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-
- Mike Ditka Ultimate Football DOCS
- by Accolade
-
-
-
- INTRODUCTION
-
- A WORD FROM MIKE DITKA
-
- OK, football's fundamental. It's primitive. It's tough guys banging heads.
- But believe me, it's also a thinking man's game. So maybe I yell a little bit,
- I throw clipboards -- a little MOTIVATION never hurt anybody. But listen up: A
- Super Bowl-caliber team is not just a bunch of big mutants slamming around.
- Because football is also a game of style, grace, and intelligence.
-
- Smart football. That's REAL football. And believe me, that's what Ultimate
- Football is all about. Sure, it "plays" tough, the way I used to play. It's
- got guts, energy, raw excitement. But it also "coaches"" the way I learned to
- coach -- and I learned from legends. Guys like George Halas, Tom Landry.
-
- Hey, try matching wits with Bill Walsh sometime, pal. I did that a few
- times. I'm talking about subtle, sophisticated strategy. Knowing your
- personnel. Keeping your playbook on the tactical cutting edge. Taking ALL the
- variables into account.
-
- So ... maybe your boys have talent. Maybe they're fast & strong. Maybe
- they're real tough. I say SO WHAT? So are the other guys. The big question is,
- Can you put together a decent gameplan? Are you savvy enough to orchestrate a
- victory?
-
- You'd better be, if you want to tackle this man's game.
-
- -+- -+- -+- -+- -+-
-
- GETTING STARTED
-
- SYSTEM REQUIREMENTS
- To play Ultimate Football, you need the following:
-
- * A hard drive is required
- * 640k RAM
- * 10 MHz or faster AT class
- * VGA, MCGA, or EGA video card
-
-
- MEMORY REQUIREMENTS
- Mike Ditka Ultimate Football requires a lot of attention from your computer
- system. If your computer does not have 570K free RAM, you will get the error
- message "INSUFFICIENT MEMORY" on your display when trying to run the game.
- Here's why:
- Most computer games for IBM and compatible systems, including Ultimate
- Football, reside in the base 640K of RAM. DOS and related memory resident or
- "startup" programs, such as menu systems, screen savers, virus checkers,
- keyboard utilities, Microsoft Windows, PC Tools, Norton Utilities, etc., also
- reside in the same 640K of base RAM. Device drivers (such as mouse drivers),
- by and large, are also located here. These startup programs and device drivers
- boot from the AUTOEXEC.BAT or the CONFIG.SYS files of DOS automatically when
- the computer is powered up.
- Free RAM is the area of the 640K base memory left over after DOS, startup
- programs, and device drivers have loaded. What's left is where your game will
- run. If there is not enough free RAM left for the game, there will be
- problems. Even if you have extended memory above and beyond 640K , the game
- and DOS still reside in the 640K base memory of your system, and you can still
- have loading problems due to lack of free RAM.
-
-
- IF YOU GET THE "INSUFFICIENT MEMORY" ERROR MESSAGE:
- The CHKDSK command of DOS will give you information about the memory in your
- system, including free RAM. If you type CHKDSK (and press Enter) at the C:
- prompt, the last line of information will tell you how many bytes your
- computer has free after DOS loads (see your DOS manual for details). If you
- have fewer than 570K bytes free, you'll need to boot your computer "clean"
- (without the startup programs) to load Ultimate Football successfully.
-
- There are many ways to boot your computer clean to maximize free RAM. See
- Appendix 1: How to Boot Your System "Clean" for some of the most common
- techniques.
-
-
- HARD DRIVE INSTALLATION
- Follow the instructions below to install Ultimate Football onto your hard
- drive:
-
- 1. Boot your computer as normal, then insert Disk 1 into your floppy disk
- drive.
- 2. At the drive prompt for your floppy drive, type install.
- 3. Press Enter.
- 4. Now, follow the on-screen instructions. You will be prompted to designate
- on which drive and directory you wish to install Ultimate Football.
- (Default drive is C: under the directory MDF.)
- 5. As the game is being installed, switch disks when, and if, prompted. Then
- answer the Setup questions that follow the installation to be sure that
- you system will run Ultimate Football taking advantage of whatever
- special video and sound boards you may have.
-
- If you change video or sound boards at a later date, be sure to type SETUP
- from the directory that has Ultimate Football to update the file.
-
-
- STARTING THE GAME
- Once you've installed Ultimate Football on your hard drive, here's how you
- start the game:
-
- 1. Turn on your computer.
- 2. At the prompt for the drive (C> D> etc.) where you installed the game,
- type CD MDF and press Enter.
- 3. Type MDF and press Enter.
- 4. Press Enter when the Accolade Screen appears.
-
-
- COPY PROTECTION
- Broken by ONYX of RAZOR 1911. Forget this.
-
- -+- -+- -+- -+- -+-
-
- PLAYER CONTROLS
- Ultimate Football will let you use the keyboard, keypad, mouse, and/or
- joystick to control the game. This manual generally refers to keyboard
- commands only. However, basic gameplay commands for all types of controllers
- are listed on the enclosed Control Card. Keep it handy for quick reference
- when playing.
-
- -+- -+- -+- -+- -+-
-
- HOW TO MAKE MENU SELECTIONS
- Follow the instructions below to operate within the various menus in
- Ultimate Football with each type of controller:
-
- Keyboard: Use the arrow keys to highlight an option, then press Enter to
- select or toggle.
-
- Keypad: Use the arrow keys (2,4,6,8 keys) to highlight an option, then press
- Enter to select or toggle.
-
- Mouse: Move the on-screen arrow over the desired option and click the LEFT
- mouse button to select or toggle.
-
- Joystick: Move the joystick handle to highlight an option, then press the
- LEFT fire button to select or toggle.
-
- -+- -+- -+- -+- -+-
-
- THE MAIN MENU
-
- The Main Menu appears automatically when you pass the copy protection.
- [Broken by ONYX of RAZOR 1911, or did I already mention that?] It displays the
- following options:
-
- Single Game. Match any two teams in an "exhibition" game that won't affect
- league standings. A good way to tune up for Season Play or the Playoffs.
- (One or two players.)
-
- Season Play. Choose a team and guide it through the rigors of an entire
- regulation 17-week league schedule. If your record is good enough at the
- end of the regular season, you'll continue with your team into the
- playoffs. In two-player mode, Player 1 choose his team at the beginning
- of the season, and Player 2 controls Player 1's weekly opponent through
- out the season. (one or two players.)
-
- Playoffs. Choose your franchise, then guide your team through four playoff
- rounds, including Wildcard, Divisional, Conference, and League
- Championship games against teams determined by the computer. The computer
- "plays" the other matchups and posts the results. (One or two players.)
-
- Construction Set. Edit existing teams by changing team names, uniform
- colors, rosters, player attributes. Or create the ultimate fantasy league
- with the Ultimate Football league Construction Set.
-
- Resume Single Game. Lets you continue a saved Single Game later on.
-
- Practice Drills. You can't make it to the Big Game without practice. (See
- Control Card for the controls.)
-
- Demo. Kick back and enjoy the bone-crunching action.
-
- Exit to DOS. This incredible option actually lets you exit from the program
- and return to your DOS prompt! An amazing and fabulously useful utility.
-
- -+- -+- -+- -+- -+-
-
- SETTING GAME CONDITIONS
-
- Ultimate Football lets you set a wide variety of game options both before
- and during a game.
-
-
- GAME OPTIONS (PRE-GAME)
- Before any kickoff, you can set the following conditions for your team
- (Season Play or Playoffs), or both the Home and Visitors teams (Single Game):
-
- Controls. Choose from keyboard, keypad, joystick 1 or 2, mouse, or Ditka.
- When Ditka is chosen, the computerized version of Mike Ditka controls the
- opposing team. (Ditka can be selected to play Visitors or Team #2 only.)
-
- Play/Coach. Both: Call the plays, then run them yourself. you are in
- complete control. Coach: Here, the player directs the strategy, calling
- all plays. The computer then quarterbacks the team. Play: As "field
- general", the player executes plays that the computer "coach" calls on
- the Play Selection Screen.
-
- Fatigue. If Yes is selected, often-used players may not perform to their
- full potential as a game goes on. If you don't want your players to get
- tired, choose No. For more on how fatigue/energy works, see the ENERGY
- section.
-
- Injuries. Select Yes to make all players susceptible to injury. No means an
- injury-free contest. Injured players cannot be played and can remain
- injured for 1-4 weeks as indicated on the screen at the time of the
- injury.
-
- Note: If a player is injured for 1 week, that player will be out for the
- remainder of the current game and will be available for next week's
- action. In other words, the first week of an injury is considered the
- remainder of the current week's game.
-
- Penalties. Penalties are "called" when there is an infraction whether you
- choose Yes or No. however, the penalty yardage is "assessed" only if Yes
- is chosen.
-
- Fumbles. Choose Yes if you want fumbles to be possible during a game; No if
- you do not. Choosing No does not eliminate the possibility of a turnover,
- as interceptions are still possible.
-
- Passes. Choose Beginner, Intermediate, Advanced, or Pro. See PASSING PLAYS
- for definitions of each passing mode. (When Ditka is selected as the
- opponent, he always passes in Pro Mode.)
-
- Quarter Length. Choose 3, 5, 10, or 15 minute quarters.
-
- Start. When you have the Game Option Screen set up the way you want it,
- select Start to continue.
-
- Cancel. Takes you back to the Main Menu.
-
-
- GAME OPTIONS (DURING GAME)
- Ultimate Football also lets you change certain options, during a game. To
- bring up the Game Options Screen before the snap of the ball or on the Play
- Selection Screen, press F2.
-
- Field of View. Play the game from either Telephoto or Wide Angle view.
- Telephoto brings you closer to the action. Wide Angle shows you more of
- the field and therefore more players at one time. The choice is yours.
-
- Camera Position. Play from one of the following five camera angles:
- Offensive View (always behind the offensive team), behind Team #1, behind
- Team #2, or from either sideline (East or West).
-
- Game Speed. Play the game Fast, Medium, or Slow. The faster your machine
- (MHz), the greater you can slow the game down.
-
- Detail Level. high, Medium, or Low. The more detail you use, the slower the
- game will be. You should probably run a slower machine at either Medium
- or Low. (Medium detail level gets rid of the stadium surrounding the
- field. Low detail level gets rid of the stadium, the yardage hash marks
- and the team names in the end zone.)
-
- Display Extras. Choose whether or not to display the huddles and/or the
- referee. Faster gameplay will result if you do not.
-
- Sound. Turn the game sounds ON or OFF during the action.
-
- Team #1. During a game, you can alter the following:
- * Controls: Keypad, Keyboard, Joystick 1 or 2, Mouse, or Ditka (Team #1
- only)
- * Passing Modes: Beginner, Intermediate, Advanced, or Pro.
- * Play, Coach, or do Both
-
- Team #2. Same as Team #1.
-
- OK. Confirm the options you've set.
-
-
- CHOOSING A LEAGUE
- After Single Game game conditions are set and you select Start, you will see
- a file screen listing all of the leagues available to you. Ultimate Football
- comes with the Accolade League, containing 28 fully-rostered teams, but you
- can also choose leagues you've created with the Ultimate Football Construction
- Set. (See Construction Set, page 24 to see how to create and save your own
- leagues.)
- Select a league with two teams you want to use for a Single Game; or select
- the league you want to use for Season Play or Playoff action.
-
- Note: Opponents must be from the same league. You cannot pit teams from
- two different leagues against one another.
-
-
- SELECT TEAMS
- Once you've chose the league you want to use, Ultimate Football takes you to
- the Select Home Team Screen, which shows you all the teams in the league
- arranged according to conference and division:
-
- 1. Use the arrow keys to highlight a home team for the upcoming game.
-
- Note: You can also just type the first letter of the team you want. If
- more than one team begins with that letter, keep pressing that letter key
- until the team you want it highlighted. (For example, press the letter D
- three times to cycle through the teams Denver, Dallas, and Detroit.)
-
- 2. Now press Enter. The Home Team Roster appears.
-
- When you're finished with the Roster Screen (see next section), the Select
- Visitors Team Screen will appear. Follow the above directions to select a team
- and go onto the Visitors Roster Screen.
-
-
- THE ROSTER SCREEN
- The Roster Screen displays players grouped according to position, listed by
- jersey number and name, and ranked according to special player "attributes".
-
- To move through the roster:
-
- 1. Press the up arrow to highlight an attribute number of the bottom most
- player on the screen.
- 2. Use the right arrow to move the highlight to the scroll bar at the right
- of the screen.
- 3. Now use the up/down arrows to scroll through the remaining team players.
-
- The order of players listed from top to bottom in each section of the roster
- is important! When putting a team on the field for any given play -- no matter
- what formation is chosen -- Ultimate Football selects players from the top
- down at each position.
- For example: If a play calls for two wide receivers, Ultimate Football
- automatically takes the top two listed in the WR section of the roster. If the
- next play calls for four wide receivers, Ultimate Football automatically takes
- the first four WRs from the roster. If a player is injured, Ultimate Football
- automatically moves him to the bottom of his respective roster section, and he
- cannot be included in any play.
- So if you want to win, you'd better put your best players high on the roster
- list at each position. (To substitute existing players into the starting line-
- up, see SUBSTITUTIONS.)
-
- Note: You'll notice that the offensive and defensive lines are listed as
- complete units, rather than as individual player. Don't worry, they don't
- mind.
-
-
- PLAYER ATTRIBUTES
- Each player on the roster is rated on a scale of 50-99 in the following
- three areas:
-
- Speed. This number measures the raw footspeed of all players on the roster,
- with 50 being your basic lumbering noseguard, and 99 your Olympic-class
- WR sprinter types.
-
- Skill. With QBs (Quarterbacks), this number measures throwing accuracy. With
- K (kickers) and Player (punters), it gauges kicking accuracy. For WRs
- (wide receivers), TEs (tight-ends), RBs (running backs), LBs
- (linebackers), SFs (safeties) and CBs (cornerbacks), it refers to the
- ability to catch (or intercept) the ball.
-
- Strength. gauges either tackling (defense) or tack-breaking (offense)
- ability. For the kicker and punter, strength indicates how far they can
- boot the football.
-
- Note: A kicker with a 99 strength rating can kick a 63 year field goal. A
- kicker with a 50 strength rating can kick only about a 32 yard field
- goal.
-
- Reserve. Before a game, the far right hand column is labeled "Reserve." Each
- player has his own individual attribute total which is the sum of all his
- individual attribute numbers for Speed, Skill, and Strength. That number
- is locked in and CANNOT BE EXCEEDED -- thus, you cannot increase one of
- your player's attributes (see the next section Changing Your Roster)
- without having Ultimate Football automatically decrease the other
- attributes team keep the sum total of the attributes the same. If,
- however, you choose to decrease one of a player's attributes without
- shifting the subtracted amount to other attribute columns, you will be
- credited with that amount in the Reserve column.
-
- Energy. Once a game starts, the Reserve column becomes the Energy column.
- All players begin both the first and second half of a game totally
- "refreshed" -- that is, with an energy rating of 100. The more players
- are involved in the action -- blocking, running, tackling, etc. -- the
- more they become fatigued reflected by a decrease in their energy rating.
- Once a player's energy rating slips too far, his performance will
- noticeably deteriorate. To refresh an offensive player. You must put in a
- substitute for several offensive plays. to refresh a defensive player,
- you must put in a substitute for several defensive plays.
-
- Note: As in real life, different players fatigue at different rates. Keep
- a close eye on your team's energy ratings and always substitute for tired
- players.
-
-
- CHANGING YOUR ROSTER
- You can change the name of the team, as well as any individual player's
- name, number or player attributes. You can also move players up and down the
- roster, but only within their respective position areas -- e.game., you can
- move a particular wide receiver up & down the WR section of the roster, but
- you can't move him into, say, the RB or TE sections.
-
- Note: if you are going to play a single game, you may make the changes
- before the game -- and the changes made are only good for the current
- game. They are not saved. if you selected season play or Playoffs from
- the Main Menu, you cannot make roster changes at that time. Any changes
- must be made before the season or playoffs begin -- and these changes
- must be made through the Construction Set option on the Main Menu.
-
- Here's how to make changes to your roster:
-
- To change player attribute numbers: Use the arrow keys to highlight the
- attribute number you want to change, then type in the new number.
-
- To change a player's jersey number of name: Use the arrow keys to highlight
- the current name or jersey number and begin typing.
-
- To change a player's place in the roster: Use the arrow keys to highlight
- the player's position (QB, WR, ETC0, then press Enter to highlight the
- whole line. Now use the arrow keys to move the player up/down the roster
- (within his position), then press Enter to place him. (Notice that as he
- moves up, other players in the position automatically move down the
- roster, and vice-versa.)
-
- When you are done, highlight OK to save the changes or Cancel to continue
- without saving changes.
-
-
- CHANGING UNIFORMS
- To make changes to your team's uniforms (both home and away), select Color.
- You'll go to the Select Team Colors Screen. Highlight either Shirt or Pants,
- then press the left/right arrows until you get the color you want. When
- finished, select OK to confirm your choice, or Cancel to go back to the Team
- Roster without changes.
-
-
- PLAYBOOKS
- To peruse your team's playbook, select Playbooks. You'll be taken to the
- Playbooks screen (You can modify a team's playbook in the Ultimate Football
- Construction Set. See How to Modify Your Playbook)
-
- -+- -+- -+- -+- -+-
-
- HOW TO PLAY
-
- Now that you have set up the game the way you want, it's time to knock some
- heads!
-
- Note: The following refers to keyboard play only. Refer to the control
- card for equivalent keypad, joystick, and mouse controls.
-
- THE COIN TOSS
- After both teams have been selected, you'll go down to the field for the
- coin toss. The Visiting team will be prompted to choose Heads or Tails. Press
- the A and D keys (if Visiting team is using the keyboard) to move the flashing
- highlight over the option you want, then press the spacebar. The winner of the
- coin toss must now choose whether to Kick or Receive.
-
- Note: If Ditka (the computer) is the Visiting team, it will automatically
- make the choices above.
-
-
- KICKOFF
- See The Kicking Game for directions on how to kick-off. Note that you can
- select one of three different angles for the kickoff.
-
-
- HOW TO CHOOSE FORMATIONS & PLAYS
- After the kickoff, and before every play, the Play Selection Screen will
- appear, prompting both the offense and defense to choose a formation, then a
- play.
- Each team has eight offensive and eight defensive formations. Each team also
- has eight offensive plays for each offensive formation; and four defensive
- plays (or strategies) for each defensive formation. Since the screen only
- shows four formations or play/strategies at one time for both offensive and
- defense, press the Spacebar to toggle to the remaining four formations or
- plays.
- Each team has a unique set of offensive formations and plays. Note that the
- route of your primary receiver is marked in yellow. Secondary receiver routes
- are marked in blue.
-
-
- TO SELECT A FORMATION OR PLAY
- Press the key that corresponds to the character in the lower right corner of
- the on-screen box containing the desired formation/play.
- To start the formation and play selection process over again after you have
- already chosen either one, press SHIFT. The game will return to the beginning
- of the formation selection process.
-
- Note: If both teams have chosen their formation and play, you still have
- about 1 second to change your mind and press SHIFT before the game
- continues on to the field.
-
-
- "FLIP-FLOPPING" OFFENSIVE PLAYS
- All offensive formations (except the "punt" and "field goal" formations) can
- be "flip-flopped" by pressing the SHIFT key before a formation is chosen. This
- will create a mirror image of the formations.
-
-
- HOW TO CONTROL PLAYERS BEFORE THE BALL IS HIKED
- After both side choose a play, Ultimate Football goes to the playing field.
- When both teams reach the line of scrimmage, the offensive team controls the
- QB, and the defense controls the defender with the flashing indicator above
- his head.
-
-
- OFFENSE
- Once the offense is set at the line of scrimmage, you may repeatedly press
- the SHIFT key to cycle through your offensive "receivers" (WRs, TEs, and RBs)
- to see which players are lined up at which position. The order that the names
- of these "receivers" appears on the screen is the same order that they will
- appear when you go into pass mode. When the ball is hiked, you are always
- given control of the QB -- even if you snap the ball when one of your
- "receivers" is highlighted. once the ball is handed off or passed to another
- player, you gain control of that player.
-
- Remember: On offense, you always control the player with the ball.
-
-
- DEFENSE
- Ultimate Football lets you take control of any of the visible defensive
- players prior to a snap. As soon as the defense is lined up, repeatedly press
- the SHIFT key to move the flashing indicator from position to position until
- it is above the player you want to control at the snap.
-
- Remember: You take control of the indicated defensive player at the snap!
- So be quick in making your selection!
-
-
- HIKING THE BALL
- Press the Spacebar to snap the ball. If the play calls for a man to go in
- motion, he will do so, and the ball will be snapped 3 seconds later.
-
-
- RUNNING THE BALL
- The quarterback may hand off the ball to a running back by moving toward the
- running back and pressing the Spacebar. The ball will not be handed off to the
- running back if the distance between the QB and RB is too great. As soon as
- the QB hands off the ball, use the appropriate controls (see control card) to
- direct the movement of the running back.
-
-
- PASSING THE BALL
- Passing depends on which of the following modes you select:
-
- BEGINNER. Use the appropriate controls to move the quarterback as soon as he
- gets the snap. To pass:
-
- 1. press the Shift key. This temporarily freezes the action and displays an
- isolated camera shot of the play's primary receiver. Note the defensive
- coverage and the flashing "ring" which is where the QB will attempt to
- throw the ball.
- 2. To scroll through all receivers, keep pressing the shift key.
- 3. When the receiver you want is displayed, press the spacebar. The QB will
- automatically throw to the flashing "ring" and the designated receiver
- will automatically run to that spot.
-
- Note: Actual completion of the pass depends not only on the presence of
- defenders, but also on the Player Attributes of the QB and receiver.
-
- INTERMEDIATE. Same as Beginner Mode, except when you press the Spacebar to
- throw the ball, you immediately control the designated receiver. Then it's up
- to you to guide him to the flashing "ring."
-
- ADVANCED. Live action. Here you must choose a receiver while your
- quarterback contends with a fierce pass rush. When you press the Spacebar to
- throw the ball, though, the designated receiver will still automatically run
- to the flashing "ring."
-
- PRO. The Ultimate Football challenge. Live action, live pass rush, plus you
- immediately control the designated receiver once you press the Spacebar to
- throw the ball. Guide him to the flashing "ring," and good luck.
-
- Advanced and Pro passing modes show the flashing "ring" immediately after
- the ball is passed -- not before the pass as in Beginner and Intermediate
- modes.
-
-
- HOW TO RUN THE DEFENSE
- When on the playing field, a flashing indicator appears above the defender
- you currently control. You can cycle through and control the other visible
- defenders by continually pressing the Shift key (not how the indicator moves
- from player to player). To immediately switch control to the defender closest
- to the ball carrier, press the Spacebar.
- Defenders automatically tackle the ball carrier when they are close enough.
- When you control the closest defender to the ball carrier, pressing the
- Spacebar will make him dive an extra yard to tackle the opponent.
-
-
- INSTANT REPLAY
- After every play, you can view an instant replay by pressing F3. Doing so
- will take you to the Instant Replay Screen.
- At the Instant Replay Screen, you can replay your last play from four
- different camera angles. In addition, the following special functions are
- available:
-
- Rewind: Instantly resets the play to the beginning.
- Rev: Reverses play to the beginning.
- Stop: Stop replay.
- Play: Run the replay.
- Speed Control: Run replay at your choice of the following speeds: 1/4, 1/3,
- 1/2, 1 (regular), 2 (double), or 3 (triple). Select >> to advance replay.
- Select << to reverse play.
- Frame: Select > to advance play action one frame at a time. Select < to
- reverse play action one frame at a time.
-
- To select any of these options, use the A or D keys on your keyboard to
- highlight the desired option button, then press the Spacebar.
-
- Press Esc at any time to exit the Instant Replay and return to the game.
-
-
- THE KICKING GAME
- The key to a successful kicking game is mastery of the Power Bar, the
- kicking tool used in Ultimate Football. A description and some examples of how
- to use the Power Bar are provided below.
- The Power Bar runs vertically on the left side of the screen during kicking
- situations and is comprised of two sections:
-
- Distance Zone. The upper part, the distance zone, determines how many yards
- your kicker kicks the ball. This zone is divided into 10 yard increments,
- up to 50 and sometimes more yards. How high this yard number goes depends
- upon the Strength attribute of your kicker (see Player Attributes.) The
- greater his strength, the farther he can boot the ball.
-
- Direction Zone. The lower part of the Power Bar, the direction zone,
- determines where the ball will go after it is kicked. Notice the arrows
- pointing left at the top of the direction zone, and the arrows pointing
- right at the bottom of the direction zone. In between the two arrows is a
- dash, which represents a straight kick. To the right of the dash is the
- football shaped kick indicator.
-
-
- TO KICK THE BALL
- 1. First, press the Spacebar. You'll notice the kick indicator begin to
- rise.
- 2. After the indicator enters the distance zone, press the Spacebar again at
- the distance desired (10 for 10 yards, 20 for 20 yards, etc.). The
- indicator will now begin to descend.
- 3. When the indicator re-enters the direction zone, press the Spacebar a
- final time to direct your kick right, left, or center:
- To kick right: Press Spacebar when the indicator reaches the bottom half
- of the direction zone. The closer to the arrow pointing right, the
- farther right the kick will go.
- To kick left: Press the Spacebar while the indicator is still in the top
- half of the direction zone. The closer to the arrow pointing left, the
- farther left the kick will go.
- To kick center: Press Spacebar exactly when the indicator reaches the
- dash in the middle of the direction zone.
-
- Still confused? See the Kickoff, Field Goal/PAT, and Punting sections below
- for examples of each. But first let's consider the final factor in any type of
- kicking game: The wind.
-
-
- WIND
- See the American flag fluttering at the top of the Power Bar? That's your
- wind gauge. If the wind is blowing left or right, you'll need to compensate by
- using the direction zone of the Poser Bar. It's tricky, but fun. Here's how it
- works:
- Watch the flag closely as you prepare to kick. When you hit the Spacebar to
- start the kicking sequence, the flag will "freeze" blowing in the direction of
- the wind at the time of the kick. If it's blowing right, compensate by aiming
- further left, and vice-versa.
-
-
- KICKOFF
- There are three angles that you can kick the football on a kickoff. The on-
- screen gauge that shows you the angle is located team the bottom left of the
- screen, below the kicking power bar. Use the W and X keys (your up/down
- controls) to adjust the angle of the kick. You'll notice the numbers on the
- kicking power bar change with each different angle. The large the numbers, the
- farther the distance for a kick. To kick a squib kick, set the angle so that
- the line indicator is almost horizontal. Experiment with all three angles;
- you'll find you can accomplish almost any type of kick. [Doesn't look like you
- can do an onside kick though...]
- Now, let's say you want to kick the ball high and only 30 yards straight
- down the middle of the field. Here's what you do:
-
- 1. Note the line through the ball in the window beneath the Power Bar. Use
- your particular controller's up/down controls to set the line at it's
- steepest angle.
- 2. Press the Spacebar to make the kick indicator in the Power Bar rise.
- 3. When the indicator reaches the number 30 in the distance zone, press the
- spacebar again. The indictor will now start to descend.
- 4. Press the Spacebar once more when the indicator reaches the dash in the
- middle of the direction zone.
-
-
- FIELD GOAL/PAT
- OK, there's 10 seconds left in the game, you're down by two points, and
- you're lined up on the left has mark for a 35 yard field goal.. Here's what
- you'll need to do to win the game:
-
- 1. Press the Spacebar to make the kick indicator in the Power Bar rise.
- 2. When the indicator reaches between the numbers 40 and 50 in the distance
- zone, press the Spacebar again. (if you go over 50 it's all right. But
- don't go much under 40 or else the kick will come up short.) The
- indicator will now start to descend.
- 3. Because you're on the left side of the field, your place-kicker needs to
- kick the ball to the right. So press the Spacebar once more when the
- indicator gets near the right arrow at the bottom of the direction zone.
-
-
- PUNT
- You have a fourth down at mid-field, and you want to try a 40 yard "coffin
- corner" kick to the left. Here's what to do:
-
- 1. Press the Spacebar to make the kick indicator in the Power Bar rise.
- 2. When the indicator reaches the number 40 in the distance zone, press the
- Spacebar again. (If you go over 40, then you'll punt the ball too hard
- and it will probably into the end zone for a touchback.) The indicator
- will now start to descend.
- 3. Press the Spacebar again just as the indicator passes the left arrow at
- the top of the direction zone. Your punter will now kick the ball
- approximately 40 yards toward the left side of the field.
-
-
- SAVING/QUITTING GAMES
- To save (or quit) a game in progress, press Esc anytime during the game. A
- menu will appear asking whether or not you want to save the game. Highlight
- and select Yes if you do, or No if you don't. If you want to return to the
- current game, select Resume.
-
- Important Note: Individual games can have only one save location at a
- time. For example, you may save a game in the first quarter or in the
- second quarter, but you cannot save the same game in both the first
- quarter AND in the second quarter at the same time.
-
-
- RESUMING A SINGLE GAME
- To resume a previously saved Single Game, game go to the Main Menu and
- select Resume Single Game. You will be returned to your saved Single Game at
- the exact place it was saved.
-
-
- TIMEOUTS
- Press T to call a timeout. Each team gets three timeouts per half. Either
- team may call a timeout on either the playing field before the ball is
- snapped, or on the Play Selection Screen. When a timeout is called the game
- returns to or stays on the Play Selection Screen, and the game clock is
- stopped. The 45-second clock is reset to 45 seconds and counts down.
-
-
- OVERTIME
- Any Single Game or regular season (weeks 1-17) Season Play game that is tied
- after four quarters goes into the Overtime period. Overtime begins with a new
- coin toss and ends after one quarter of play or when either team scores --
- whichever comes first. Overtime games, therefore, can end in a tie. Each team
- is given two timeouts for the overtime period.
-
-
- SUDDEN DEATH
- Playoff games that end in a tie after four quarters go into Sudden Death.
- Sudden Death begins with a coin toss and ends after the first team scores --
- no matter how long it takes. Each team is given three timeouts.
-
-
- SUBSTITUTIONS
- To substitute a player during the game (keyboard controls):
-
- 1. Press Q while on the Play Selection Screen.
- 2. Seven players' names appear at one time. To scroll through the rest of
- your roster:
- Press D to move the flashing highlight to the scroll bar at the far
- right, then either the W or X key to scroll up or down. Ultimate
- Football automatically activates and puts a checkmark next to the
- players needed for the current formation chosen.
- Press A to move the highlight back to the roster list.
- 3. Now move the highlight bar (by pressing the W or X keys) over the player
- you want to substitute into the game, then select him by pressing the
- Spacebar. The highlight bar will flash faster.
-
- Remember: In picking a lineup for any given play, Ultimate Football
- starts at the top of the roster for each position, then moves down. So
- the idea is to get your substitute amongst the checkmarked players at the
- top of the position list.
-
- 4. Use the W key to move the player up the roster list. As the selected
- substitute moves up, players above him move down a notch.
- 5. When the highlight bar is where you want it, press the Spacebar one final
- time to set the substitute's new roster position.
- 6. Select OK to confirm the changes you just made, or Cancel to nullify all
- changes. Either choice will return you to the Play Selection Screen.
-
- -+- -+- -+- -+- -+-
-
- SEASON PLAY
-
- So you think your team is ready to go, eh? You may have designed a playbook
- that would dazzle Lombardi, and you've run through so many practice drills
- that your players speak in starting cadences. OK! Sounds like you're ready to
- grind through a 17-week schedule. Then, if your record is good enough at the
- end of the regular season, you'll continue on into the playoffs -- and the
- World Championship could be yours. If you lose any playoff game, however, your
- season is over and Ultimate Football fills in the remainder of the Playoff
- tree to reveal the ultimate winner.
-
- 1. Select Season Play from the Main Menu. The file screen listing all your
- available leagues will appear.
- 2. Select the league you want to use. If the league you choose is currently
- involved in Season Play, you automatically go to the point in the season
- that you left it. If the league you choose has not begun Season Play, the
- Game Options menu will appear.
- 3. After setting your options, select Start.
- 4. Now select the team you want to lead through the season. If you are
- playing with two players, Player 1 must choose the team to lead through
- the season, while Player 2 will automatically be Player 1's opponent the
- entire 17 weeks (and into the playoffs). Thus, Player 2 will actually
- control a different team each week.
- 5. After choosing your team, the schedule for Week No.1 will appear. Your
- team will be highlighted.
- Here you can do any of the following:
- * Play: Go down to the field and lead your team through four quarters of
- Ultimate Football.
- * Simulate: If you just want to see the final results of the current
- week's schedule, use the arrow keys to select Simulate. The final
- scores of all that week's games will appear, INCLUDING THE ONE
- INVOLVING YOUR TEAM. You must select Play if you want to play out your
- game on the field. (See Byes below.)
- * Options: Select this to change the Game Option settings.
- * Teams: Select to view the current standings of your league.
- * Reset: This will reset the current league back to Week No.1 and erases
- any weekly progress that had been made.
- * Quit: Returns to the Main Menu.
- * Prev/Next: View the upcoming schedule for upcoming weeks, or review the
- scores of past weeks by using these options.
-
- Note: Season Play is automatically saved when selecting Quit.
-
- BYES
- Each team plays a 16 game schedule, although the season itself is 17 weeks
- long. This is because each team has a 1 week "bye". When the weekly schedule
- appears and your team is not listed, that week is the "bye" week for your
- team. To continue on to next week's action, highlight SIMULATE and press
- Enter. Also, if your team wins its division at the end of the 17-week schedule
- and has a record good enough to skip the first game of the Playoffs, the first
- week's results will already be displayed.
-
- -+- -+- -+- -+- -+-
-
- PLAYOFFS
-
- Playoffs is a 4-game mini-season that pits the team of your choice against
- tough playoff action. (It is not a method for curtailing Season Play and
- taking that league into the playoffs.) Your team will begin with the Wildcard
- game, and if successful continue on to Divisional, Conference and finally
- League Championship games. If you lose any game, however, the playoffs are
- over and Ultimate Football fills in the remainder of the Playoff tree to
- reveal the ultimate winner.
-
- 1. Select Playoffs from the Main Menu. The file screen listing all your
- available leagues will appear.
- 2. Select the league you want to use. If the league you choose is currently
- involved in Playoff action, you automatically go to the point in the
- playoffs that you left it. If the league you choose has not begun
- Playoffs action, the Game Options Menu will appear.
- 3. After setting your options, select Start.
- 4. Now select the team you want to lead through the playoffs. (In two-player
- mode, both players must choose teams from the same conference.) When
- you're done, you'll see a Playoff Bracket Screen listing your team(s)
- with the other clubs picked by the computer to be in the playoffs.
- 5. In two-player mode, the two selected teams go head-to-head in the first
- round (Wildcard game) of the playoffs. The winner of that game advances
- and the loser's team is eliminated, but the losing player will still
- control the next opponent of the winning player.
- Here you can do any of the following:
- * Play: Go down to the field and lead your team through four quarters of
- Ultimate Football.
- * Options: Selecting this will allow you to change the Game Options
- settings.
- * Reset: This will reset the current league back to the Wildcard game
- (the first playoff game) and erases any progress that had been made.
- * Quit: Returns to the Main Menu.
-
- Note: Playoffs are automatically saved when selecting Quit.
-
- -+- -+- -+- -+- -+-
-
- CONSTRUCTION SET
-
- Sure, the Accolade League is great. That's why we put it in Ultimate
- Football. But maybe you want to customize a team or two. Or maybe you want to
- create your own league, one with players and teams that more closely mirror
- the actual NFL. Or one that adheres to some bizarre aesthetic criteria known
- only to yourself. You want a custom league, with custom teams.
-
- Here's what you do:
-
- LEAGUE CONSTRUCTION MENU
- Select Construction Set from the Main Menu. You'll get the League
- Construction Menu, which lists the following items:
-
- CREATE LEAGUE
- To create a brand new league, you must first copy an existing league, then
- re-name and modify the copy. Select Create League to get a list of your
- existing leagues. Highlight the one you want to copy and modify. Or you can
- highlight New at the bottom of the screen to make a copy of the original
- Accolade League. Then press Enter.
- To Create League Screen will appear, displaying the conference/division
- groupings of the league you copied. note that "TEAM NAME 001" appears in the
- league name slot.
- To name your league: Use the Up arrow to highlight the league name slot, and
- press Enter, and type away. Press Enter again when you're finished.
- To customize your teams: Select individual teams and modify to your heart's
- desire. (For detailed instructions on how to modify a team, see Team
- Construction below.)
-
- MODIFY LEAGUE
- To modify a league, select this option to get a list of your existing
- leagues. Highlight the one you want to modify, then press Enter. The Modify
- League Screen will appear, displaying the name, conference and division
- groupings of that league. Now use the arrow keys to highlight the team you
- wish to modify and press Enter. The Team Construction Screen will then appear.
- (See Team Construction below.)
-
- DELETE LEAGUE
- Selecting this option brings up a list of your existing leagues. Simply
- highlight the league you wish to delete, then press Enter. A checkmark will
- appear next to the league you chose to delete. Now highlight OK at the bottom
- of the screen and press Enter to delete the league, or highlight Cancel and
- press Enter to return to the League Construction Menu without any changes.
-
- RETURNING TO MAIN MENU
- Selecting this option, you'll be shocked to learn, actually returns you to
- the Main Menu.
-
- TEAM CONSTRUCTION
- After you select the team you want to customize, the Team Construction
- Screen will appear, displaying the selected team's roster of players (similar
- to the Roster Screen shown before). Here you can change almost anything -- the
- Team Name, the Player Number and Name, and all three Player Attributes (Speed,
- Skill, and Strength) of any player on the roster. You can also change the
- order that the players are listed within each position group.
-
- To learn how to make changes to a roster, see The Roster Screen.
-
- Also note the four options at the bottom of the screen. They are:
-
- Playbook. Select Playbook to examine and/or modify the selected team's
- playbook. For more on this, see the next section, How to Modify your
- Playbook.
-
- Color. Takes you to the Select Team Colors Screen, where you can change
- uniform colors (pants and jerseys) for both home and away games. Just
- highlight either Shirt or Pants, then press the left/right arrows until
- you get the color you want. When finished, select OK to confirm your
- choice, or Cancel to return to the Team Construction Screen without
- changes.
-
- OK. Select OK to confirm your team modifications and return to the Modify
- League Screen.
-
- Cancel. Select Cancel to nullify all modifications that you've made and
- return to the Modify League Screen.
-
- -+- -+- -+- -+- -+-
-
- HOW TO MODIFY YOUR PLAYBOOK
-
- Defense is like a big dog -- sometimes you bite it, and sometimes it bites
- you. When the teeth marks on your ball carriers get really bad, it's time to
- modify the playbook. You can add up to 16 custom plays to each team's
- playbook. But remember that each playbook holds a maximum of 68 plays, so
- you'll probably have to delete existing plays before you can add new ones.
-
- THE MODIFYING PLAYBOOK SCREEN
- Select Playbook at the bottom of your Team Construction Screen. The
- Modifying Playbook Screen will appear. Note the options displayed at the top
- of the screen, and the four windows containing playbook diagrams at the
- bottom. Also note the flashing red box around the currently highlighted
- window.
- Use the arrow keys to highlight the selection button you want, then press
- Enter. Here's what each button does:
-
- Modify. Change the currently highlighted play. Takes you to the Play
- Architect Screen, where you can edit player assignments.
-
- Note: To modify an existing play, you must duplicate it first, then
- modify the duplication.
-
- Duplicate. Makes a copy of the currently highlighted play and inserts in
- into the playbook. Rename the copy at the Play Architect Screen (See play
- Architect below) and use it to create a modified version of the original
- play without having to re-assign duties for every single player.
-
- Delete. Zaps the currently highlighted play out of your playbook.
-
- Note: If you hit Delete by accident, don't worry. Just select Cancel.
- Ultimate Football will ask if you want to save changes made to the
- current team's playbook. Select No, and your playbook will be restored to
- the way it was before you made changes.
-
- New. if there's room in the playbook, this option lets you diagram a new
- play from scratch. You'll go to the Select Formation Menu, where you
- choose the formation you want. Then the Play architect screen appears,
- with players lined up in the chosen formation, ready to be assigned new
- duties. (See Play Architect below.)
-
- Previous/Next Page. Use these options to flip through "pages" of the
- playbook. Each page contains a maximum of four plays.
-
- Formation. Lists the current formation of the plays displayed on the screen.
-
- OK. Confirm all playbook changes. Return to Team Construction Screen.
-
- Cancel. Cancel all playbook changes. Return to Team Construction Screen.
-
-
- PLAY ARCHITECHT
- Once you've decided whether to modify an existing play or create a new one,
- the Play Architect Screen will appear. Here's where you can piece together a
- new offensive scheme... and cop yourself a "genius" label in the process.
-
- PLAYBOOK DIAGRAM [upper left hand corner]
- This box displays the actual diagram that you'll see on your Play Selection
- Screen in game situations. Changes you make on the "chalkboard" (see below)
- are instantly reflected in the diagram. The route of your primary receiver is
- marked in yellow;secondary receiver routes are blue.
-
- CHALKBOARD [Large box on right of screen]
- Here's where you draw up the plays. Primary receiver routes are gray; ball
- carrier paths are red; handoffs are indicated in blue. All other assignment
- paths are marked in black. The flashing player/position is the one currently
- selected for editing.
-
- ASSIGNMENT BOX [lower left hand corner]
- Here's where you assign a basic "player duty" to the currently selected
- (flashing) position. Here's a quick rundown of possible assignments:
-
- Hand Off. Player with ball (usually QB) hands ball to another player
- (usually RB).
-
- Man in Motion. Player moves parallel to line of scrimmage before the snap.
-
- Block. Player moves to designated spot, then sets up tot block at one of
- three angles.
-
- Run Block. Player runs in direction of arrow, actively seeking out defenders
- to block, until whistle blows the play dead.
-
- Secondary Receiver. Your QB will also consider this player a potential
- passing target.
-
- Note: As in real football, some "player duties" cannot be assigned to
- certain positions. For example, interior linemen are not eligible
- receivers. So, only those duties available to the highlighted position
- are displayed in the Assignment Box.
-
- You can also take a live-action look at your newly designed play. Here's
- how:
-
- View. Watch a dummy walk-through drill of your new play, with no defense on
- the field.
-
- Practice. Run the new play against a live & hungry defense.
-
- The bottom four options confirm, undo, or nullify changes.
-
- New. Wipes the slate clean, giving you an untitled play screen and a
- formation with no assignments.
-
- Undo. Undoes the most recently edited player assignment, restoring previous
- assignment.
-
- OK. Confirms play as diagrammed, enters it in your playbook, then returns to
- the Modifying Playbook Screen.
-
- Cancel. Cancels any changes, returns to Modifying Playbook Screen.
-
-
- HOW TO DESIGN A PLAY
-
- 1. Use the arrow keys to move the on-screen pointer onto the Chalkboard over
- the position (QB, RB, WR, etc.) to which you'd like to assign a duty.
- Press Enter. That position will flash.
- 2. Move the pointer into the Assignment Box over the "player duty"" (i.e.
- Hand Off, Block, etc.) that you wish to assign to the flashing position.
- Press Enter. The selected assignment turns black; all other available
- assignments are gray.
- 3. Move the pointer back over the selected (flashing) position and press
- Enter. The pointer will turn into a "crosshair" cursor.
- 4. Move the crosshair in the direction you want the player to move. The
- cursor will drag a "rubber band" from the player's set position to
- indicate his path of movement.
- 5. To make a "cut" (change directions): Move the crosshair over the desired
- spot of the cut, then press Enter once. The cursor will now drag a new
- "rubber band" from that spot. Any player can make up to three (3) cuts.
- To complete an assignment: Move the crosshair over the place where you
- want your player to end up. Press Enter twice. (Iff he's already made
- three cuts, you'll only need to press enter once.)
- To designate a hand off: You should have selected the current ball
- carrier in Step 1, then selected Hand Off from the assignment box in
- step 2. Move the crosshair back over the ball carrier until the cursor
- flashes very fast. Press Enter. Move the crosshair to the spot where
- you want to execute the handoff -- the cursor will flash faster when
- it's over a spot where a handoff is possible -- then press Enter. (The
- cursor must be over the path of a player before you can designate a
- hand off to that player.)
- To change the angle of a block: If the currently selected (flashing)
- position is assigned to block, his path (as drawn on the Chalkboard)
- will end in a line rather than an arrow. The player will set up to
- block at that spot in a direction perpendicular to that line. After
- you've set a blocking assignment for a player, you can change the angle
- of the block by moving the cursor back over Block and pressing Enter.
- There are three possible angles: left, right, and straight down field.
- 6. To name your new play (or rename your modified play), move the pointer
- over the name of the play displayed in the Playbook Diagram and press
- Enter. Then type your new name (up to 12 characters) and press Enter
- again.
-
- Now you can select View to see your team run through the motions of the
- newly designed play, or Practice to see how the play fares against a live
- defense.
-
- -+- -+- -+- -+- -+-
-
- TROUBLESHOOTING GUIDE
- If you have any questions about Mike Ditka Ultimate Football and you can't
- find the answers in the manual, too bad.
-
- IF YOUR GAME DOESN'T LOAD PROPERLY
- [Check to make sure you did everything right, and check your free space.]
-
- IF YOU GET GARBLED GRAPHICS (OR NONE AT ALL)
- If you load the program and nothing appears on your screen (or what does
- appear seems garbled), you may not have specified the proper graphics type for
- your system.
- * Check your hardware manual to make sure your computer can run this game.
- * Re-read the Getting Started section, and make sure you've specified the
- correct graphics option for your computer.
-
- IF YOU HAVE A SUPPORTED SOUND BOARD, BUT GET NO SOUND
- Ultimate Football supports the popular sound device (AdLib, SoundBlaster,
- and Roland) for the music. If you have one of these but get no sound from it:
- * Make sure you've chosen the correct option when you installed the program.
- * Check to make sure the sound board is properly seated in it slot.
-
- IF YOU HAVE A MOUSE, BUT IT DOESN'T WORK WITH YOUR GAME
- Ultimate Football will utilize a mouse for input control if it sees one. If
- you have a mouse connected, but it doesn't work:
- * Make sure the mouse driver (mouse software) has been loaded before
- starting our program.
- * Double-click to make sure it's plugged into your computer.
-
- -+- -+- -+- -+- -+-
-
- APPENDIX A: HOW TO BOOT YOUR SYSTEM "CLEAN"
- [You're on your own on this.]
-
- -+- -+- -+- -+- -+-
-
- As of Thursday Morning (10-31-91), there are three releases on this game to
- be found on the boards... Razor 1911, THG, and USA.
-
- The Razor 1911 version works fine. If you run the SETUP program to pick
- different sound options, etc, it will create a batch file called MDF.BAT. In
- order to use this, you have to rename the Razor DITKA.COM to MDFB.COM.
-
- The THG version apparently works fine. (I have not seen this one.)
-
- The USA/Fairlight version does not work for a lot of people. There is an
- extracted crack file from the THG version that can be applied to the USA
- release to correct the problem. I have heard that if you boot with no device
- drivers, TSRs, etc. the the USA version will run properly.
-
- -+- -+- -+- -+- -+-
-
- /\
- /\ /\/ /
- \// \/ Docs keyed by The Ghost Wind
- / /\ \ -*- R A Z O R 1 9 1 1 -*-
- / /\/\/
- \/
-
- -+- -+- -+- -+- -+-
-
-