(C) Copyright 1973-1994 Virginia Tech Intellectual Properties, Inc. All rights reserved. FAST AND EASY COMPUTER FOOTBALL GAME (tm) Version 1.7 Weak Side Defense Point Of View Strong Side | | V X X V X X X X X X X X X O O O C O O O O O A O O A | | Weak Side Offense Point Of View Strong Side (WS) (SS) The set of offensive and defensive plays based on the above diagram follows (Ss=Strong side, Ws=Weak side): -------------- ---- ------------------------------------------ Offensive Play Code Description -------------- ---- ------------------------------------------ Off Tackle Ss OTS Use when defense expects a pass or run Ws OTW to one side/short gains, 5-10 yd SWeep Ss SWS Use in some pass situations when defense Ws SWW expects a run or pass/gains up to 20 yd Quick Trap up QTM Use when defense expects a pass or in the Middle long yardage situations/gains up to 25 yd FullBack Draw FBD Works well when defense expects a pass but does not blitz/gains up to 15 yd Screen Pass Ss SPS Can be successful in many passing and Ws SPW short yardage situations/gains up to 15yd Side Line Ss SLS Good "ball control" play - use to stop pass Ws SLW the clock/short gain 5 yd Post Pass Ss PPS Don't use much in pass situations Ws PPW good against blitzes/gains of 40+ yd Long Pass Ss LPS The "bomb" - use when defense expects a Ws LPW run Square In Ss SIS Use for medium gains (10-15 yd) pass Ws SIW even when a pass is expected Pop Pass to PPT Use to control the blitz/gains 5-15 yd Tight end Comeback Ss CPS Use when defense expects a long pass or a Pass Ws CPW pass to one side/good for 3rd & 20 Hook Pass to HPT Not good against a blitz/use even though the Tight end defense expects a pass --------------------------------------------------------------- -------------- ---- ------------------------------------------ Offensive Play Code Description -------------- ---- ------------------------------------------ Field GoaL FGL Field goal wins in sudden death period PUNt PUN Remember--wind affects all long kicks -------------- ---- ------------------------------------------ Defensive Play Code Description -------------- ---- ------------------------------------------ Zone WS ZWS Good against runs, passes, or screens to the weak side and also any long pass Zone SS ZSS Good against runs, passes, or screens to the strong side and also any long pass Combination CCV Good against any pass, particularly one CoVerage to the weak side 6-1 Blitz 61B Best against sweeps, screens, and draw plays/puts maximum pressure on QB, but it is weak against the long pass Middle-Strong MSB Use when you suspect a run up the middle Blitz or to the strong side/weak against passes to the strong side/some pressure on QB Middle-Weak MWB Never use if you suspect a weak side pass Blitz -good against runs up the middle or to the weak side Goal Line GLD Can use only if computer offense has 10 Defense yds or less to go for a 1st down PreVent PVD Defense should use only in long yardage Defense situations when you are willing to give up 10-20 yds to prevent the "bomb" -------------- ---- ------------------------------------------ Special Plays Code Description -------------- ---- ------------------------------------------ Time OuT TOT Each side is allowed 3 time outs per half (2 time outs for the overtime period) QUIT game QUIT list ALL plays ALL Display the list of all plays DEFensive plays DEF Display the list of defensive plays OFFensive plays OFF Display the list of offensive plays --------------------------------------------------------------- This game uses most of the characteristics of professional football to create game situations based on probabilistic and deterministic models. There is only one penalty--too much time taken with the play clock running between plays--when you are playing offense or defense. Wind affects long kicks and passes. The computer selects all plays independent of your plays, offense and defense, i.e., there is no cheating going on. The game has artificial intelligence ability; so, it learns from each game the best play for a given situation.