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-
- ----------------------------------------------------------------
- CONTENTS
- ----------------------------------------------------------------
-
- CHAPTER
-
- INTRODUCTION ............................. 1
- The game disks ...................... 2
- 1 GENERAL INFORMATION ...................... 3
- The controls ........................ 3
- The playing field ................... 7
- 2 THE HIT RULES ............................ 8
- When you are allowed to hit ......... 8
- Hits during a run ................... 9
- Hits during a pass .................. 10
- Hits in the breakthrough zone ....... 11
- Hits during a pass rush ............. 11
- Hits when rushing a kick ............ 12
- Summary ............................. 12
- 3 OPTIONS .................................. 13
- Automatic signal calling ............ 13
- Automatic tackling .................. 13
- Game speed .......................... 13
- The hit-sound option ................ 13
- Pursuit ............................. 14
- Blocking ............................ 14
- Block handicap ...................... 14
- Automatic blocking .................. 15
- Left-right motion ................... 15
- Playing against the computer ........ 17
- How to change options ............... 18
- Skipping the speed test ............. 18
- 4 DEFENSIVE SIGNAL CALLING ................. 19
- If you want no rush ................. 19
- If you want a rush .................. 20
- The defensive menu .................. 22
- 5 OFFENSIVE SIGNAL CALLING ................. 25
- 6 THE PLAY ................................. 27
- Starting the play ................... 27
- The running play .................... 27
- The pass play ....................... 29
- Draw play ........................... 31
- Fieldgoal attempt ................... 32
- Punt ................................ 32
- Kickoff ............................. 33
- On-side kick ........................ 33
- Scoring ............................. 34
- 7 HOW THE COMPUTER KEEPS TRACK OF THINGS ... 35
- The score board ..................... 35
- Time ......... ...................... 35
- 8 PENALTIES ................................ 37
- 9 HUMAN AGAINST COMPUTER ................... 39
-
-
-
-
- INSTRUCTIONS FOR THE GAME OF DEFENSE
-
- -----------------------------------------------------------------
- INTRODUCTION
- -----------------------------------------------------------------
-
- These are the directions for playing DEFENSE, a new concept in
- electronic football. It is a concept that allows the best
- simulation of real football that has ever been made. It is to
- other games what chess is to checkers. Because it is more than
- the normal chase-game, you will have to do a little reading and
- practicing. Between these instructions and the PRACTICE disk, you
- should have no trouble becoming a pro.
-
- The main difference between this game and the others is that YOU,
- not your computer, do the tackling and blocking, cause fumbles,
- interceptions, etc. How well you call a play or a defense
- determines what your chances of success are. Then your skill
- and your reflexes let you improve those chances.
-
- There is little that can be done in a real football game that
- cannot be done in this game - runs, passes, screen passes, draw
- plays, fieldgoals, on-side kicks, blitzes, sacks, interceptions,
- fumbles, blocked kicks, and penalties.
-
- This game offers a range of levels of difficulty through which
- players can progress. It can be played by two or four players
- and by a humans against the computer.
-
- In order to get all of the advantages that this game offers, the
- playing field has to be seen from a fair distance above the
- ground. That means that you can't have the beautifully animated
- little men that run around other electronic football games. Just
- remember that those games have very realistic graphics but we
- have a very realistic football game.
-
- In the interest of saving many bytes of disk space and many pages
- that you would have to print out, the word "he" is used in this
- booklet to mean "he or she". There are no sinister chauvinistic
- motives involved - only economy and conservation.
-
- We suggest that you go through the PRACTICE program to get an
- idea of what the game is about. Then use these instructions to
- get a deeper understanding. Next, use the PRACTICE program to
- develop your skills. The last step in your training should be
- playing the real game, the DEFENSE program, against the computer.
- Then you should be ready to take on a human opponent.
-
- 1
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-
-
- THE GAME DISKS
-
- The game comes on two low-density diskettes or one high-density
- diskette. The main program is DEFENSE.EXE. Just put the disk into
- drive A of your IBM PC (or compatible) and enter GO or DEFENSE.
- You will first get a chance to set up the game the way you want
- to play it. Then the game will start.
-
- A tutorial program PRACTICE.EXE teaches you the game and lets you
- practice the basic skills. Just put that disk into drive A and
- enter PRACTICE.
-
- The disks also have a file DEFENSE.TXT which has this instruction
- booklet in it. If you can, you should print it out. The booklet
- is for those who want the game explained in much more detail than
- the PRACTICE disk does.
-
- Both DEFENSE and PRACTICE need the file SYMBOLS.PIX. It must be
- present on whichever disk you use to store these programs on.
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- 2
-
- ----------------------------------------------------------------
- CHAPTER 1. GENERAL INFORMATION
- -----------------------------------------------------------------
-
-
- THE CONTROLS
-
- The game can be played with several combinations of keyboard,
- joysticks, and mouse.
-
- * Two joysticks and the keyboard. The keyboard needs to be used
- only for things like entering plays that are not on the menu or
- to call time and accept or refuse penalties. The set-up sequence
- gives you a chance to check which joystick controls which team.
- See the picture below.
-
- * One joystick or mouse and the keyboard. If two humans are
- playing, the joystick or mouse controls the red team on the left.
- The player with the blue team on the right must use the arrow
- keys of the keyboard. If a human is playing against the
- computer, the joystick or mouse moves to the blue team on the
- right. The player can use one of them or the arrow keys. The
- computer always plays the red team. See the picture below.
-
- * Keyboard only. This mode works well when a human is playing
- against the computer. The human must then use the arrow keys.
- It is not the recommended way for two humans to play but it can
- be done. The player on the right must use the arrow keys to
- control the blue team. The player on the left must use the Q, A,
- S, and Z keys to control the red team. The player on offense
- must enter his signals after the defense. When two humans use
- the keyboard, the block handicap does not work and the first
- player to push a HIT button succeeds. It is also possible for
- other button pushes of the two players to interfere with each
- other. (Players should make pushes short. No holding down a
- button.)
-
- * Two players on a side. If you have a mouse or a joystick
- controlling either team, two players can play on one side. One
- player uses the joystick and one, the keyboard. With two
- joysticks, two players can play on each side. On a team of two
- players, one might be responsible for calling plays and directing
- the left/right movements. The other might do the blocking and
- tackling.
-
-
-
-
-
-
- 3
-
- -------PICTURE OF KEYBOARD, MOUSE, AND JOYSTICK MODES---------
-
- The pictures below show which side the keyboard (KB), joystick
- (JS), and mouse (M) are on in the different modes.
-
- COMPUTER vs. HUMAN HUMAN vs. HUMAN HUMAN vs. HUMAN
- (two sticks)
- ------------- ------------- -------------
- / <-KB \ / KB-> <-KB \ / KB-> <-KB \
- /_________________\ /_________________\ /_________________\
- <-JS JS-> JS-> <-JS
- <-M M->
- ---------------------------------------------------------------
-
-
-
-
-
-
- The Joystick or Mouse
-
- With a joystick, the player should make a short move of the stick
- and let it return to the middle. With a mouse, he should make a
- short movement and stop (no return to the original position).
- Each such movement is equivalent to one push of a keyboard
- button. Left or right movements during the play let you control
- left/right motion of your players.
-
- You can use any button on the mouse or joystick as a HIT button
- to make hits for blocks or tackles. The computer looks at each
- button several times each second to see if you are pushing it. If
- your push is very short, it is possible for the computer to miss
- it. On the other hand, you can get into foul trouble if you push
- it too long. A little practice will teach you how long to push.
- (The keyboard doesn't have that problem. A short push will do.)
-
- I you're ever not sure which team your mouse or joystick
- controls, it will help you to know that if you do anything with
- it while the play menu is on the screen, a small dash will
- appear under the bottom corner of the menu box on the side that
- it controls and in the color of its team.
-
- When using the menu to call signals, the right motion lets you
- move from one sub-menu to the next. At the last sub-menu, it
- also signals the computer that you have finished.
-
- A down movement when you are calling signals tells the computer
- that you want to use the sub-menu to make a selection. The
- colored pointers will then appear. After that, short up or down
- movements move the pointers up or down. Longer mouse movements
- can be used to move the pointer over several selections.
-
- 4
-
- The mouse or joystick buttons can be used instead of right
- movement to go to the next sub-menu. After signal calling, the
- offensive button can be used to begin the play.
-
- If a software mouse driver is installed on your computer system,
- the game will respond to a mouse (even if a joystick is also
- installed). If no mouse software is installed, the game responds
- to any joysticks that are properly installed.
-
- During the set-up procedure you get a chance to adjust the joy
- sticks. The X and Y controls or tabs on the sticks should be put
- about in the center. The screen shows you the X and Y readings
- the computer is getting from the sticks. Move the stick all the
- way to the right and note the X reading. Move it all the way to
- the left and note that reading. Then let the stick return to the
- middle and adjust the X tab so that the X reading is half way
- between these two readings. (The numbers will move around a
- little.) Do the same thing for the Y (up and down) direction.
- If, during the game, the sticks begin to behave strangely, get
- back to the set-up sequence and repeat the adjustment.
-
- After the adjustment, you get a chance to test the joystick or
- mouse. Pushing right should make an arrow appear that points in
- the correct direction. (If a joystick is not behaving correctly,
- it might not be adjusted well. Pushing X takes you back to the
- adjustment procedure and lets you try again.) Pushing any of the
- buttons should make a sun appear. All of these characters appear
- on the left in red and on the right in blue, depending on which
- team the device controls. The device should, of course, be moved
- to the side that it controls. During the play, you might want to
- slant it toward the screen so that right and left movement
- corresponds to right and left movements of your players.
-
-
- |___________________|
- screen
-
- \ \ <- joystick or mouse
-
-
- Whether you have a mouse or joystick or just a keyboard in your
- system has some affect on the speed of the game. You can
- compensate for this with the speed setting. Also, in some
- situations, the computer gives the joystick a little faster
- control of left-right movement to make up for a little slower
- response to your pushing it.
-
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-
- 5
- The Keyboard
-
- The things that can be done with the joystick or mouse can also
- be done from the Keyboard. There are also some things that can
- be done only on the Keyboard. These things are calling signals
- with the number keys instead of the menus, accepting or refusing
- penalties, and freezing the screen.
-
-
- The following is a list of keys and what they do.
-
-
- A - - - - HIT-button for red (left) team.
- - Starts play when on offense.
- - Accepts penalty.
- F - - - - Freezes action on screen. Second push un-freezes it.
- H - - - - Makes a hit and stops play even when not legal.
- L - - - - Shifts formation left in signal calling.
- M - - - - Shifts formation to middle in signal calling.
- N - - - - Answers "no" to question in set-up sequence.
- Q - - - - Causes left motion on red (left) team during play.
- - Moves pointers up during signal calling with menus.
- R - - - - Shifts formation right in signal calling.
- - Refuses penalty.
- S - - - - Moves to next sub-menu during signal calling.
- T - - - - Time out.
- X - - - - Calls set-up sequence.
- Y - - - - Answers "yes" to questions in set-up sequence.
- Z - - - - Causes right movement on red (left) team during play.
- - Moves pointers down during signal calling with menus.
- 0 to 9 - Used to call signals when not using menu. *
- - Used during set-up sequence. *
- Up arrow- Causes right motion on blue (right) team during play.
- - Moves pointers up during signal calling with menus.
- Dn arrow- Causes left motion on blue (right) team during play.
- - Moves pointers down during signal calling with menus.
- Lft arow- HIT-button for blue (right) team.
- - Starts play when on offense.
- Rit arow- Moves to next sub-menu during signal calling.
- RETURN (or ENTER)
- - Calls default play if used instead of signals.
- - Marks end of signal calling when using number keys.
- - Starts play if playing against the computer.
- Space - Can be used as HIT-button against computer.
-
-
- * Note: To enter numbers, use the row of numbers at the top
- of the main keyboard. That way you can keep NUM LOCK
- off which lets you use the arrow keys on the numerical
- key-pad. (If you have separate arrow keys, it doesn't
- matter.)
-
-
- 6
- THE PLAYING FIELD
-
- There are two things about the playing field that are peculiar to
- this game. The home (red) team always defends the left side and
- the visiting (blue) team, the right. The blue team always kicks
- off first. There is no changing of sides between quarters.
-
- The top part of the screen is the playing area looking down on
- the field. Only a part of the football field can be seen in this
- view. It goes from sideline to sideline and covers about 54
- yards in the down-field direction. During a play, a black number
- near the line of scrimmage shows what down it is. On the bottom
- of the screen is the side-view of the entire field. It shows
- where the ball is at any time. There is a first-down marker and
- a dot that marks the line of scrimmage. If you can't see the goal
- posts on the normal field and you are trying a fieldgoal, you can
- watch that view to see whether the ball goes over the bar.
-
- The playing area is divided into defensive zones. Figure 1 shows
- these zones.
-
- The Rush zone is the offensive backfield zone. All plays begin
- in this zone. Rushing defenders to get into it if the play is a
- pass, a draw, or a kick.
-
- The line zone is where the defensive linemen are. There can be
- from three to nine of them.
-
- The linebacker zone is where the linebackers play. You can have
- from none to four linebackers.
-
- The safety zone is where the safeties are. Again you can have
- from none to four of them.
-
- If a ballcarrier is allowed through the line, linebacker, and
- safety zones without being stopped, he is in the breakthrough
- zone. In that zone, Only the closest defender still has a chance
- to catch him.
-
-
- Figure 1. Defensive Zones on the Screen
-
- Red on offense >>>>> <<<<< Blue on defense
-
- RUSH LINE LINEBACKER SAFETY BREAKTHRU
-
-
- Red on defense >>>>> <<<<< Blue on offense
-
- BREAKTHRU SAFETY LINEBACKER LINE RUSH
-
-
-
- 7
- -----------------------------------------------------------------
- CHAPTER 2 THE HIT RULES
- -----------------------------------------------------------------
-
- The main idea of the game is that the more defenders are in the
- zone that the ballcarrier is in, the better are the chances of
- stopping him. The hit rules of the game were designed to make
- these chances be close to what they would be in a real game.
- They govern tackling and blocking and things like fumbles,
- interceptions, blocked kicks, and sacks.
-
- Tackling and blocking are done with the HIT buttons. The HIT
- buttons are the buttons on the joysticks or mice. On the
- keyboard, they are the left arrow on the right side and the A key
- on the left. The space bar can be used against the computer.
-
-
- WHEN YOU ARE ALLOWED TO HIT
-
- During the play, you will hear beeps. At each beep, the computer
- selects one defender in the zone that the ball is in. This is
- usually the defender closest to the ball when the ball first
- enters the zone, then the next closest defender, and so on. the
- computer then decides whether or not to give the selected
- defender an OPPORTUNITY to make a hit. That is, it gives you a
- signal that tells you whether or not you are allowed to push the
- HIT button. (The computer makes this decision by rolling its
- electronic dice. But the probability of it coming up saying
- "hit" depends on how many defenders are in the zone that the ball
- is in or how close the ballcarrier is to the nearest defender.
- We will learn more about that later.) What is the signal that
- the computer sends you? The selected defender will turn some
- color. Well, actually his pants will turn some color. If that
- color is the color of the defense, you can hit. If it's some
- other color, you can't hit. That rule applies to the player on
- offense as well as the player on defense. So if the red team is
- on defense, both players can hit their HIT buttons only if a
- defender turns red at a beep. If the blue team is on defense,
- they can hit only if the defender turns blue. If the player on
- defense pushes his button first, it's a good hit. If the player
- on offense hits his button first, it's a block. A player who
- makes a hit on the wrong color gets a penalty.
-
- <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
- < <
- < From now on, we will call it an OPPORTUNITY when the computer <
- < flashes a color that you can hit on. <
- < <
- <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
-
- That is the hit rule in a nutshell. Let's now cover it in more
- detail and see how it applies to different situations.
-
- 8
- HITS DURING A RUN
-
- This is how the hit rules apply when a ballcarrier is running on
- the ground in the line zone, the linebacker zone, or the safety
- zone.
-
- The defense gets three chances in each zone to stop the
- ballcarrier. That is, there are three beeps in a zone as long as
- the ballcarrier is not stopped. At each beep, the computer
- selects a defender, starting with the defender who is closest to
- the path of the ballcarrier. The computer controls the odds of
- being able to make tackles by how it decides on whether to give
- designated defenders opportunities to hit. This decision is
- different on the first beep in a zone than on the others.
-
- On the first beep in a zone, the computer rolls its electronic
- dice to determine whether to give the first defender an
- OPPORTUNITY. It sets the odds that he will get one by how close
- the ballcarrier is to the defender. (Closeness is measured in
- the vertical direction only no matter in which direction the
- runner is going. In other words, if the runner were running
- straight down field, how close would he come to the defender? See
- the illustration in Figure 2.) If the runner is facing the
- defender head-on, the chances of the computer giving the
- designated defender an OPPORTUNITY 100 percent. The chances drop
- off as the distance to the defender gets bigger.
-
- Q Q Q
- 0 0
- 0 0 0 0 0 0
- 0 0 0 0 0 0 XXXXX 100%
- 0 0 0 0 0 0 XXXXX <-------------- Center of Ballcarrier
- 0 0 0 0 0 0 XXXXX
- 0 0 0 0 0 0
- 0 0
- Q Q Q
-
-
-
-
-
- 0% in line zone
- <-----------------
-
-
-
- 0% elsewhere
- <------------------
-
- Figure 2. Chances of getting an OPPORTUNITY at different
- distances from defender (on first beep in zone
- only)
-
- 9
- On the beeps after the first one in a zone, the computer again
- rolls the electronic dice. But this time it sets the odds of
- giving an OPPORTUNITY by how many defenders there are in the
- zone. The more defenders there are, the better the chances of
- him being given an opportunity.
-
- You can see that the odds of getting an OPPORTUNITY on any beep,
- even the first one, improve with the number of defenders in the
- zone.
-
- Of course, a defender's getting an OPPORTUNITY doesn't stop the
- ballcarrier. It only means that he is eligible to hit. It means
- that the players are allowed to push their HIT buttons. The
- player on defense must then push his HIT button before the next
- beep. The player on offense can also push his HIT button and, if
- he hits it first, can block the player on defense. If the
- defense can make a hit without being blocked, the progress of the
- ballcarrier is stopped. If the hit was made on any beep other
- than the first beep in the zone, the play ends and there are no
- more beeps. If the hit was made on the first beep in the zone,
- what happens next depends on the zone.
-
- If a successful hit is made on the first beep in the line zone,
- the ballcarrier is stopped but not down. He can no longer make a
- gain. He can only try to keep from being thrown for a loss. So
- he keeps on probing the line. The beeps continue for two more
- beeps or until the player on defense cannot make a successful
- hit. For each successful hit, the ballcarrier can be pushed
- pushed back a little, depending on how fast the hit is made. If
- the defense can make three hits in a row, there is a fourth beep.
- If the defense can make a successful hit on this beep also, the
- ball is fumbled and recovered by the team on defense.
-
- If a successful hit is made on the first beep in the linebacker
- or the safety zone, the ballcarrier is stopped. The beeps
- continue for three more beeps or until the defense fails to make
- a successful hit. On the third hit, the ball is knocked loose.
- If the defense can make a fourth hit, the ball is recovered by
- the team on defense. Otherwise, the offense retains control.
-
-
- HITS DURING A PASS
-
- In a pass play, the ball is passed from the rush zone to the
- reception zone. The reception zone is the line zone on a screen
- pass, the linebacker zone on a short pass, and the safety zone on
- a long pass. As the ball approaches the reception zone, there
- is a beep and the nearest defender is selected. Just as in a
- run, the computer rolls its electronic dice to determine whether
- to give him an opportunity. It sets the odds that he will get one
- by how close to the defender the ball will come down. (If the
- left-right option is off so that you cannot move the defenders,
- the odds are set by how many defenders are in the zone.)
- 10
- If the defense gets an OPPORTUNITY, the HIT button can be pushed.
- Again, the player on offense can push his hit button to block the
- defense.
-
- If the defensive player's hit is successful, the pass is
- incomplete. The beeps will then continue for three more beeps or
- until the defense cannot make a successful hit. If the defense
- can get hits on all four beeps, the pass is intercepted. In that
- case, the direction arrows change, the defenders are removed from
- the field and replaced by the other team's defenders, and play
- continues as a run with the intercepting team doing the running.
-
- If the defensive player cannot make a hit on the first beep in
- the reception zone, the pass is complete. In that case, the play
- continues as a run. The defense gets two more beeps in the zone
- and the rules are those of the run.
-
-
- HITS IN THE BREAKTHROUGH ZONE
-
- If a ballcarrier can make it all the way through to the end of
- the safety zone without being stopped or crossing the goal line,
- he enters the breakthrough zone. Only the nearest defender in
- the safety zone still has a chance to catch him. Until the
- ballcarrier reaches the goal line, there will be beeps and the
- nearest safety will be selected over and over. The computer sets
- the odds of his getting an OPPORTUNITY to one in six. If the
- player on defense can make a successful hit, the ballcarrier is
- stopped and the play ends.
-
-
- HITS DURING A PASS RUSH
-
- During a pass rush, a number of defenders enter the rush zone in
- pursuit of the passer. The computer beeps and designates
- defenders one at a time. The odds of each defender getting an
- OPPORTUNITY depend on how many rushers there are in the rush zone
- (even on the first beep).
-
- When one of the defenders gets an OPPORTUNITY, the player on
- defense can push his HIT button. The player on offense can block
- with his HIT button. On a pass rush, a single successful hit
- does not stop the passer. It takes two hits to make a sack.
- What's more, on a screen pass, the passer fades back only long
- enough to get one beep before he throws the ball so that he
- cannot be sacked. On a short pass, the passer fades back for
- only two beeps. So the defense must make a successful hit on
- each beep. On a long pass, the passer fades back for three
- beeps. In that case, the defense gets three chances to make two
- hits. If the defense can make two successful hits during the
-
-
-
- 11
- rush, the passer is sacked. If the defense can make hits on the
- first two beeps, the computer continues to beep for two more
- beeps or until the defense cannot make a successful hit. If the
- defense can make a hit on all four beeps, the passer is not only
- sacked but fumbles and the ball is recovered by the team on
- defense.
-
- By the way, you will see later that the player on offense can
- change the direction of the pass during the fade-back to take
- advantage of holes in the defense's coverage. If the defense can
- get even one hit during the pass rush, the offense can't continue
- changing the direction and its aim could be spoiled.
-
-
- HITS WHEN RUSHING A KICK
-
- During the rush of a punter or fieldgoal kicker, a number of
- defenders enter the rush zone. The computer beeps and designates
- defenders one at a time. The odds of a defender getting an
- OPPORTUNITY depend on how many rushers there are in the rush zone
- (even on the first beep).
-
- When one of the defenders gets an OPPORTUNITY, the player on
- defense can push his HIT button. The player on offense can block
- with his HIT button. It takes four successful hits in a row to
- block the kick. The computer beeps three times and adds a fourth
- beep if the defense can make hits on the first three. If the
- defense can get four successful hits, the kick is blocked and,
- except for a point-after-touchdown attempt, is recovered by the
- team on defense.
-
-
- SUMMARY
-
-
-
- Here is a summary of the hits required for various results.
-
-
- HITS < ON THE GROUND >
- 1 Tackle
- 4 Fumble
- < ON A PASS >
- 1 Incomplete (on first beep in reception area)
- 4 Interception
- < ON A RUSH >
- 1 Stop aiming of pass
- 2 Sack
- 4 Sack and fumble
- 4 Blocked kick
-
-
-
- 12
- -----------------------------------------------------------------
- CHAPTER 3. OPTIONS
- -----------------------------------------------------------------
-
- You can make this game very easy or so hard that it's impossible
- to play. You decide how hard you want to make it by the computer
- options you choose and the rules you play by. In this chapter we
- tell you what your options are and how to set them up. One
- option you have is whether to play against the computer or
- against another human. We'll start with the game against the
- human.
-
-
- AUTOMATIC SIGNAL CALLING
-
- By not selecting a defensive formation or an offensive play
- before pushing the START button, you tell the computer to select
- for you. The computer also selects your play if you go through
- the play menu without making a selection. Either player can use
- automatic play calling at any time if you elect to allow it. The
- plays that the computer selects are not the smart plays it would
- select if it were playing against a human. All it does on
- defense is call the standard 533 defense with two linemen
- rushing. On offense, it selects a play at random from the
- running and passing plays that are available.
-
-
- AUTOMATIC TACKLING
-
- You can set the computer to push the HIT button for the player on
- defense.
-
-
- GAME SPEED
-
- The speed of the game can be set to from 0 to 9 (9 being the
- slowest). The speed setting affects the running speed of the
- ballcarrier, the speed of the ball in the air, the speed of the
- defenders, and the time interval between beeps. The setting does
- not affect the game clock.
-
-
- THE HIT-SOUND OPTION
-
- If this option is on, the computer modifies its beeps by adding a
- short beep an octave higher than the main beep if the computer is
- giving you an OPPORTUNITY to hit. This option makes the game
- much easier to play because you don't have to watch for the color
- of the defender. You can use your ears and let your eyes watch
- other things. On the other hand, it removes much of the
- challenge from the game.
-
-
- 13
- PURSUIT
-
- With the pursuit option on, the defenders in the zone the
- ballcarrier is in pursue him just as real players would. With
- pursuit off, defenders stay put. That makes the game look less
- realistic but for a beginner it might be less confusing because
- there is less movement. As far as the progress of the play is
- concerned, it makes no difference whether pursuit is on or off.
-
-
-
- COMMENT: Up to this point, without use of the options that we
- will get to next, the game is strictly a game of probabilities.
- That is, the players call the signals and start the play. Except
- for pushing the HIT button (if the automatic tackling option is
- off), the computer runs the play. Chances of stopping the
- ballcarrier in any zone depend on how many defenders are in it.
- This mode is also the easiest to play. It tests only the
- players' play calling skill. The next group of options make the
- players' reaction times a factor and add excitement to the game.
- They allow players to shift the odds their way with their skill.
- They also make it harder to play.
-
-
- BLOCKING
-
- To use the blocking option, the players only have to agree that
- blocking is to be allowed. If the player on offense can push his
- HIT button before the player on defense can hit his, the
- defense's button is blocked and the defender on the field is
- knocked down with the appropriate sound effect. A legal block
- can be made only if a defender has been given an OPPORTUNITY. An
- illegal block draws a penalty.
-
-
- BLOCK HANDICAP
-
- The block handicap is the amount of time by which the player on
- offense must beat the player on defense to the HIT button in
- order to block successfully. (Actually, the interval is measured
- in the number of steps that the ballcarrier or pass receiver
- takes so that it is not always the same amount of time.) The
- block handicap can be set in the set-up mode to be between 0 and
- 3 steps. If the setting is very low, a player with slow reflexes
- would have no chance to ever make a tackle against a player with
- fast reflexes. A higher setting can reduce such an advantage.
-
- If both players are using the keyboard, the block handicap
- setting has no effect. In that case, the player who hits his HIT
- button first wins.
-
-
-
- 14
- If a human is playing against the computer, the block handicap
- determines how long the computer waits to block and also to
- tackle. The higher the setting, the more chance the human has to
- beat the computer to the punch on offense or on defense.
-
-
- AUTOMATIC BLOCKING
-
- You can set the computer to push the HIT button for the player on
- offense. The effect of this is that the defense would not have
- the entire interval between beeps to push the HIT button, but
- only a short blocking-time interval. You cannot have both
- automatic tackling and blocking. The computer could develop a
- nervous condition.
-
-
- LEFT-RIGHT MOTION
-
- Selecting this option gives both players the ability to move
- things right or left. The players can use right or left movement
- of the joystick or mouse for this purpose. With the joystick,
- moving it right or left and returning it to the center is
- equivalent to one push of a button of the keyboard. With a
- mouse, it's one short motion to the right or left without
- returning it to its original position.
-
- If the players are using the keyboard, the player on the right
- can use the up and down arrows for right and left motion,
- respectively. The player on the left must use the Z and Q keys.
-
- The things that you can do with the right-left controls are
- described below.
-
-
- Moving the defenders
-
- The player on defense can move the defenders right or left. Only
- defenders in the line, linebacker, or safety zones can be moved.
- And only the defenders in one of these zones will move. When the
- ball is being run on the ground, the defenders that move are the
- ones in the zone into which a ballcarrier will run next. If the
- ball is in the air in a pass play, the defenders that move are
- the ones in the reception zone. (The reason why defenders stop
- moving when the ball enters a zone is that it no longer matters
- how close defenders are to the ball. That only matters before
- the first beep in a zone. The player on defense needs to move
- the defenders in the next zone into position for the first beep.)
- The player can begin the movement of defenders when a runner has
- started to run with the ball or when a pass is in the air.
-
- (If this option is not on, the computer gives "opportunities" to
- pass defenders based on how many defenders are in the reception
- zone rather than how close they are to where the ball will land.)
- 15
- An example of how the controls work: Pushing the defensive R
- control starts the defenders moving to the right. Pushing the R
- control again makes them move faster. The control can be pushed
- three times for maximum speed. After that it has no affect.
- Exceptions to the rule are the pass defenders when the pass is in
- the air and linemen before a ballcarrier turns toward the line.
- In those cases, defenders move at only one speed. Once the
- defenders are moving to the right, pushing the L control stops
- their movement. Pushing L again, starts them moving to the left.
- When moving defenders reach a sideline, they don't go out of
- bounds. They merely bunch up.
-
- There is a drawback to using this option if the ball is being run
- on the ground. It diverts some of your attention from tackling.
- You are moving the defenders in the next zone into the path of
- the runner while you want to be watching for chances to make hits
- in the zone that the runner is in.
-
-
- Moving the ballcarrier
-
- When the ball is being carried on the ground, the offense's right
- and left motion can be used to change the ballcarrier's direction
- in order to try to avoid defenders. For example, pushing right
- causes him to veer to the right. Each push of right makes the
- angle greater. After three pushes, the control has no more
- affect. Pushing left causes the runner to go straight down-field
- again. Another push left makes him veer to the left. You have to
- be careful near the sidelines. A ballcarrier can be made to run
- out of bounds.
-
- Left/right motion of the ballcarrier can be begun even before he
- turns toward the line but not until he gets to about the position
- of the tackle in the line. With these controls you can change
- the area that he was supposed to attack. But if you make him go
- faster toward the sidelines, you could run him out of bounds. (If
- his motion is not controlled, he will not go out of bounds.)
-
- The drawback of using this option is that it diverts some of your
- attention from blocking. You are moving the runner to avoid the
- defenders in the next zone while trying to block tackles in the
- zone you are in.
-
-
- Changing the pass
-
- While the passer if fading back, the player on offense can use
- the right and left controls to change the reception area. (There
- are ten reception areas in a zone. They are numbered from 0 at
- the top of the field to 9 at the bottom. During signal calling,
- the player on offense should designate one of these reception
- areas when he calls for a pass play.) Each left or right push
-
- 16
- moves the reception area to the next area. The controls work
- only while the passer is fading back. When the ball is thrown,
- it is too late. Be careful. You can throw the pass out of
- bounds if you push too often. The controls also work only as
- long as no rushing defender has made a successful hit. After
- that, they have no effect.
-
- CAUTION: You can begin re-directing the pass as soon as the ball
- is snapped. But there is a very short time interval after the
- quarterback's first steps back (4 yards) and before the start of
- his fade-back when the computer can miss a mouse movement.
- Solutions: 1. Don't worry and take a chance 2. Try not to move
- the mouse at that time. 3. Use the keyboard for re-directing
- passes.
-
- Here is an example. You are the red team, going from left to
- right. You have the ball and you called for a short pass to area
- 4. You see that the left linebacker is blitzing and leaving a
- big hole at the bottom of the playing area. So you quickly push
- right 5 times as you say to yourself, "5, 6, 7, 8, 9". The pass
- goes to your right sideline (area 9). The defense doesn't have a
- chance. (If you had counted wrong and pushed right six times, you
- would have passed out of bounds.) Another good reason for using
- this option is that the passer fades back in the direction of the
- original passing zone so that the pass tends to go straight down-
- field. Changing the passing zone during fade-back makes the pass
- slant. It's much harder for the defense to line a defender up
- with a slanting pass.
-
- The drawback of using this option is that it diverts some of your
- attention from trying to block any defenders that are rushing.
- (A good reason why the defense should often have some kind of
- pass rush. If there are no rushing defenders, the player on
- offense can focus all of his attention on picking the best spot
- to pass to. Of course, if you rush too much, you leave yourself
- open to the draw play or screen pass.)
-
-
- PLAYING AGAINST THE COMPUTER
-
- Another option is to let the computer be your opponent. This is
- a good way to practice the game. The computer always plays the
- red team. It always uses the blocking option and the left-right
- motion option. The computer doesn't cheat. It calls its plays
- without looking at your play call. But it does re-direct its
- passes to take advantage of any holes in your defense just as a
- good human player would. The computer always kicks on fourth
- down. The space bar can be used as another HIT button.
-
- When playing against the computer, the block handicap setting
- sets the delay before the computer blocks or tackles. The bigger
- the handicap the easier it is for the human player to beat the
- computer to the punch on both offense and defense.
- 17
-
- HOW TO CHANGE OPTIONS
-
- At the beginning of the game, you are taken through the set-up
- procedure that lets you set the options. If you want to make
- changes during the game, you can call up the set-up procedure by
- pushing X on the keyboard or by selecting the "Special" menu
- before calling a play. This menu lets you either call time out
- or get the set-up mode. When you are in the set-up mode, just
- follow the instructions on the screen.
-
-
- SKIPPING THE SPEED TEST
-
- When either DEFENSE or PRACTICE is started, the program tests
- the speed of your computer. It has to do that so that the
- game will run at the proper speed. If you get tired of waiting
- through this test each time, you can make the computer skip it by
- telling the program what the speed is. If you let the computer
- do the speed test, it will write in the lower left corner of the
- screen what it measured. (Example: Speed is 69) Once you know
- that number, you can enter it when you start the program. Just
- type it after the word DEFENSE or PRACTICE whenever you start
- one of these programs. Be sure to leave a space. If the program
- sees a number there, it won't do the test.
-
-
- Example: DEFENSE 69 <enter>
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 18
- -----------------------------------------------------------------
- CHAPTER 4. DEFENSIVE SIGNAL CALLING
- -----------------------------------------------------------------
-
- The player on defense must call defensive signals before every
- play except a kickoff. A joystick or mouse can be used to select
- a formation from the menu on the screen. Keyboard keys can also
- be used for that purpose. The player can also use the keyboard
- to make up a formation that isn't on the menu. Pushing the HIT
- button or the ENTER (or RETURN) key on the keyboard tells the
- computer that the signals have been entered. If one of these
- keys is pushed without first entering signals, the computer will
- put in a 533 formation with two linemen rushing. A delay-of-game
- penalty is called if signals aren't called in 30 seconds.
-
- You will be able to pick most any formation that you might want
- from the menu. But in order to understand the defensive signals
- and to be able to enter formations that aren't on the menu if you
- should ever want to do that, you should read the next three
- sections that tell you how to enter defensive signals with the
- keyboard.
-
- First you should decide on whether or not you want to call for a
- pass rush (or kick rush).
-
-
- IF YOU WANT NO RUSH
-
- If you don't plan to rush, all you need to do is enter your
- defensive formation. You must enter three numbers. They
- represent the number of linemen, linebackers, and safeties, in
- that order. But there are limits to how many players you can
- have in the zones. (The computer doesn't let you enter numbers
- outside the limits) Here are the limits:
-
- Number of defenders allowed in the zones
-
- Line zone 3 to 9 defenders
- Linebackers 0 to 4 defenders
- Safety zone 0 to 4 defenders
-
- So, if you enter 632, you will have six linemen, three
- linebackers, and two safeties on the field. That adds up to
- eleven. You get only one chance. There is no way to erase a
- number once you have entered it. If you don't enter enough
- men, you penalize yourself. If you enter too many, the referee
- will penalize you five yards.
-
- If an opponent always attacks the same area of the line, you can
- shift the linemen into that area. Entering L, R, or M before the
-
-
-
- 19
- number of linemen shifts them left, right, or toward the middle.
- For example, entering M632 will give you the 632 formation with
- the linemen shifted toward the middle.
-
- You can still change your mind and call for a rush but if you
- still want to do without one, push the HIT or ENTER button to let
- the computer know that you have finished.
-
-
- IF YOU WANT A RUSH
-
- If you want a pass rush, things are a little more complicated.
- First you must enter your defensive formation just as you would
- for no rush. But you can, if you want to, precede any of these
- numbers with a letter-button R, L, or M. If you enter an R
- before the number, the formation will appear on the screen
- shifted to the right. An L gives you a shift to the left. If
- you enter an M, the formation will be shifted toward the middle.
- The main reason for this option is that it lets you blitz
- linebackers and safeties without leaving big holes that the
- offense can pass into. For example, suppose you want to blitz
- the middle linebacker and the right safety in a 434 formation.
- Instead of entering 4 3 4, you could enter 4 M3 R4. Your
- defensive formations would then be more evenly spread after the
- blitzing defenders leave.
-
- After your formation is entered, you can set up your rush.
-
-
- RUSHING LINEMEN
-
- Pushing the B key (for "Blitz") or any function key tells the
- computer that linemen are to rush if the play is a pass. Only
- some of the linemen penetrate the offensive line. The number of
- linemen who penetrate depends on the total number of defensive
- linemen. Once you pick the number of linemen, you have no more
- control over how many will penetrate and which ones they will be.
- The computer decides.
-
-
- Rushing linemen who will penetrate the line
- if a rush is called.
-
- 3-man line 1
- 4-man line 1
- 5-man line 2 Note: The linemen who penetrate
- 6-man line 2 are selected randomly
- 7-man line 3 by the computer.
- 8-man line 3
- 9-man line 4
-
-
-
- 20
- Next you can call for linebackers to blitz. You can blitz with
- any or all of the linebackers. Whereas you have no control over
- which of your linemen will get through into the rush zone, you do
- control which backs do the blitzing. You designate any
- linebacker with his number counting from the top of the field and
- enter his number if you want him to blitz. For example, if you
- want the top two linebackers in your 434 formation to blitz, you
- would enter 1 2. If you wanted just the bottom linebacker to
- blitz, you would enter 3.
-
- Next you can call for safeties to blitz by pushing the B or a
- function key a second time. Blitzing safeties are then
- designated the same way as linebackers are.
-
- When you have finished, push the HIT or ENTER button. The
- selected defensive formation does not appear on the screen until
- both players have pushed their HIT or ENTER buttons. The play
- begins when the player on offense pushes his HIT or ENTER button
- again.
-
- When the play begins, blitzing linebackers and safeties move up
- to the line. If the play turns out to be a run, they will become
- linemen and no defenders penetrate the line to get into the rush
- zone. If the play turns out to be a pass or a kick, blitzing
- backs and the rushing linemen penetrate into the rush zone and
- can make hits. If the play is a draw, blitzing backs and rushing
- linemen penetrate the line but, because the play is a run, have
- no chance to make hits.
-
- If you just push the HIT or ENTER button without first entering
- your signals, the computer will call the standard 533B defense
- for you. But first you should get you opponent to agree to allow
- that.
-
- Here are some examples of defensive signals that the Blue team
- (defending the right goal line) might call.
-
-
- A 533 formation with no rush
- 5 3 3 HIT (or ENTER)
-
- A 443 formation with one lineman rushing
- 4 4 3 B HIT (or ENTER)
-
- A 920 formation with five linemen rushing
- 9 2 B HIT (or ENTER)
-
- A 443 formation, one lineman and bottom
- linebacker blitzing
- 4 4 3 B 4 HIT (or ENTER)
-
-
-
- 21
- A 443 formation, one lineman and bottom
- linebacker blitzing (will leave smaller hole)
- 4 L4 3 B 4 HIT (or ENTER)
-
- A 344 formation, one lineman and both outside
- safeties blitzing
- 3 4 4 B B 1 4 HIT (or ENTER)
-
- A 533 formation, two linemen, middle linebacker,
- and middle safety blitzing
- 5 3 3 B 2 B 2 HIT (or ENTER)
-
- A 533 formation, two linemen, middle linebacker,
- and middle safety blitzing (leaves smaller holes)
- 5 M3 M3 B 2 B 2 HIT (or ENTER)
-
- A 920 formation, five linemen and both linebackers
- rushing
- 9 2 0 B 1 2 HIT (or ENTER)
-
- Maximum rush. One lineman and all backs blitzing
- 3 4 4 B 1 2 3 4 B 1 2 3 4 HIT (or ENTER)
-
-
- THE DEFENSIVE MENU
-
- Using the defensive menu is easier than using the keyboard. The
- menu has three sub-menus (the special menu, the color menu, and
- the play menu). Push right on the joystick or mouse to move from
- one of these sub-menus to the next. Or use the right arrow or
- the S key on the keyboard. We will call that "pushing RIGHT".
- You can only go right. You can't go back.
-
- The special menu
-
- The special menu has two items - Time, and Set-up. Time stops
- the game clock and Set-up puts you into the set-up mode. Push
- down on the joystick or mouse to use this menu. Or use the down
- arrow or the Z key on the keyboard. Since you have to go through
- Time to get to Set-up, time-out is automatically called if you
- select the set-up mode.
-
-
- The color menu
-
- To prevent your opponent from reading your signals, the game
- provides you with ten colored pointers to your menus. You can
- decide which color to use for your real pointer. The others are
- dummies. When the game begins, the white pointer is the real
- one. You can use the color menu at any time to select a
-
-
-
- 22
- different color. Use the up or down motions of the joystick or
- mouse to move the pointers up or down. Or use the up and down
- arrows or the A and Z keys of the keyboard. We will call that
- "pushing DOWN" or "pushing UP". Whichever pointer is on top -
- opposite the single black pointer - when you quit the color menu
- will be your real pointer until you change it again. Of course,
- you should make your opponent look away when you do this.
-
-
- The play menu
-
- The defensive play menu gives you a list of twenty defensive
- formations to choose from. You see them ten at a time. Every
- time you move the pointers ten times in either direction, you get
- to see five other formations. An example of a formation is
-
- 4R4L3B1B3 632 3<332
-
- On the left, you see the formation as you would enter it if you
- were using the keyboard (except that arrows and diamonds replace
- the R, L, and M keys that you would use to shift the formations
- right, left, or center). In this example, you are calling a 443
- formation with one linebacker and one safety blitzing. The
- linebackers and safeties are shifted so that the blitzing backs
- won't leave big holes. The middle column shows where the
- defenders will be if the play turns out to be a run. That is,
- all blitzing backs will be in the line. In the example, you will
- have six in the line, three linebackers, and two safeties. The
- column on the right shows what will happen if the play is a pass
- or a kick. In the example, three defenders will be rushing and
- you will have three in the line, three linebackers, and two
- safeties. You will probably ignore the left column and use only
- the two columns on the right to make your decision. To select a
- defense, move your pointer to it and push RIGHT again.
-
- If you select a formation with no safeties against a punt, there
- will be no runback. You will get the ball where it stops.
-
- If you push RIGHT without ever pushing DOWN and getting the
- pointers, you will get the default formation which is a 533 with
- two linemen rushing. You also get the default formation if you
- push ENTER before finishing the menu selection.
-
-
-
-
-
-
-
-
-
-
-
- 23
-
-
-
-
-
-
- The entire menu of defensive formations is shown below. Because
- we can't make arrows here, L, R, and M are used in place of
- arrows and diamonds (which is strictly correct only if the blue
- team is on defense).
-
-
-
-
- FORMATION RUN PASS
- _
- 3 4 4 344 344
- 3 4 4B 344 1<244
- 4 3 4B 434 1<334
- 4 4 3B 443 1<343
- 5 3 3 533 533 _
- 5 3 3B 533 2<333
- 3R4L4B1B4 533 3<233
- 6 3 2 632 632
- 3M4R4B23B1 623 4<223
- 3L4R4B4B13 632 4<232 _
- 7 2 2 722 722
- 4M3M4B2B14 722 4<322
- 3R4L4B13B24 722 5<222 Good against punt
- 8 2 1 821 821
- 7 2R2BB1 821 4<421 _
- 7 4 B 740 3<440 For inside 8 yardline
- 8 3 830 830 For inside 8 yardline
- 9 2 B 920 4<520 For inside 8 yardline
- 9 2 B12 1100 6<500 For fieldgoal rush
- 7 4 B1234 1100 7<400 For fieldgoal rush_
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 24
- -----------------------------------------------------------------
- CHAPTER 5. OFFENSIVE SIGNAL CALLING
- -----------------------------------------------------------------
-
- The screen will tell you when you should call your next offensive
- play. The player on offense has to do that before every play
- except a normal kickoff. If time is in, you have to be finished
- before the 30-second clock times out. In this chapter we tell
- you how to call plays. In a later chapter, you will learn about
- the plays.
-
- Calling offensive signals from the keyboard is a matter of
- entering two numbers. If you use the numeric keys and not the
- menu and you are playing against a human, you MUST WAIT UNTIL THE
- PLAYER OF DEFENSE HAS FINISHED CALLING SIGNALS.
-
- The first number selects the play. You have nine plays to choose
- from. They are numbered from 1 to 9 as shown in the table below.
-
- THE OFFENSIVE PLAYS
-
- 1 - run
- 2 - draw
- 3 - screen pass
- 4 - short pass
- 5 - long pass
- 6 - fieldgoal kick
- 7 - punt
- 8 - kickoff*
- 9 - on-side kick
-
-
- * kickoff play is automatically
- set by the computer
-
- You do not have to enter the play on a kickoff. The computer
- does it for you.
-
- The second number you enter designates a target area. Imagine
- the field divided into ten equal horizontal strips or target
- areas as shown in Figure 3. They are numbered from 0 at the top
- of the field to 9 on the bottom. You need not enter a target
- area if the play is a kick of any kind. If you do, the computer
- will ignore it anyway. If you forget to select a target area on
- a run or pass play, the computer will select one for you. After
- you have pushed one or two numbers, push the HIT or ENTER button.
- If you push the HIT or ENTER button without entering a number,
- the computer will select a running or passing play at random.
-
-
-
-
-
- 25
-
- Using the menu is just as easy except that you don't need to wait
- until the defensive signals have been called. Just move your
- pointer to the play that you want. Then push RIGHT. Pointers
- will then appear by the list of target areas. Select one of them
- and push RIGHT again.
-
- When a player has finished entering signals the word DONE appears
- on the appropriate menu. When both players are done, the
- formations appear on the screen. The play begins when the player
- on offense pushes the HIT or ENTER button again.
-
- Your selection is not final until you push the RIGHT control and
- get the "DONE" message on the screen or the menu disappears.
- Likewise, if you use the keyboard to call signals, the choice is
- not final until you push the RETURN (ENTER) key. That means
- that, if you entered a play and realize that you made a mistake
- and can't go back and fix it, you can stop and switch to the
- other method of calling signals. This works only on offensive
- signals.
-
-
-
- FIGURE 3 The target areas
-
-
- ____________________________________
- 0 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- 1 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- 2 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- 3 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- 4 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- 5 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- 6 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- 7 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- 8 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- 9 _____________________________________
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- CHAPTER 6. THE PLAY
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- STARTING THE PLAY
-
- When both the offensive and defensive players have entered their
- play signals, the defensive formation appears on the field. Play
- begins when the player on offense pushes the HIT button. If the
- clock is running, players have thirty seconds from the end of the
- last play to start the next one. (There is a 30-second clock
- that runs between plays when time is in.) If the 30-second clock
- runs out, a "delay of game" penalty is called on the player who
- didn't get his signals entered. If both players let the clock
- run out, time-out is called and no one gets a penalty.
-
- Either player can stop the game clock by calling a time-out with
- the T key on the keyboard or by selecting TIME on the "Special"
- menu. Players must keep track of the number of time-outs called.
- Each player gets three per half. Additional free time-outs can
- be called by mutual consent of both players.
-
- Beginning the play starts the ball moving on the field and the
- bottom-display. The yardline and gain displays also keep track
- of the ball location. The gain display shows gains as positive
- numbers and losses as negative ones.
-
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- THE RUNNING PLAY (play 1)
-
- At the start of a running play, the quarterback runs backward
- about four yards, then hands the ball of to a running back who
- runs sideways toward the target area. At that point, the
- defenders can be moved right or left to intercept him. The
- offensive right/left movement can be started when he gets past
- the position of the offensive tackle. When he gets to the target
- area, he turns down-field and runs toward the line. That's when
- the player on offense should begin left/right movement. Remember,
- the chances of being hit when he gets to the line get smaller
- the farther away he is from a defender.
-
- At the same time, the defenders in the zone that the ballcarrier
- will be entering next (in this case, the line) can be moved
- sideways by right/left controls of the player on defense.
-
- When the ballcarrier gets to the line, a beep is heard and the
- defender nearest the path of the ballcarrier turns some color
- (at least his pants do). If it is the color of the defense, the
- player on defense has the OPPORTUNITY to push his HIT button to
- try to stop the progress of the ball.
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- If the player gets a hit, the ballcarrier's progress is stopped.
- But if player on offensive is able to push his HIT button first,
- the defender is blocked and the ballcarrier continues to run. If
- either player pushes the HIT button on the wrong color, a yellow
- flag appears and a referee who points to the offending side. In
- that case, play goes on and a penalty will be called when the
- play is over. If neither player pushes a HIT button, the ball
- carrier just goes on until the next beep is heard.
-
- When the second beep is heard, the next nearest defender to the
- path of the ballcarrier gets a color. This time, the
- probability of his getting the OPPORTUNITY to hit depends only on
- how many defenders there are in the line zone. Again, the
- players can use their HIT buttons according to the hit rules.
-
- If the ballcarrier is not stopped at the second beep, there is a
- third beep and the next nearest defender gets a chance. Again,
- the chances of him getting an OPPORTUNITY depend on the number of
- defenders in the line zone.
-
- In the line, the ballcarrier advances two yards between beeps.
- While the ballcarrier is running through the line, the player on
- defense can move the linebackers sideways with the right/left
- controls in case the runner makes it through the line.
-
- If the ballcarrier gets through the line (three beeps) without
- being stopped, he enters the zone of the linebackers. Here, the
- action is similar to that in the line. Again there are three
- beeps. On the first beep, the chances of the closest defender
- getting an OPPORTUNITY depend on how close he is to the
- ballcarrier. On the other two beeps the chances depend on how
- many linebackers there are. The number of yards gained by the
- ballcarrier between beeps is three yards in this zone.
-
- If the ballcarrier makes it through the linebacker zone, the
- same process is repeated in the zone of the safeties except that
- the ballcarrier makes five yards between beeps. If he makes it
- through that zone, only the closest safety continues to chase him
- until the goal line is reached. During that chase, periodic
- beeps are heard. The chasing defender has only a low probability
- (1 in 6) of getting an OPPORTUNITY. The runner makes six yards
- each beep in this zone.
-
- If the player on defense has put no defenders in one of the
- zones, there will be no beeps. The ballcarrier can cross that
- zone with no chance of being stopped. If it is the safety zone
- that has no defenders in it, there are no beeps in the
- breakthrough zone either. That is, there is no defender left to
- chase him to the goal line if he gets through the safety zone.
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- If the ballcarrier reaches the goal line at some earlier point
- in this process, play is, of course, halted and a score is
- recorded with appropriate sound effects.
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- So you can see that the probability of getting a chance to stop
- the ballcarrier in any zone depends on how many defenders the
- player on defense has put into the zone. Whether he can
- capitalize on an OPPORTUNITY and actually make a hit depends on
- his reflexes and those of the other player.
-
- In addition to the basic scheme we have just described, the
- defense can get other bonuses.
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- If a hit can be made on the very first beep when the ball first
- enters the line zone, forward progress is stopped at the line,
- but the runner still tries to find a hole. For each additional
- hit that can be made in succession, the ballcarrier goes back a
- yard or two. If the defense cannot make a hit on one of these
- beeps, the ballcarrier is down and the play ends with no gain or
- with a loss. If three hits in a row are made, the computer gives
- the defense a fourth beep. If the defense can make that hit too,
- the ball is fumbled and recovered by the defense. Otherwise,
- play stops when no hit is made after a beep.
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- In any zone other than the line, the defense is also given a
- chance to cause a fumble if a hit can be made on the first beep
- in the zone. After the defense makes the hit, ball movement is
- stopped but beeps continue. As long as defenders keep getting
- opportunities and the player on defense makes hits without being
- blocked, the beeps continue up to four. That is, if the defense
- can make four successive hits, the runner fumbles and the defense
- recovers. When the play finally ends, the runner is down and a
- whistle is heard.
-
- Here is a table that shows how many yards the ballcarrier makes
- between beeps in the different zones.
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- Yards Gained Between Beeps
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- line zone 2
- linebacker zone 3
- safety zone 5
- breakthru zone 6
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- THE PASS PLAY (play 3,4 or 5)
-
- When a pass begins, the ballcarrier (quarterback) again goes
- back about four yards. Then he fades backwards and sideways in
- the direction of the target zone. At the same time, defenders
- that have been picked to rush the passer move across the line of
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- scrimmage and follow the passer. Beeps are heard, as in the
- running play. After each beep, a rushing defender turns a color.
- The probability of his getting getting an OPPORTUNITY to hit
- depends on the number of rushing defenders. If he gets an
- OPPORTUNITY, the player on defense may push the HIT button and
- the player on offense may hit his HIT button to attempt to block.
- But the ballcarrier is not stopped by a first hit. It takes two
- hits to sack the quarterback. (The first hit does stop the
- player on offense from changing the target zone.)
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- What's more, the quarterback passes the ball after only one beep
- if the play is a screen pass. For a short pass, the quarterback
- fades back for two beeps. For a long pass, he takes three beeps.
- That is, the defense has no chance to sack if the play is a
- screen pass, only two chances on a short pass , and three chances
- to make two hits on a long pass. If the defense can make three
- hits in succession they are given one extra chance. If four hits
- can be made in succession, not only is it a sack, but also a
- fumble recovered by the defense.
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- During the fadeback for a pass, the player on offense can change
- the target zone. Each move of the right/left controls raises or
- lowers the target zone by one. It is possible in this way to
- pass the ball out of bounds.
-
- HINT: It is easier for the player on defense to move a defender
- directly into line with a long pass if the pass goes straight
- down field, as it is likely to go if the target area is not
- changed during the fadeback. Changing the target area during the
- fadeback not only allows the offense to pick a reception point
- that is far from a defender but makes makes the pass slant across
- the field and makes defense more difficult.
-
- When the ball is thrown, a ball appears on the screen and moves
- to the target area. During the flight of the ball, the player on
- defense can move the defenders in the reception zone left or
- right with the left/right controls. (The computer knows which is
- the reception zone and moves the correct defenders.) The
- reception zone for a screen pass is always the line zone (about
- one yard from scrimmage). A short pass goes to the linebacker
- zone (about eight yards from scrimmage). A long pass goes to the
- safety zone (about eighteen yards from scrimmage).
-
- When the ball approaches the reception zone, the closest defender
- in that zone is selected. The probability of his getting the
- OPPORTUNITY to hit depends on how close the defender is,
- vertically, to the destination of the ball. If the defender gets
- the opportunity and the player on defense pushes the HIT button
- without being blocked, the pass is incomplete. Otherwise, the
- pass is complete, the ballcarrier appears where the ball lands,
- and begins running down field. Play continues from that point
- as a running play.
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- The game also allows for interceptions. If the pass is
- incomplete (by virtue of a hit on the first beep in the reception
- zone), beeping continues for up to three more beeps. If the
- defense can get three more hits in succession, the ball is
- intercepted and a running play starts in the opposite direction
- with the other team's defenders now appearing on the field. If
- the interception is in the endzone, it's an automatic touchback
- and the intercepting team gets the ball on the 20.
-
- Below is a table that shows the lengths (in yards from the line
- of scrimmage) of the different kinds of passes. These are the
- minimum gains that can be made if the passes are completed.
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- PASS YARDS FROM LOS
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- Screen 1
- Short 8
- Long 18
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- If the passing team is any closer to the other team's goal line
- than the 8-yard line, a long pass will go over the end of the
- endzone. If you are on defense, this also means that you don't
- need to have any safeties at all if the ball is closer than the 8.
- In fact, you would be wasting defenders if you left them back
- there.
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- If the passing team is closer than the 5-yard line to their own
- goal line, the passer will go out of the endzone if a long pass
- is attempted.
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- DRAW PLAY (play 2)
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- A draw play is a running play in which the defenders that were
- picked to rush are purposely allowed to penetrate the line of
- scrimmage, but have no chance to hit the ballcarrier because
- there is no fadeback.
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- If the offense calls this play and the defense is not rushing,
- the statistical formula that decides whether to give an
- OPPORTUNITY adjusts the probability in favor of the defense (as
- if there were two more defenders in the line than there really
- are). If it were not for this penalty, the player on offense
- would be tempted to use a draw play in place of every running
- play instead on only when he expects a heavy pass rush.
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- So if this play is called in anticipation of a heavy pass rush
- and there is a rush, the play should make good yardage. But if
- there is no rush, the chances of making a gain are smaller than
- they would have been on an ordinary running play.
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-
- FIELDGOAL ATTEMPT (play 6)
-
- A fieldgoal attempt begins like a pass except that the ball goes
- straight back for 9 yards. Rushers are allowed to cross the line
- of scrimmage and given chances to make hits. Four successive
- hits must be made in order to make a block. A blocked kick is
- always recovered by the defense at the point where it is blocked.
-
- When the kick is made, the small ball on the bottom-display flies
- toward a goal post. If the ball clears the crossbar, the kick is
- good. If the line of scrimmage is close enough for the goal
- posts to be seen on the screen, you can also tell by watching the
- ball on the field whether the kick is good. The processor sets
- the probability of a successful attempt depending on the distance
- to the goal posts. The probability is 95 percent if the line of
- scrimmage is the three yardline and zero at the fifty yardline.
- The defense is not penalized for a heavy rush, as it is on a
- punt. The only reason for caution is that the offense might do a
- draw or a screen pass play (fake kick) if they expect a maximum
- rush.
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- Conversion
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- After a touchdown, the scoring team can try for a conversion from
- the three-yardline. The normal way is to do a fieldgoal attempt
- for one point (point-after-touchdown). The team can also try for
- two points by doing a running or passing play.
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- PUNT (play 7)
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- A punt begins like a fieldgoal attempt. The ball goes back about
- 10 yards while rushing defenders are allowed to penetrate the
- line and are given chances to hit. If four successive hits can
- be made by the defense, the kick is blocked and recovered by the
- defense. If not, the little ball kicked and can be watched best
- on the bottom display. If not a touchback, the kick is turned
- into a running play for the receiving team when it lands.
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- In a real game, if the receiving team rushes with more defenders
- to try to block the kick, there will be fewer of them to block
- for the receiver. This is simulated in this game by placing the
- new defenders on the field by turning around the receiving team's
- defensive formation. Linemen and blitzing backs will then be in
- the zone closest to the receiver when the runback begins. (If
- the receiving team does not intend to try for a block, they will
- have a better chance for a long runback by putting fewer men on
- the line.)
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- The distance of a punt is randomly chosen by the processor
- between 30 and 50 yards from scrimmage. If the kick lands more
- than about two yards into the endzone, it automatically becomes a
- touchback and is placed on the 20 yardline.
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- If there is a runback, defenders are placed on the field by the
- processor in three zones that the ballcarrier must run through
- just as in a running play.
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- KICKOFF (play 8)
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- A kickoff is also seen best on the bottom-display. The processor
- places the ball on the 35 yardline and automatically calls the
- defensive formation and the kickoff play. The player on offense
- need only push the START button. (If he enters any play other
- than a kickoff or a short kick, a penalty will be called.) The
- ball then flies toward the other team's goal. If the ball lands
- more that about two yards inside the endzone, it is automatically
- a touchback. If not a touchback, the kick is turned into a
- running play for the receiving team when it lands. The length of
- the kick is randomly selected by the processor between 55 and 75
- yards.
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- If there is a runback, defenders are placed on the field by the
- processor in a 5,3,3 arrangement, so that the ballcarrier must
- run through zones of 5,3, and 3 defenders. Except at the first
- beep in a zone, when the proximity to the nearest defender
- counts, the chances of getting an OPPORTUNITY are 50% in all
- zones. (That's true for all run-backs.) Both players can use
- right/left controls to move the ballcarrier and the defenders.
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- If the defense has no safety at all, there is no one to catch
- the ball and the receiving team gets the ball where it lands.
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- ON-SIDE KICK (play 9)
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- Normally, the player who is kicking off does not have to enter a
- play selection for a kickoff. But if he enters a 9 before he
- pushes the start button, the kick will be a short kick. Such a
- kickoff travels about 15 yards. Nine defenders will appear in
- the first zone into which the receiver must run. The kicking
- team's chances for getting the ball back by getting four hits in
- a row and causing a fumble are about 12 percent. Watch out! The
- first beep comes very quickly.
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- SCORING
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- Points are scored in this game just as in a real game. Here are
- the ways to score.
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- o Touchdown (6 points). The ball is carried or passed into
- the defense's endzone. A fumble or blocked punt is recovered in
- the offensive team's endzone by the defense.
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- o PAT (point after touchdown) (1 point). The team that scored
- a touchdown place-kicks the ball over the goalpost from the three
- yardline.
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- o Two-point conversion (2 points). The team that scored a
- touchdown runs or passes the ball into the endzone from the
- three-yardline.
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- o Fieldgoal (3 points). The ball is place-kicked over the
- goalpost on a normal down (not after a TD).
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- o Safety (2 points). The offense's ballcarrier or passer is
- tackled in the offensive endzone.
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- CHAPTER 7. HOW THE COMPUTER KEEPS TRACK OF THINGS
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-
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- THE SCOREBOARD
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- While you run all of these plays you just learned about, the
- computer keeps track of possession, down, yards to go, yards
- gained, scores, time remaining, the 30-second clock, quarters,
- and all other aspects of the game. These things are displayed on
- a scoreboard screen that alternates with the play screen. The
- scoreboard appears after the play ends. It goes away after the
- signals for the next play have been called. The bottom-screen
- display that shows the cross section of the field with the ball
- location, the yardline, gain, and number of hits stays on the
- screen all of the time.
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- TIME
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- The game clock works much like that of a real game. The clock is
- started when a play begins. The clock is automatically stopped
- when any of these things happen:
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- * first down * penalty * missed fieldgoal
- * touchback * out of bounds * 2-minute warning
- * score * incomplete pass * end of quarter
- * Time-out is called
- * Both players let play clock expire
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- In all of these cases, the clock will not start again until a
- new play is begun. If no play is in progress, the players can
- tell whether or not the clock is running by looking at the time
- display or the 30-second clock. If they are not running, then
- time is out.
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- The 30-second clock starts running down when the scoreboard
- screen appears unless the game clock is stopped. If the clock is
- running, players have 30 seconds to start the next play or a
- "delay-of-game" penalty is called. If neither player calls
- signals in time, the game clock stops and no one is penalized.
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- The game does not keep track of time-outs taken by the players.
- The players must keep track of them themselves. Each player is
- allowed three time-outs in each half with additional time-outs
- allowed by mutual consent which are charged to neither player.
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- After four 15-minute quarters the game ends unless the score is
- tied. In that case another quarter starts with the blue team
- kicking off. It is up to the players to decide whether overtime
- will last one quarter, five minutes, or until there is a score
- (sudden death). At the end of the fifth quarter, the scoreboard
- flashes the END OF GAME message and you are instructed to quit
- the game and start a new one. These messages can be ignored and
- you can play on if you want. The only way to start a new game is
- to quit the program and start again. To quit, type X to get the
- set-up mode and then type Y twice. Or you can push Esc.
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- CHAPTER 8. PENALTIES
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- The computer detects fouls such as illegal hits, calling illegal
- formations or plays, and not getting the play started on time.
- It calls appropriate penalties and, if the play was allowed to
- finish, tells the players of the consequences of accepting or
- refusing the penalties. This information is printed on the
- screen. It then waits for the player who was fouled to push
- the A for ACCEPT or the R for REFUSE. Here is how a typical
- penalty message might look:
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- HOLDING - RED
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- 10 YARDS
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- ACCEPT: 1 down and 10 on the blue 35
- REFUSE: 2 down and 8 on the blue 27
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- ACCEPT OR REFUSE? Blue push A or R
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- The severities of the penalties depend on the phase of the play
- when the infraction occurred. If the foul happens early in a
- play, the penalty is lighter than when it happens later. An
- illegal hit can be made by either the offensive or the defensive
- player. After a play, players can usually see where an illegal
- hit was made because there a defender of the wrong color can be
- seen to have made a hit or to have been blocked. (If you want to
- keep the field screen from disappearing after a play, try to push
- the F key as soon as possible. Push it again to let the game go
- on.
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- Although most penalties are actually for illegal hits, they are
- given names like "holding", "unnecessary roughness", or "offside".
-
- The main categories of penalties are as follows:
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- * Delay of game (not getting signals called on time)
- This infraction is called before a play begins and results in
- a 5-yard penalty from scrimmage.
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- * Illegal procedure (calling illegal signals)
- This infraction is called before a play begins and results in
- a 5-yard penalty from scrimmage.
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- * Illegal hit during a rush (pass, fieldgoal, or punt)
- This infraction stops the play as if the foul occurred
- before the snap of the ball. The penalty is 5 yards from
- scrimmage (except that an offensive penalty on a kick for
- the extra point after a TD is 15 yards).
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- * Illegal hit at pass reception or during a run
- The penalty for this infraction depends on where the foul
- occurred. It varies from 5 yards from scrimmage to 15 yards
- from the point where the play stopped.
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- * Illegal hit during a runback (interception, kickoff, or punt)
- This penalty is always 10 yards marked from the point at
- which the play stopped.
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- * Offsetting penalties (both players making illegal hits)
- If the infraction occurred during a runback, the penalties
- cancel each other and play continues as if there were no
- penalty. If the foul occurred at any other time, the
- penalties cancel each other and the down is replayed from the
- previous line of scrimmage.
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- CHAPTER 9. HUMAN AGAINST COMPUTER
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-
- In this chapter, we talk about the differences between the
- computer game and the human game and what the computer as an
- opponent does differently from a human opponent.
-
- The computer always defends the same goal (the left one). It
- controls the red team. You control the Blue on the right. You
- can use the space bar as another HIT button.
-
- The human player kicks off at the beginning of the game.
-
- The human player always pushes the start button to begin a play,
- even if he is on defense. He pushes it when he has finished
- calling the signals, which puts the formations on the screen. He
- pushes it again to begin the play. If the clock is running, he
- has 30 seconds to start a new play. (Almost any key can start
- the play when playing against the computer.)
-
- The computer uses all available options. That is, it uses
- right/left motion and it blocks on offense.
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- The computer calls its signals very quickly so that the human is
- the last to enter signals. (No, the computer doesn't cheat by
- looking at what play the human is calling before it calls its own
- signals.)
-
- Because the computer's reflexes are much faster than yours the
- computer's maximum left/right speed on offense and defense is
- made slower and its reversing speed on offense is also made
- slower than that available to the human player. It wants to give
- you a fair chance.
-
- When you are playing against the computer, the block handicap is
- no longer a handicap put on the offense. It is a handicap that
- is put on the computer whether it is on offense or on defense.
- The handicap can be set from 0 to 3 steps. The bigger the
- handicap, the longer (the more steps of the runner or receiver)
- the computer delays before making hits.
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- The computer does not commit infractions. It gets no penalties.
-
- It is not sporting to rush against the computer when it is
- punting or kicking a fieldgoal with more than six defenders. (The
- computer always kicks on fourth down. It is not smart enough to
- try a fake kick when playing against a madly rushing opponent.)
- If the human rushes with more than six, the probability of
- getting an OPPORTUNITY to hit is limited to 50% for each hit.
- That is, he gains no advantage by rushing more than six.
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- 39
- How does the computer stack up against a human? Under normal
- circumstances, the computer picks its plays and defenses with as
- much intelligence as a human player would (sometimes more). It
- does not normally take into consideration the time left to play
- or the score. When these things become important, the human
- would probably call more sensible plays. But after a play
- starts, the computer is probably faster at picking out the holes
- in pass defenses and taking advantage of them. When it comes to
- avoiding defenders or moving defenders in the path of the
- ballcarrier, the computer is probably not much better than a
- human at normal game-speeds. It does have one big advantage. It
- doesn't have lapses of concentration. You won't catch it missing
- a chance to hit because it wasn't paying attention.
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- In addition the the block handicap, game speed is what determines
- whether you can beat the computer. At a very low speed, you can
- beat it hands down. At a very high speed you don't have a
- chance. Unless you get a kick out of beating up on computers or
- vice versa, you should set the speed and handicap in the middle
- so that you have a fair contest.
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- Enjoy the game.
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