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rbm software's FIELD GENERAL
version 4.1
'UNEQUALLED in pro football simulation'
_____________
USER'S MANUAL
_____________
Copyright (C) Rodney B. Markert 1988-1989
Copyright (C) rbm software 1989-1991
All rights reserved.
8004 Logwood Drive, Austin, Texas 78758
_________________________________________________________________
TABLE OF CONTENTS
_________________________________________________________________
General disclaimer
Unlawful software duplication and use
What is Shareware?
A note from the author
About FIELD GENERAL
Quick start
Notes on version 5.0 and other future versions
Playing options
Automation
Game speed
Sound
Normal playing conditions
The play clock option
The real-time clock option
Using the real-time clock only during the
final minutes of a half
The two-point conversion option
Activating game screens
Weather elements
The play clock - in detail
The game clock - in detail
Without the real-time clock option
With the real-time clock option
Weather elements - in detail
Game features - miscellaneous
Ball marker
Hashmarks
Touchdowns
Fumbles
Penalties
Kickoffs
Kickoff "hands" team
Field goals
Fake field goals
Field goal defense
Punts
Angle punts
Fake punts
The no-huddle offense
Wearing down the defense
Time outs
Sudden-death-overtime
All-time game records
The game screens
The plays
Terminology
Choosing and entering a play
User input
Play results
Statistics
Tendency Tracking System (TTS)
A final note
_________________________________________________________________
_________________________________________________________________
GENERAL DISCLAIMER
_________________________________________________________________
Users of FIELD GENERAL must accept this disclaimer of warranty:
FIELD GENERAL is supplied as is.
All warranties of merchantability and fitness, including
suitability for a particular purpose, and incidental or
consequential damages, are hereby denied.
_________________________________________________________________
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
UNLAWFUL SOFTWARE DUPLICATION AND USE
REGISTERED versions of rbm software's FIELD GENERAL
Software, User's Manual, and Supplement to User's Manual are
protected under copyright law. Unlawfully copying, duplicating,
selling, or otherwise distributing these products is hereby
expressly forbidden. Copies of registered versions of rbm
software's FIELD GENERAL Software may be made for backup purposes
only.
Warranties, updates, and user support will not be honored
for any program which has been unlawfully copied.
Copyright 1988-1989 by Rodney B. Markert and copyright 1989-
1991 by rbm software, 8004 Logwood Drive, Austin, Texas. All
rights reserved. This work may not be reproduced, in whole or in
part, in any way or by any means, electronic or mechanical,
including photo-copying, recording or through storage and
retrieval mechanisms, without prior written consent of rbm
software.
The UNREGISTERED version of rbm's FIELD GENERAL Software and
User's Manual (the Shareware version) may be copied and
distributed freely as long as it is done so in its WHOLE (all
files included) and UNALTERED form.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
_________________________________________________________________
-- WHAT IS SHAREWARE? --
_________________________________________________________________
Shareware is a distribution method, not a type of software.
You should find software which suits your needs and pocketbook,
whether it's commercial or Shareware. The Shareware system makes
fitting your needs easier, because you can try before you buy.
And because the overhead is low, prices are low also. Shareware
has the ultimate money-back guarantee - if you don't use the
product, you don't pay for it.
Shareware gives you the luxury of trying out working
versions of programs at your own pace and in the comfort and
convenience of your own home or work place. If, after trying the
programs, you wish to continue to use them, you are TRUSTED to
purchase them from the program's author or from an authorized
dealer. In this manner, Shareware works well for both the author
and the user of these programs.
The unregistered version of FIELD GENERAL is a "Shareware
program" and is provided at no charge to the user for evaluation.
Users are free to share the unregistered version with their
friends, but asked to please not give it away altered or as part
of another system. The essence of "user-supported" software is
to provide personal computer users with quality software without
high prices, and yet to provide incentive for programmers to
continue to develop new products. If users find the unregistered
version useful and find they are using FIELD GENERAL and continue
to use FIELD GENERAL after a reasonable trial period, they MUST
make a registration payment to rbm software. The registration
fee will license one copy for use on any one computer at any one
time. They must treat this software just like a book. An example
is this software may be used by any number of people and may be
freely moved from one computer location to another, so long as
there is no possibility of it being used at one location while
it's being used at another. Just as a book cannot be read by two
different persons at the same time.
Copyright laws apply to both Shareware and commercial
software. Shareware authors are accomplished programmers, just
like commercial authors, and the programs are of comparable
quality. (In both cases, there are good programs and bad ones!).
The main difference is in the method of distribution.
See the file "REGISTER.DOC" for the benefits of registering
your FIELD GENERAL software.
_________________________________________________________________
_________________________________________________________________
-- A NOTE FROM THE AUTHOR --
_________________________________________________________________
FIELD GENERAL started as a form of entertainment for myself.
Two of the things which I enjoy most are programming and
football, so when I bought my first computer and compiler
program, a computer football simulation program naturally
followed. I was disappointed with most other computer football
programs on the markert because of their simplicity or
unrealistic play, so I decided to create my own football game -
programmed the way I thought football games should be programmed.
Naturally, I wanted an entertaining game, but I also wanted
a game which was challenging (especially when played by two
people), somewhat sophisticated (requiring a relatively good
understanding of the game of football), unpredictable (many
possible results and outcomes), and realistic (a true football
simulation). After tinkering with FIELD GENERAL for a while, I
began distributing the game to friends for their evaluation. In
short, because of favorable responses, it is now being distributed
as Shareware.
I hope you too will find FIELD GENERAL entertaining, and I
look forward to receiving any comments or suggestions you may
have on the game so I can continue to improve upon FIELD
GENERAL's play. With user support, FIELD GENERAL is now
UNEQUALLED in pro football simulation! Thank you.
Rodney B. Markert
_________________________________________________________________
_________________________________________________________________
-- ABOUT FIELD GENERAL --
_________________________________________________________________
If you're a die-hard football fan, one of those armchair
quarterbacks who often finds himself screaming at the person
responsible for making those ridiculous play calling decisions
which are costing your team a shot at winning a ball game, then
this football game is for you!
FIELD GENERAL simulates the game of professional football as
closely as possible. rbm software's goal is to create an
atmosphere in FIELD GENERAL where the players can experience the
pressure and the excitement of a pro football game from a coach's
point of view. By playing FIELD GENERAL, you may even learn a
few things about the professional game of football. The game
lacks many graphic features such as moving football players, but
it does contain much of the strategy involved in outsmarting your
opponent. As a player of FIELD GENERAL, your main concern is to
determine and act upon your opponent's play calling tendencies.
FIELD GENERAL puts you up close to professional football action
by letting YOU call the plays! You must not only battle against
the wits of your opponent, but you must also race against the
clock!
Our main goal is NOT to provide a game which has life-like
graphics and interactive play where the user's joystick skill is
tested through his controlling of players on the screen, but
rather to furnish a game of play calling strategy in which the
results mirror those of an actual professional football game.
Our goal is to make this game as realistic as possible by having
FIELD GENERAL comprise nearly everything which can happen on a
football field. FIELD GENERAL is best suited for those fans who
have a relatively good understanding of the professional game.
You'll encounter fumbles & interceptions, penalties,
quarterback traps, onside kicks, blocked punts & field goals,
faked punts & field goals, angle punts, missed extra points, long
punt & kickoff returns for touchdowns, 2-point conversions, a
halftime show, an instant replay feature, and much more! If you
wish, you can even have a play clock and a REAL-TIME game clock
for added game pressure! At halftime and at the completion of
the game, an extensive list of game statistics are given. Also,
look at the file "GAME_LOG.TXT" at the end of the game to get a
recap of the key plays and statistics on the scoring drives!
FIELD GENERAL even keeps a listing of all-time game records in
the file "TOPSTATS.TXT" for all you trivia enthusiasts!
One feature which separates FIELD GENERAL from some other
computer football games is teams are EVEN going into the contest.
Neither team has an advantage on offense or defense; the computer
is completely unbiased. The only difference between two competing
teams are their play callers - YOU! Winning might take a little
luck, but winning mostly depends on a sound play calling
strategy!
_________________________________________________________________
_________________________________________________________________
-- QUICK START --
_________________________________________________________________
For those who are getting tired of reading this long user's
manual and who just want to see what this game is all about, read
these short instructions and go try the game!
The game is very easy to play. The computer prompts you for
all information it requires. When you start the game for the
first time, we do not recommend adjusting the game speed or
choosing to have the real-time game clock or play clock option.
The real-time game clock and the play clock will only make
viewing the game for the first time more difficult. We do
recommend activating all the game screens so you can see what
information each screen provides. The basic instructions you
need are:
1. When a team is automated, the computer controls the
specified team's actions. You may automate one or both
of the teams. (See "AUTOMATION - IN DETAIL".)
2. When the computer asks you to "Call offense", enter 99
to get a list of offenses and enter 98 to get a list of
special team plays and other information. Then enter
the number which coincides with the play you wish to
run.
3. When the computer asks you to "Call defense", enter 99
to get a list of defenses. Then enter the number which
coincides with the defense you wish to run.
For faster play, put FIELD GENERAL on your hard disk. FIELD
GENERAL reads from the disk throughout the game to retrieve the
play results, writes to the disk throughout the game to record
game highlights and statistics, and writes to the disk at the end
of the game to update the all-time game records file.
_________________________________________________________________
_________________________________________________________________
-- NOTES ON VERSION 5.0 AND OTHER FUTURE VERSIONS --
_________________________________________________________________
With the help of many people, the first version of FIELD
GENERAL has been greatly improved upon. rbm software is pleased
with and excited about the changes which have been made to FIELD
GENERAL! We thank everyone for their comments and suggestions!
With your support, we were able to make FIELD GENERAL a better
and more enjoyable computer football game, further proving the
concept of Shareware as a workable, marketing idea! Please
continue to send us your helpful comments so we can keep
improving upon this game.
The following is a list of improvements rbm software is
considering for FIELD GENERAL:
1. Improved graphics, such as moving football players.
Version 4.1 has improved upon the graphics of version
1.0, but even better graphics will appear in the future.
2. Better algorithms for automated teams. The automated
teams play semi-intelligently now, but we hope to have
them play even smarter in the future.
3. More plays are always being considered, many of which
have been suggested by users.
Version 5.0, whenever it is released, will introduce 12 new
offensive and 2 new defensive plays! These plays are listed with
the other plays in FIELD GENERAL's help screens to wet your
appetite for this release! The new plays will feature the 2
Tight End (Double-Tight) and Run & Shoot (Spread) formations.
With these plays, FIELD GENERAL will produce over 34,800 possible
results! The database for these plays is currently in the making.
The new plays are:
OFFENSES 28 Triple Option
-------- 36 G
28 Cut Back
Double-Tight 35 Slam
84 Z Out & Up
Spread W Fan
Shotgun Hail Mary
QB Draw
Flea Flicker Z Post
Double-Tight Blind Bootleg Right
Spread Middle Screen
TE Screen Left
DEFENSES: 4-3 Flex Strong Man-To-Man
-------- 4-3 Flex Weak Man-To-Man
Again, we thank you for all the comments and suggestions!
_________________________________________________________________
_________________________________________________________________
-- PLAYING OPTIONS --
_________________________________________________________________
FIELD GENERAL is programmed with many built-in options so
you may tailor the game to your individual liking. The following
is a list of variations of play for FIELD GENERAL. More detailed
information about the individual options appears after this
section.
AUTOMATION
After entering the participating teams' names, you have the
choice of automating one or both of the teams. By automating one
of the teams, you have the capability to play against the
computer - a worthy opponent. The computer uses "smart" random
play options to call its plays semi-intelligently. The
automation feature fully automates a team with the computer
calling plays and making decisions for the automated team. The
computer makes intelligent play selections by taking the game
situation into account (time remaining, down, yards to go, score,
hashmark, etc.). And in case you were wondering, the computer
NEVER bases its play selection on the play the user has called -
HONEST!
GAME SPEED
At the screen where the team names are taken, you will be
asked if you wish to change the game speed. Game speed is
initially set to a factor of 4. This game was developed using an
8088 processor and a speed factor of 4 seems like a good speed
for this particular processor. If you have a faster processor,
pick a value greater than 4 to slow the game down to the desired
speed. If your processor is slower or you just want faster play,
pick a value between 1 and 3 to speed the game up. The halftime
show and the time taken to retrieve game data off of the disk ARE
NOT effected by this change in speed. So, if the halftime show
sounds queer . . . we're sorry. You'll either have to change the
"TEXAS.COM" file or you'll just have to learn to live with it.
We know Aggie fans will want to change this file immediately!
The speed factor DOES control the speed for all the other sounds,
graphic drawings, and ball movement.
SOUND
Sound can be activated during the pre-game screen or during
game play. Typing "77" at the "Call offense:" prompt will
activate or deactivate the sound, depending on its status.
NORMAL PLAYING CONDITIONS
This is where the real-time game clock and play clock are
not active. In this variation, players have as much time as they
wish to call their plays. Time is subtracted from the game clock
independent of slow or fast play. Each type of play and game
activity is assigned a predetermined amount of time which it will
take off the game clock. When a play is run, its corresponding
time will be subtracted from the game clock. These predetermined
times do a good job of simulating actual professional football
game conditions, but limit the players' ability to manipulate the
game clock through their play calling. We recommend this
variation for first time players so they may become well
accustomed to the game. (See "THE GAME CLOCK - IN DETAIL", for
more information on how this game clock works.)
THE PLAY CLOCK OPTION
The play clock option is used to restrict the amount of time
a player may take to call his play. Using the play clock is much
like normal play, except there is a time limit on the calling of
plays. This option will somewhat guard against slow play as well
as introduce a more interesting play calling strategy. Since the
defense has only 6 seconds to call their play after the offense
has called their's, the offense may simulate a no-huddle type
offense to give the defense little time to think about their next
play. We recommend a hard copy of the list of plays when using
the play clock. (See "THE PLAY CLOCK - IN DETAIL".)
THE REAL-TIME CLOCK OPTION
This option is only for the most experienced FIELD GENERAL
players. This option provides players with a truly advanced
version of the game. The real-time clock provides you with
action under conditions closest to those of an actual
professional football game! The game clock works like the clock
in a pro game; the clock is stopped when a pass is incomplete,
when a play goes out of bounds during the final minutes of a
half, etc.. The play clock is also activated when this option is
chosen. The clock can be seen running on the screen while the
offense is thinking about the next play it will call. Plays and
game activities still subtract a small predetermined amount of
time off the clock, but since the time taken to call plays makes
up most of the time taken off the game clock and since players
have control over how much time ticks off the clock while they
call their plays, this way of working the clock much better
simulates professional football action. The offense can quickly
call a play if time is running out in the half, or if the offense
is winning near the end of the game, it can insure victory by
taking the play clock down to 1 second to take as much time off
the game clock as possible. The real-time game clock makes for
some very interesting two minute drills! Only the most
experienced and cool-headed FIELD GENERAL players can lead their
offense in beating both the defense and the clock for a TD during
the closing seconds of the half!. We recommend a hard copy of
the list of plays when using the real-time clock option. (See
"THE GAME CLOCK - IN DETAIL".)
USING THE REAL-TIME CLOCK ONLY DURING THE FINAL
MINUTES OF A HALF
Another game clock option is using the real-time clock only
during the final minutes of each half. If you choose this
option, the real-time clock will be activated during the final 2
minutes of the 1st half and during the final 5 minutes of the 2nd
half and overtime quarters. NOTE: If you choose the PLAY CLOCK
option, set the play clock for 15 seconds, and THEN choose to
have the real-time clock run during the last minutes of each
half, a 15 second play clock will be used throughout the game
EXCEPT for the final minutes of each half when the real-time
clock is activated.
THE TWO-POINT CONVERSION OPTION
The computer will prompt to see if you wish to let 2-point
conversions be attempted after touchdowns. If you do not want
this option, all extra points will count as 1 point and will be
attempted by each team's kicker. If the 2-point conversion
option is chosen, each team has the option, after each TD it
scores, to either attempt an extra point kick for one point or to
attempt a 2-point conversion from 3 yards out. The offense may
run its conversion attempt from the middle of the field or from
either hash mark (the computer will ask for the player's
preference). The conversion attempt is similar to other
offensive downs. The offense chooses any of its plays, except a
special team play or a play involving a deep pass route, and the
defense chooses any of its plays. The offense is allowed only 1
attempt to get the ball over the goal line for its 2 points.
ACTIVATING GAME SCREENS
The "Chalkboard" and "Formation" screens can be activated at
the pre-game screen or during play. Typing "78" at the "Call
offense:" prompt will activate or deactivate the "Formation"
screen, depending on its status, and typing "79" will do the same
for the "Chalkboard" screen. By deactivating these screens, play
will be faster.
WEATHER ELEMENTS
Weather elements are optional. The computer will ask you if
you wish to have "perfect playing conditions". If conditions are
perfect, there is no precipitation or wind to affect play
outcomes. If you choose to have the weather elements be a part
of the game, you may set the playing conditions in two ways. You
can let the computer set the elements in a random manner, or you
can set the conditions yourself. When you let the computer set
the weather conditions, the computer may generate perfect playing
conditions or any other combination of weather elements. Weather
conditions stay constant throughout the game. (See "WEATHER
ELEMENTS - IN DETAIL").
_________________________________________________________________
_________________________________________________________________
-- THE PLAY CLOCK - IN DETAIL --
_________________________________________________________________
The play clock is optional. You will be able to choose this
option at the pre-game screen. The play clock simulates the 30-
second clock professional teams must play against in choosing and
running their plays. If the offense cannot get their play called
and the ball snapped before the play clock runs out, then they
are given a 5 yard DELAY OF GAME penalty. NOTE: The play clock
is a standard feature when the real-time clock is active.
When you choose to use the play clock at the pre-game
screen, you will also be asked to enter the number of seconds you
wish to have on the play clock (this is true ONLY if the real-
time game clock is NOT activated - the seconds on the play clock
are set automatically when the real-time clock option is chosen).
You choose how much time the offense has to call its plays. You
can choose any time limit between 8 and 45 seconds. Any other
input will default to 30 seconds. NOTE: You may only set the
time limit the offense has to call its plays. The time limit the
defense has (explained below) will always stay the same.
If a 30-second play clock is chosen in FIELD GENERAL, the
offense has 30 seconds to choose and enter its play. This should
be easy for experienced players to do since the professionals
must not only choose their play within 30 seconds, but must also
get the play from the sideline, line-up, call signals, and snap
the ball within this time. This is the reason we have added the
feature of adjusting the time on the play clock. To make calling
plays more difficult or to make the time restriction to call
plays better reflect the time restriction professional football
teams must face in calling their plays, we have allowed user's to
set the play calling time limit to as little as 8 seconds.
After the offense has chosen and entered its play, the
defense has 6 seconds to respond and enter its play. The
defense, like the offense, will be given a play clock to show
them how much time they have remaining to call their play. So,
the offense has control over the amount of time the defense has
to think about its next play. In some cases, a hurry-up or no-
huddle offense could prove to be very effective by causing the
defense to make a bad decision, or to be accessed a delay of game
penalty. REMEMBER, both the offense and the defense are subject
to the delay of game penalty.
There are two play clocks, one in the back of each endzone.
To call your play within the given time limit, you must enter a
VALID play before the play clock has run down to zero. NOTE:
The play clock will be stopped whenever a team calls a time out.
This means the team which called the time out may take as long as
it wants to call its next play.
If you are playing against an automated team, expect the
following:
* Automated teams will call their plays before the
play clock expires.
* When on defense, automated teams will call their
plays quickly (within 1 second).
* When on offense, automated teams will call their
plays at any time during the play clock's time limit.
WARNING: When using the play clock option, it is best to
get a hard copy of the plays (see the file "PLAYS.TXT"). Having
a hard copy of the plays will save you time by eliminating the
need for you to call up a help screen.
_________________________________________________________________
_________________________________________________________________
-- THE GAME CLOCK - IN DETAIL --
_________________________________________________________________
WITHOUT THE REAL-TIME GAME CLOCK
The amount of time taken off the clock is determined by
yardage gained or lost, the play selected (runs generally take
more time than passes), and whether or not the game is within the
two minute warning period. Within the two minute warning period,
a play which goes out of bounds takes less time than a play which
doesn't (generally, all plays take less time within the two
minute warning period). A play is said to go out of bounds if
the play starts AND ends at the right OR left hashmark. To
clarify, a play must start and end on the left hash mark or start
and end on the right hashmark. So, a play which begins in the
middle of the field has no chance of being timed as an out of
bounds play. Use the out of bounds to your advantage when trying
to score late in the half.
WITH THE REAL-TIME GAME CLOCK
The main difference between using the real-time clock and
not using the real-time clock is the real-time clock keeps track
of how long it takes the offense to call a play. Without the
real-time clock, the time the computer takes off the game clock
after each play is determined by yardage gained, play called, and
average amount of time needed to call a play (all predetermined).
However, with the real-time clock, the offense controls how much
time is needed to call a play. If time is short and the offense
wants to call several plays, the offense can cut down on the
amount of time its plays will take by calling its plays quicker.
If the offense wants to eat up a great amount of time off the
game clock, the offense can run the play clock down to nearly
zero before calling its plays.
The clock can be seen running on the screen while the
offense is deciding on what play it's going to run (the clock
does not run while the defense is deciding on its play because
in an actual football game, the defense should be set and ready
when the offense is set and ready). Of course, the clock does
not ALWAYS run during this time. In a similar fashion to pro
football, the game clock will stop after certain events. The
events which stop the game clock are as follows:
1) incomplete passes
2) plays which go out of bounds during
the final two minutes of the first half
and the final five minutes of the second
half and overtime quarters
3) changes of possession
4) scores
5) penalties (exception: clock will run
after all declined penalties which
occur outside the final two minutes of
the first half and outside the final five
minutes of the second half and overtime
quarters)
6) time outs
7) two minute warnings
8) ends of quarters
When the game clock is not running, the colons between the
minutes and the seconds of the game clock are colored bright
white. When the clock is running, the colons are colored bright
red and a faint ticking noise can be heard. This is to help aid
the players in quickly recognizing the status of the game clock.
The play clock works a little differently when the real-time
clock is activated. First of all, the computer automatically
selects the amount of time the offense has to call its plays.
When the real-time clock is in use, only 20 seconds is put on the
play clock. Normally, the offense would receive 30 seconds to
call their play, but under real-time clock conditions, 10 seconds
is subtracted to account for the time the offense needs to break
their huddle, line up, and snap the ball. However, during the
last two minutes of each half, less time will be attributed to
snapping the ball. Instead of 20 seconds on the play clock, the
offense will have 26 seconds to call its play. (We think less
time should be subtracted for snapping the ball within the two
minute warning period because offenses are usually in a hurry-up
type situation during this time. Thus, offenses shouldn't be
penalized as much time for getting the ball snapped.)
With the conception of the real-time clock, another play was
added to the list of offensive plays under the category "SPECIAL
TEAMS AND OTHERS". The play is offensive play #88 - ground ball.
This play was added so the offense could stop the game clock
within the two minute warning even if it had no time outs left.
The play simply has the QB intentionally ground the ball after
taking the snap. The offense loses a down, but it does stop the
clock. NOTE: This play cannot be used on 4th down or outside
the two minute warning period, and the real-time game clock must
be in use before you can use this play.
_________________________________________________________________
_________________________________________________________________
-- WEATHER ELEMENTS - IN DETAIL --
_________________________________________________________________
As the weather worsens, weather elements play a greater part
in your play calling strategy.
PRECIPITATION
Drizzle is slightly disruptive, rain is moderately
disruptive, and snow is very disruptive. As precipitation
conditions grow worse, it will be a little bit harder to complete
medium and long range passes. Precipitation affects medium range
passes only slightly, and affects long range passes a bit more.
Precipitation also affects the kicking game, but only slightly.
The greatest effect precipitation has is on the outside running
game. As the precipitation worsens, you will find it difficult
to get good yardage by running to the outside (sweeps, quick
pitches). This is because running backs will have more
difficulty in cutting up field quickly, allowing the defensive
pursuit to catch up to them.
WIND
Good breeze is slightly disruptive, windy is moderately
disruptive, and strong wind is very disruptive. Wind direction
will be either against you or with you. There are never cross-
winds. Wind affects only passes which are thrown against the
wind. Wind, like precipitation, does not affect short passes,
but does affect medium and long range passes. As wind conditions
worsen, completing medium range passes will become slightly more
difficult and completing long range passes will become
considerably more difficult. The greatest effect wind has is on
the kicking game. If you are going against the wind, kicking
distance will decrease, but if you are going with the wind,
kicking distance will increase. Thus, wind direction becomes a
very important strategic element as wind conditions worsen.
Weather information is displayed to the left of the
scoreboard. "W" is for wind and "P" is for precipitation. The
following is a list of symbols and the weather element they stand
for:
> good breeze + drizzle
>> windy ++ rain
>>> strong wind ++ snow
_________________________________________________________________
_________________________________________________________________
-- GAME FEATURES - MISCELLANEOUS --
_________________________________________________________________
The game is very easy to play, prompting you for any
information it needs. However, there are a few features needing
further explanation.
BALL MARKER
The "" and "" characters act as the ball marker. The ""
character indicates the home team has the ball and the ""
character indicates the visiting team has the ball. The ball
marker moves across the screen in increments of 2 yards to show
the yardage gained or lost on a play.
HASHMARKS
For each play, the ball is snapped from either the left or
right hashmark, or from the middle of the field. This is one
strategic aspect of FIELD GENERAL because the offense may be in a
position where it has more room to run a play to one side of the
field. Since it is better to run plays to the widest side of the
field (because the defense has more field to cover), the offense
may elect to go to the wide side most of the time. However, the
defense also knows this and will probably call its defenses to
guard against plays to the wide side. Thus, the offense may, in
turn, try to fool the defense by running a play to the short side
of the field. The decision is yours to make!
TOUCHDOWNS
A touchdown occurs any time enough yardage is gained to
cross your opponent's goal. The ball marker will keep moving
across the goal until it has moved a distance equal to the
yardage gained. The offense is only credited with yardage up to
the goal, but viewing the ball marker will show you how far the
play could have gone. A team may cross the goal and then fumble
the ball away. In this case, a touchdown is still awarded
because the ball carrier crossed the plane of the goal before
fumbling.
FUMBLES
All fumbles are recovered by the defensive team. If you run
the game without sound, be sure to keep an eye on the screen so
you won't miss a fumble message.
PENALTIES
Penalties can occur at almost any time. When they do, the
computer will usually give you a choice of either taking the
penalty or taking the down (obviously, if the penalty is against
the offense, the defense makes the choice, and if the penalty is
against the defense, the offense makes the choice). Your choice
is made my entering a "P" for penalty or a "D" for down. If
there is a question of who the offense is at the time of the
penalty, look at the scoreboard. The team which has the brown
"" characters to the left of its name is the offense. If a
penalty occurs during a field goal attempt, one team has the
choice to either accept the penalty or the field goal kick. The
field goal kick is given in yardage from the line of scrimmage to
the goal post. For instance, if the computer prints "FG attempt
is 30 yards long.", then the field goal kick would be good if the
line of scrimmage is at the 20 yardline or closer to the goal
post.
KICKOFFS
There are 3 types of kickoffs you may choose from. The two
we are sure you have heard about are onside kickoffs and deep
kickoffs (regular kickoffs). The third type of kickoff is called
a squib kickoff. This is where the kicker kicks the ball down
field along the ground - not in the air. This kick will not
travel as far as a deep kick, but it will cut down on yardage
gained on the kick return. The reason this kick is used is to
keep the ball away from the returning team's best return man, the
player positioned deepest on the return team. In this manner,
the kicking team can guard against a big return near the end of
the first half or near the end of the game. The squib kick is
also a good alternative to the deep kick when the kicker must
kick into a strong wind.
When a team chooses to kick deep, they must choose where to
aim the kickoff (left, middle, or right side of the field). In
turn, the kick receiving team must choose what type of return to
set up (wedge left, middle wedge, or wedge right). The
combination of these 2 choices will determine how successful the
return is. For instance, if the kickoff is directed to same side
of the field the return is called, the return will be longer than
usual. If the kickoff is aimed to the opposite side of the field
to where the return is called, the return will be shorter than
usual.
KICKOFF "HANDS" TEAM
When receiving a kickoff, the receiving team has the choice
of putting in their regular kickoff receiving team or their
kickoff "hands" team. The "hands" team is used in situations
where the receiving team is expecting an onside kick. Choosing
the "hands" team will cut down on the return yardage, but will
improve the chances of recovering an onside kick.
FIELD GOALS
Field goal attempts may come up short of the endzone. In
this case, the defense has the option to return the kick. If the
defense decides not to return the kick, the defense gets the ball
at the place of the kick, or at their 20 yardline if the kick was
attempted from inside their 20.
FAKE FIELD GOALS
Field goals may be faked, but the chances of converting a
fake field goal for a first down or touchdown are slim.
Naturally, chances for success are better when the defense
chooses to try and block the field goal rather than guarding
against a fake, and when only a couple of yards are needed for a
first down or touchdown.
FIELD GOAL DEFENSE
There are 2 types of field goal defenses. A defense can go
for the block or they can guard against a fake. When going for
the block, they are more susceptible to a fake. When defending
against a fake, they have less of a chance for a block.
Defending against a fake will almost ALWAYS stop a fake. But
remember, fake field goals, even when run against a defense going
for a block, have a slim chance for success.
PUNTS
When the offense has elected to punt (but not angle punt),
the defense has the choice of either trying to block the punt,
maximizing a punt return, or checking for a fake punt and then
setting up a punt return.
A punt can be blocked even if the defense decides to set
up a return, but a defense can improve its chances of blocking a
punt by almost 3 times if it decides to go for the block.
However, if the defense goes for the block, punt return yardage
is decreased significantly. The reason why angle punts are
difficult to block is because during these types of punts, the
punting team is not as concerned with punt coverage as it is on
regular punts. Therefore, the punter gets better blocking.
When a defense decides to maximize a punt return, it is most
vulnerable to faked punts and it will not have a good chance at
blocking the punt, but it will get maximum punt return yardage.
Going for the block will also put the return team in a vulnerable
position against faked punts. However, by checking for a fake
punt before setting up a return, the defense will greatly improve
its chances of not getting burned on a fake punt, and it will
still insure good return yardage.
ANGLE PUNTS
An angle punt is when the punter tries to kick the ball out
of bounds near his opponents goal line. In this game, the punt
may indeed go out of bounds, but it may also go into the endzone
for a touchback, or it may stay in bounds and be fielded by the
punt return team. A team may choose the angle punt option only
when it is at or inside its opponent's 40 yardline.
FAKE PUNTS
The chances of a fake punt picking up a first down are
better than a fake field goal picking up a first down.
Naturally, the best chance an offense has at pulling a fake punt
off is when the punt return team is setting up to maximize a punt
return or setting up to block the punt rather than delaying
setting up a return by watching for the fake.
THE NO-HUDDLE OFFENSE
As mentioned above, a no-huddle offense is simulated when
the offense calls its plays quickly, giving the defense little
time to think about its next play. Besides the possibility of
the defense calling a bad play or being accessed a delay of game
penalty, there is an added bonus to running the no-huddle
offense. If the offense calls its play within 3 seconds, the
offense will prohibit the defense from making player
substitutions. Thus, the defense will not be able to go into its
"3-4 Nickel Prevent" or "4-2 Nickel Twist Strong Zone" defense
(in the nickel defense, a LB is substituted for another defensive
back). When the offense calls its play within 3 seconds, the
prompt "NO SUBSTITUTIONS!" will appear with the prompt "Call
defense:" to tell the defense it may not run its nickel defenses.
However, the offense cannot always keep the defense out of its
nickel defenses. The exceptions are:
* The 1st play of a drive. The defense was not on
the field during the previous play.
* When the defense was in a nickel defense the play
before. No substitutions are needed.
* The first play following a time out or the two
minute warning.
* The first play of a quarter.
* The first play after a penalty.
Note: the no-huddle offense can only be simulated when the play
clock is active.
WEARING DOWN THE DEFENSE
An offense can wear down its opposing defense by running the
ball and keeping possession of the ball for great lengths of
time. By keeping the defense on the field, the offense will tire
the defensive team. A small bonus is given to the offense which
accomplishes this. An extra yard will be added to the result of
a running play if the offense has run the ball at least 27 times
and has had possession of the ball at least 27 minutes (time of
possession) by the time the running play was called. An extra 2
yards will be added if the offense has run the ball at least 32
times and has had the ball at least 32 minutes.
When the home team has earned the bonus of an extra yard per
running play, the computer will prompt the user with the message,
"Home team has reached bonus level 1!" (a similar message will
appear when the visiting team earns the same bonus). When the
home team has earned the bonus of an extra 2 yards per running
attempt, the computer will prompt the user with the message,
"Home team has reached bonus level 2!". Again, this bonus isn't
much, but it could make a big difference late in the game when
the offense is in short yardage situations.
TIME OUTS
Time outs are used to keep the clock from running during the
proceeding play. For instance, if on offense, enter "89" at the
prompt "Call offense:", and then enter the desired play. By
doing so, the clock will not run during the called play.
Time outs will also stop the play clock for the team which
called the time out (if the play clock option is in use). Thus,
the team which called the time out may take as long as it wants
to call its next play.
When the real-time clock is in use, time outs will not only
keep the clock from running DURING the proceeding play, but will
also stop the game clock AFTER the proceeding play. Thus, the
game clock will not start until the play after the proceeding
play is called.
Time outs cannot be called to keep the clock from running
during extra points, field goal attempts, kickoffs, and punts.
If the offense has called a time out and the defense is
called for a delay of game penalty (the defense didn't call their
play in time), the offense is not charged a time out. This rule
is to prevent the defense from sacrificing a 5 yard delay of game
penalty and causing the offense to waste one of its time outs.
SUDDEN-DEATH-OVERTIME
If the game ends in a tie, the game will go into sudden-
death-overtime, and will not end until there is another score.
ALL-TIME GAME RECORDS
FIELD GENERAL creates the file "TOPSTATS.TXT" so you can
view the all-time FIELD GENERAL records made using your copy of
FIELD GENERAL. This file is dependent on the information in the
file "TOPSTATS.DAT". By erasing this data file, you may renew
the record keeping process, since FIELD GENERAL will have no way
to recall previously set records.
When viewing the all-time records, you may see the
characters "**" appearing before the record description. These
characters indicate the given record was set during the most
previously played FIELD GENERAL game.
FIELD GENERAL only keeps track of the best or worst
performance in each category. To break a record, a team must
SURPASS or EQUAL the given record. In this manner, the name of
the most recent team to break or equal a record is recorded.
Also, if opposing teams break the same record in identical
fashion (for instance, if the record for "MOST FIRST DOWNS" is
25, and both teams earned 27 first downs in their game against
one another), the VISITING team will be honored with the record.
YES, this isn't fair, but this must be done since FIELD GENERAL
matches only one team to every record.
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-- THE GAME SCREENS --
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Opening screens - shows developer's logo, name of program,
copyright statement, and Shareware
statement.
Pre-game screen - enter team names, choose the teams you wish
to automate, choose color for visitors,
adjust game speed, choose sound, decide if
you wish to have the real-time clock,
activate the play clock, activate game
screens, choose weather conditions, and flip
the coin for possession.
Main screen - shows scoreboard, ball position with respect
to the field, and ball movement. The
computer prompts for information on this
screen.
Formation screen - this screen only appears while the computer
retrieves the play results from the disk.
This screen may only appear for a few
seconds for some plays. Use the <PAUSE> or
<BREAK> key to get a longer look at this
screen if it is being erased too quickly.
This screen shows the offensive and
defensive formations for the plays chosen,
the yardsticks, and the position of the ball
relative to the hash marks. This screen may
be deactivated.
Chalkboard screen - shows diagrams of both the chosen offensive
and defensive plays and draws the path of
the ball carrier or primary receiver. If
you wish to view this screen for a longer
period of time, the <PAUSE> or <BREAK> key
can be depressed to suspend the game. This
screen may be deactivated.
TTS screen - appears at halftime to give you the
opportunity to print any TTS reports on the
first half of play.
Statistics screen - appears at halftime and at the end of the
game. This screen may be accessed when on
offense by entering "76" at the "Call
offense:" prompt or just before kickoffs by
entering "4" at the kickoff prompt. At the
end of the game, the program will end after
this screen has appeared.
Halftime screens - a brief and simple halftime show. The
halftime show consists of two screens. To
halt the halftime show, simply press any
key during each screen and the halftime
show will be cut short.
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-- THE PLAYS --
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See file "PLAYS.TXT" for a list of all the plays available
to you in this version of FIELD GENERAL.
Some plays have restrictions on their use. For example,
deep pass routes cannot be used within your opponent's 20
yardline. These restrictions are cited on the help screens and
in the "PLAYS.TXT" file.
TERMINOLOGY
As you can see, the plays use numbers and letters to signify
certain positions. X is the receiver lined-up to the left, Z is
the receiver lined-up to the right, Y is the tight-end, A is the
left running back, and B is the right running back. Numbers can
signify where the play is aimed at in the line of scrimmage
(holes), which back will be carrying the ball, or in the case of
pass plays, what the running backs will do. Pass plays are
either in the 50's or the 80's. Running backs stay in the
backfield to help pass protect when the pass play is called in
the 50's, while the backs are usually outlet or secondary
receivers when the pass play is called in the 80's. From viewing
the plays on the screen during the game, these numbers will start
to make sense to you. The following diagram will help:
WEAK SIDE STRONG SIDE
HOLES -> 9 7 5 3 1-0 2 4 6 8
-----------------------------------------------------------------
X T G C G T Y
Q Z
A B
-----------------------------------------------------------------
BACK POSITIONS -> 2 3 4
2
Examples: "20 Fold" - halfback from the 2 position takes
and runs the ball into the 0 hole.
"83 X Curl" - "83" tells the running back on the weak
side to run an outlet pass route. "X
Curl" tells the X wide receiver to run a
curl pattern.
When a play is diagrammed on the screen during play, "O"'s
are used for all the players on the offense except for the center
which is represented by a "C". For the defensive team, "X"'s are
used except for the down linemen which are represented by "V"'s.
The letters representing the home team's offensive or defensive
alignment are always colored bright white.
CHOOSING AND ENTERING A PLAY
There are two ways to get a list of available plays. You
can get a hard copy by printing the file "PLAY.TXT" before you
start, or you may pull up a help screen during play. To get a
help screen while on defense, enter 99 at the prompt "Call
defense". To get a help screen while on offense, enter 98 or 99
at the prompt "Call offense". Once you have chosen a play, enter
the number corresponding to the play you wish to run when the
computer prompts you to select a play.
The offense is always asked to choose its play first. While
the offense is entering the number corresponding to its chosen
play, the defensive player should turn his head so as not to see
what offense is being called. The computer will produce a unique
sound to signal when a valid offensive play has been chosen. At
this time, the computer will erase the number corresponding to
the chosen offensive play from the screen and the defensive
player may turn around and enter his selection. This procedure
should be followed on kickoffs and two-point conversions as well.
(Note: If an offensive play's corresponding entry number is a
single digit (1-9), it is best to enter the number with a leading
0 (01, 02, etc.) so to not give the defense any hint at the play
the offense is calling.)
USER INPUT
When the computer asks for 1 character responses (like
"Y/N"), users do not have to press the <RETURN> key before the
computer accepts the response. When the computer may be
expecting a 2 character response (like two digit numbers), the
<RETURN> key must be pressed before the computer accepts the
response.
When a player enters numbers or letters at a computer
prompt, the game program does not always check the validity of
the input. For some inputs, the program has a default value
which it will assume if the player does not enter valid data.
For instance, when a penalty is called, a player is asked to take
the penalty or the down. If the player enters "D" or "d" to take
the down, no penalty is charged and the play stands. For any
other input, the computer will assess the penalty. So, in this
case, the default value is "P". In cases where a player has more
than 2 choices to choose from, the program will not continue
until valid input is received.
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-- PLAY RESULTS --
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Results are based on the chances of a particular offense
succeeding against a particular defense. Each offense-defense
combination has many possible results. This version of FIELD
GENERAL has a total of over 24,600 possible results! The success
of a play is somewhat dependent on what side of the field the
play is aimed. Obviously, running a play to the wide side of the
field could mean more success, but since the defense also knows
this, it may be a better idea to run to the short side of the
field.
Play results are based on percentages. If the perfect
offense is run against a defense, the percentages will be in
favor of the play doing well. However, every play has a chance,
if ever so slim, to fail. Conversely, an offensive play which
seems to be doomed, could surprisingly get good yardage.
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_________________________________________________________________
-- STATISTICS --
_________________________________________________________________
Most of the statistics are self-explanatory. The ones which
need some explaining are listed below:
"Return yardage"
The yardage gained on punt returns plus the yardage
interceptions were returned past the line of scrimmage. Note:
this isn't the technical definition of "return yardage".
"Third down efficiency"
The first number is the number of 3rd downs converted for 1st
downs, and the second number is the total number of 3rd downs
the offense faced.
"Avg. field position"
The average distance, in yards to your opposition's goal line,
from which your team started each of its drives.
"Punts - Avg"
This category does not include angle punts or blocked punts.
"Average 1st down yardage"
This is the average amount of yardage gained on first down
plays. Of course, the higher this average yardage is, the
better.
"Avg. yards to go on 3rd down"
This is the average amount of yardage a team had to make on
third down plays to achieve a first down or touchdown. The
lower this average yardage is, the better.
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_________________________________________________________________
-- TENDENCY TRACKING SYSTEM (TTS) --
_________________________________________________________________
At halftime, during professional football games, the head
coach gets VALUABLE information, from his assistants, on his
opponent's play calling tendencies. This information is vital in
formulating the team's second half strategy. The halftime report
made by the coaching assistants could be the difference between
winning and losing!
In a similar manner, FIELD GENERAL provides you with this
information at halftime. Acting as your team of assistant
coaches, FIELD GENERAL tracks your opponent's, as well as your
own, play calling tendencies. If you wish, you may, at halftime,
get a TTS printout for your opponent and your team to help you in
devising your strategy for the second half.
Just before the second half statistics are put on screen,
FIELD GENERAL will ask you if you wish to print any TTS reports.
(A printer is needed to view this information at halftime.)
Also, at the end of the game, you may view the files
"HOME_TTS.TXT" and "OPP_TTS.TXT" to see the TTS reports which
cover the entire game. This information can be stored and used
as a reference for future games with the same opponent.
The TTS reports include both offensive and defensive play
calling tendencies, totals of how many times each specific play
was called, and statistics on what type of plays were called in
different situations.
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_________________________________________________________________
-- A FINAL NOTE --
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We must warn you about strange things occurring during game
play! Because beer is sold at the stadium FIELD GENERAL is
played at, there is the possibility of fans over-indulging
themselves and becoming boisterous. Strong winds, thunderstorms,
and the instant replay official may even interrupt play
momentarily, so be on the lookout!
Please feel free to contact us at any time. Send any
comments and questions you have on the game -- suggested
improvements, plays or defenses you wish to see added, bugs you
may have found, features you dislike, etc.. We'll let
registered users know of any improvements to the game. We hope
you enjoy this version of FIELD GENERAL!.
rbm software
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