will ask you if you wish to print any TTS reports.
- (A printer is needed to view this information at halftime.)
- Also, at the end of the game, you may view the files
- "HOME_TTS.TXT" and "OPP_TTS.TXT" to see the TTS reports which
- cover the entire game. This information can be stored and used
- as a reference for future games with the same opponent.
-
- The TTS reports include both offensive and defensive play
- calling tendencies, totals of how many times each specific play
- was called, and statistics on what type of plays were called in
- different situations.
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-
- -- A FINAL NOTE --
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-
- We must warn you about strange things occurring during game
- play! Because beer is sold at the stadium FIELD GENERAL is
- played at, there is the possibility of fans over-indulging
- themselves and becoming boisterous. Strong winds, thunderstorms,
- and the instant replay official may even interrupt play
- momentarily, so be on the lookout!
-
- Please feel free to contact us at any time. Send any
- comments and questions you have on the game -- suggested
- improvements, plays or defenses you wish to see added, bugs you
- may have found, features you dislike, etc.. We'll let
- registered users know of any improvements to the game. We hope
- you enjoy this version of FIELD GENERAL!.
-
- rbm software
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-