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F R I D A Y N I G H T F O O T B A L L
===========================================
Information Manual and Play Handbook
Copyright 1986-1989, 1990 James Matthew Solve
Shareware Version 2.2
Friday Night Football is a user supported software product.
It is not in any way free software. You are granted the right
to play this game for the purpose of evaluating it. If you
decide that you like it, the right thing to do is to pay for
it. This can be accomplished by sending $29.95 to me at the
address noted below. With each paid registration I will offer
you the statistical database library module and ongoing Friday
Night Football updates free of charge. The statistical
database module accumulates and displays game, season, and
lifetime stats. Registering will also make it possible for
user groups to be formed. Please feel free to give unaltered
copies of Friday Night Football to others so that they may
also enjoy. Comments, suggestions, or any 'basica' program
code that might improve this game are appreciated.
James Matthew Solve
Post Office Box 8241
Foster City CA 94404
T A B L E O F C O N T E N T S
CHAPTER 1 - INTRODUCTION
Overview of the Game . . . . . . . . . . . . 1
Hardware Requirements . . . . . . . . . . . . 1
CHAPTER 2 - STARTING A GAME
Loading the Game . . . . . . . . . . . . . . 2
Entering Initialize Information . . . . . . . 2
CHAPTER 3 - PLAY DESCRIPTIONS
Running Plays . . . . . . . . . . . . . . . . 9
Passing Plays . . . . . . . . . . . . . . . . 10
Defensive Alignments . . . . . . . . . . . . 11
The Playlist . . . . . . . . . . . . . . . . 12
CHAPTER 4 - PLAYING THE GAME
Kickoffs and Kickoff Returns . . . . . . . . 13
Entering the Offensive Play . . . . . . . . . 14
Entering the Defensive Play . . . . . . . . . 15
Official and Player Timeouts . . . . . . . . 16
About the Game Clock . . . . . . . . . . . . 16
CHAPTER 5 - SPECIAL OCCURANCES
Fumbles . . . . . . . . . . . . . . . . . . 17
Interceptions . . . . . . . . . . . . . . . . 17
Safeties . . . . . . . . . . . . . . . . . . 17
Penalties . . . . . . . . . . . . . . . . . . 18
Overtime . . . . . . . . . . . . . . . . . . 18
CHAPTER 6 - OTHER FEATURES
Annotations . . . . . . . . . . . . . . . . . 19
Restarting the Game in Progress . . . . . . . 19
End of Game Statistics . . . . . . . . . . . 20
i
CHAPTER 1 - INTRODUCTION
OVERVIEW OF THE GAME
Friday Night Football is a strategic game of wit. You and your opponent
coach teams of equal ability; clever play selection, overall strategy, and a
little luck are the keys to winning. Plays are selected from the offensive
and defensive play charts. With each play, ball movement is shown on the
playing field, a description of the action taking place on the field is
provided on the screen, and a complete set of statistics is updated. Sound
affects can be used if desired.
To insure hours and hours of enjoyment playing Friday Night Football, play
outcomes are neither fixed nor generated randomly. Instead a large database
has been compiled and stored on disk. This data base contains information
about each of the possible offensive and defensive play combinations. This
insures realistic and non-repetative play outcomes.
HARDWARE REQUIREMENTS
Friday Night Football will operate on most popular configurations of either
the IBM (*) PC, PC/XT, PC/AT, and most IBM compatible computers such as the
COMPAQ (**).
Required equipment for operating the game:
1) Two double-sided floppy disk drives or a Hard-Disk
2) 128K bytes of available internal memory
3) A monitor
4) A keyboard
(*) IBM is a registered trademark of International Business Machines
Corporation.
(**) COMPAQ is a registered trademark of COMPAQ Computer Corporation.
1
CHAPTER 2 - STARTING A GAME
LOADING THE GAME
To start the Friday Night Football game, type the command 'FNF' and press
RETURN.
Before the contest can begin, configuration and team information must be
entered. Configuration is entered only once; it is saved on disk and reused
whenever a game is started. Team information is always entered (except when
restarting a previously saved game).
If configuration information has already been entered, it is displayed for
your verification; proceed to step 9. In this step you have the option of
accepting or modifying previously entered configuration information.
ENTERING INITIALIZE INFORMATION
Step 1
-------
WOULD YOU LIKE A PRINTOUT OF THE PLAYLIST? (Y=80 COL PRINTOUT, N=NO) [ ]
The shareware user supported message is display and you are given the
opportunity to receive a print out of the playlist.
Enter 'Y' and RETURN for a 80 column printout of the playlist.
Enter 'N' and RETURN if you have a playlist at hand.
2
Step 2
-------
WHICH MONITOR TYPE WILL YOU BE USING ? ('C' = COLOR, 'M' = MONOCHROME,
'G' = MONOCHROME MONITOR WITH GRAPHICS ADAPTER [ ]
Enter 'C' if you are using a color monitor.
Enter 'M' if you are using a monochome monitor with the standard
monochrome display adapter.
Enter 'G' if you are using a monochrome monitor with a graphics
adapter.
After making your selection, depress RETURN. Your screen will be
redisplayed using proper color hues. It is important that you examine
the colors presented on the screen to confirm that you have made the
correct selection.
When using a monochrome monitor, copyright information will appear
bright, prompts and operator input will appear in normal intensity,
and brackets denoting input bounderies will be bright.
When using a color monitor, copyright information will appear green,
prompts will appear yellow, operator input will appear blue, and
brackets denoting input bounderies will be white.
If information doesn't appear exactly as described, continue entering
information until you reach step 10, at which point you will have a
chance to correct your stated monitor type.
Step 3
-------
DESCRIBE YOUR COMPUTER'S SPEED --
('1' = PC/XT, '2' thru '99' = Faster Models) [ ]
Enter 1 and RETURN if your computer operates at the standard PC or
PC/XT speed.
A '2' might be used with a PC/AT.
A '9' might be a good starting point if you have a 386 type machine.
Some experimentation may be needed for models other than the original
PC/XT.
The number entered here is used as a factor for controlling the
display of the moving football on the field and does not affect any
other aspect of the game.
3
Step 4
-------
IS THE PLAY FILE 'FBPLAYS.DAT' RESIDENT ON
THE LOGGED-ON DRIVE ? (DEFAULT = 'Y') [ ]
If you have loaded this came onto a hard disk, depress RETURN and
proceed to step 6.
If you are playing on a two drive floppy based system, you may find it
necessary to place the file 'FBPLAYS.DAT' on a separate diskette. If
you have done that, enter 'N' and RETURN.
Step 5
-------
SPECIFY WHICH DRIVE (A - D) ON WHICH THE PLAY FILE CAN BE FOUND [ ]
This step is skipped if have used the default value in step 4.
Enter the letter corresponding to the drive (usually your B: diskette
drive) that the play file is on and RETURN.
Step 6
-------
DO YOU WISH TO HEAR SOUND EFFECTS ? (DEFAULT = 'Y') [ ]
Depress RETURN to hear specially produced sound effects.
Enter 'N' and RETURN for silent operation.
4
Step 7
-------
HOW MANY SECONDS (5 - 60) WILL ELAPSE BEFORE A 'DELAY OF GAME - OFFENSE'
PENALTY WILL BE CALLED ? (DEFAULT = 20) [ ]
In this step the number of seconds that the offensive team may use to
enter a play is specified (5 - 60).
Depress RETURN to use the default and recommended twenty second time
limit.
Enter any number within the 5 - 60 seconds range and RETURN to
override the default setting. During the game, the seconds specified
in this step will be used to determine a delay of game penalty against
the offense. Counting begins when the "ENTER OFFENSIVE PLAY" prompt
appears, and ends when an offensive play followed by the RETURN key
is entered regardless of the state of the game clock. Please be aware
that there is no visible playclock.
Step 8
-------
HOW MANY SECONDS (5 - 60) WILL ELAPSE BEFORE A 'DELAY OF GAME - DEFENSE'
PENALTY WILL BE CALLED ? (DEFAULT = 10) [ ]
In this step the number of seconds that the defensive team may use
to enter a play is specified.
Depress RETURN to use the default and recommended 10 second time
limit.
Enter any number within the 5 - 60 seconds range and RETURN to
override the default setting. During the game, the seconds specified
in this step will be used to determine a delay of game penalty against
the defense. Counting begins when the "ENTER DEFENSIVE PLAY" prompt
appears, and ends when an defensive play followed by the RETURN key is
entered regardless of the state of the game clock. Please be aware
that there is no visible playclock.
5
Step 9
-------
HOW MANY MINUTES (3 - 15) PER QUARTER ? (DEFAULT = 15) [ ]
Depress RETURN to play with 15 minute quarters. Just as in
professional football, a game is 60 minutes of play.
Enter any number within the 3 - 15 minute range and RETURN to override
the default setting.
Step 10
-------
IS INFO ON THIS PAGE CORRECT? (Y=YES, N=NO, A=ANNOTATIONS, X=EXIT) [ ]
Enter 'Y' and RETURN if all information displayed on the screen is
correct. The screen will be cleared for entry of team information
starting with the next step.
Enter 'N' and RETURN if information on the screen needs to be changed;
then continue at step 1.
Enter 'A' and RETURN to enter game annotations. Forty lines of
freeform text are provided to enter information pertinent to the game
such as date played, who the opponents were, and scoring or other
notable events. Annotations entry is discussed in Chapter 6.
Enter 'X' and RETURN to terminate the game and return to the DOS
prompt.
Step 11
--------
WILL A PERSON OR THE COMPUTER BE COACHING THE VISITING
TEAM ? (ENTER 'P' OR 'C', DEFAULT = 'P') [ ]
Press RETURN if a person will be coaching the visiting team.
Enter 'C' and RETURN if the computer will be calling the shots for the
visiting team.
6
Step 12
--------
ENTER THE VISITING TEAM [ ]
Enter the first part of the visiting team's name (like 'ATHERTON' as
in the 'ATHERTON WILDCATS' and RETURN. Up to fifteen alphanumeric
characters may be entered. Commas or double-quotes may not be used.
Step 13
--------
ENTER THE VISITING TEAM'S MASCOT [ ]
Enter the last part of the visiting team's mascot (like 'WILDCATS' as
in the 'ATHERTON WILDCATS' and RETURN. Up to nine alphanumeric
characters may be entered.
Step 14
-------
WILL A PERSON OR THE COMPUTER BE COACHING THE HOME
TEAM ? (ENTER 'P' OR 'C', DEFAULT = 'P') [ ]
Press RETURN if a person will be coaching the home team.
Enter 'C' and RETURN if the computer will be calling the shots for
the home team.
Step 15
-------
ENTER THE HOME TEAM [ ]
Enter the first part of the home team's name (like 'BAY CITY' as in
the 'BAY CITY ROLLERS' and RETURN. Up to fifteen alphanumeric
characters may be entered.
Step 16
-------
ENTER THE HOME TEAM'S MASCOT [ ]
Enter the last part of the home team's mascot (like 'ROLLERS' as in
the 'BAY CITY ROLLERS' and RETURN. Up to nine alphanumeric characters
may be entered.
7
Step 17
-------
HAVE YOU ENTERED EVERTHING CORRECTLY UP TO THIS POINT ? [ ]
Enter 'Y' and RETURN if information has been correctly entered.
Continue at the next step.
Enter 'N' and RETURN if a mistake was made. Configuration information
from the previous page will be re-displayed for examination. Proceed
to step 10.
Step 18
-------
(Visitor) CALLS THE TOSS. ('H' = HEADS, 'T' = TAILS) [ ]
In this display, the word 'Visitor' is replaced by the visitor's
mascot. A coin is tossed to determine which team kicks off.
Enter 'H' and RETURN to call heads.
Enter 'T' and RETURN to call tails.
Step 19
-------
(Team's Mascot) - YOU WIN THE TOSS. DO YOU ELECT TO RECEIVE ? [ ]
In this display, the phrase 'Team's Mascot' is replaced with the
winner of the coin toss.
Enter 'Y' and RETURN if you won the coin toss and elect to receive
the kickoff.
Enter 'N' and RETURN if you won the coin toss and wish to defer
the kickoff and defend.
Step 20
-------
INITIALIZING - PLEASE WAIT
There is a slight pause while the screen is cleared and the football
field is displayed. The game will then prompt the kicking team for
the type of kickoff desired. Refer to chapter 4 - "Playing the Game".
8
CHAPTER 3 - PLAY DESCRIPTIONS
RUNNING PLAYS
DRAW PLAY - On a Draw Play the offense behaves as if a pass is called, however
the play turns into a run when the quarterback hands the ball to a running
back. Moderate gains can be expected from the draw if your opponent uses a
pass or full blitz defense.
END RUN - On a end run (sometimes called a sweep), the running back goes wide
toward the strong or weak sidelines following his blockers and looking for a
hole in the defense. Moderate gains can be expected if the defense is blitzing
from the oposite direction or if a pass defense is used. A full blitz or a
blitz to the direction of the play will probably be effective in stopping it.
QUICK OPENER - A quick handoff to a running back who tries to find a hole in
the defensive line. A middle or safety blitz will usually stop this play while
a 3-4-4 or pass protection defense will many times result in moderate gains.
OFF-TACKLE - A running back follows a slant pattern toward the strong or weak
side and makes his way up the field. Moderate gains can be expected if the
defense is blitzing from the oposite direction or from the middle, or if a pass
defense is used. A full blitz, a safety blitz, or a blitz to the direction of
the play will probably be effective in stopping it.
REVERSE - A gadget play in which the quarterback hands off to a ball carrier
going by in the opposite direction. The ball is then carried toward the
specified direction of the play; either to the strong or weak side. This
"razzle-dazzle" play should be used sparingly. The running back may be crushed
and fumble the ball if the defense is blitzing in the intended direction of the
play. Mixed results will occur with this play.
HALFBACK OPTION - This play begins with a lateral toss of the ball from the
quarterback to the halfback. The halfback then reads the defense and decides
whether to pass or run. This is another "razzle-dazzle" play that should be
used sparingly. Mixed results yards will occur but watch out for the
interception.
QUARTERBACK SNEAK - This is a short yardage play in which the quarterback takes
the snap and immediately runs over center.
QUARTERBACK FALLS ON THE BALL - This play can be used to run time off the clock
at the end of a half because it is safe and has little chance of a turnover.
A loss of 1 to 3 yards can be expected when the quarterback receives the snap
and kneels down with the football.
9
PASSING PLAYS
CIRCLE-IN - The circle-in (or turn-in) pass is a medium range pass to a
receiver who turns in after a quick burst off the line. It is particarly
effective when a blitzing safety has vacated the middle of the field.
SHORT SIDELINE - This pass is thrown 1 to 8 yards upfield toward the strong or
weak sidelines. It is particularly effective when thrown to the side vacated
by a blitzing linebacker.
THE BOMB - The wide receivers run a deep post pattern on this low percentage
play. Gains of 30 to 50 yards are not uncommon when this pass is completed.
It is more effective when the blitzing safety has left man on man coverage in
the backfield. Big sacks yards will frequently occur against a pass rush.
SCREEN PASS - The screen pass is thrown behind the line of scrimage to the
running back, and tends to result in short to moderate gains when completed.
It can be thrown to the strong or to the weak side and is particularly
effective when thrown to the side vacated by a blitzing linebacker.
FLARE PASS - This quick pass is thrown just over the line of scrimmage to a
receiver or running back. It is thrown to the strong or to the weak side and
is particularly effective when that side is vacated by a blitzing linebacker.
SIDELINE PASS - If this medium to long range pass is completed to the wide
receiver, good gains can be expected. Completions are sometimes difficult
but this is a good play to attempt when your quarterback is hot.
10
DEFENSIVE ALIGNMENTS
NORMAL 4-3 DEFENSE - This is your basic first down alignment. It is
primarily effective against the run, however it also protects against the
pass.
NORMAL 3-4 DEFENSE - This alignment is primarily effective against the pass,
however it also protects (to a somewhat lesser degree) against the run.
PREVENT DEFENSE - This pass protection defense is primarily used on third down
and long passing situations.
DEEP COVERAGE - A deep pass protection defense should be used only in the
closing seconds of a half to protext against the long pass.
SAFETY BLITZ - The strong safety blitzes, tightening up the line and putting
added presure on the quarterback. There is one less pass defender, so passes
have a greater chance of completion.
MIDDLE BLITZ -The middle linebacker blitzes leaving man on man coverage in
the middle of the field. This defense is very effective against draw plays
and quick openers.
CORNER BLITZ - The strong, weak, or both corner linebackers blitz leaving
man-on-man coverage on the side(s) of the field from which they are blitzing.
These defenses put added preasure on the quarterback and are effective in
stopping a running play in the direction from which they are blitzing.
FULL BLITZ - All linebackers are blitzing in this do or die defense. Running
plays (except for the draw play and quick opener) are usually stopped by
this defense. Watch out against a pass -- if the quarterback isn't sacked
there's a good chance of a completion.
GOAL LINE STAND - An excellent defense to use when the offense has
penetrated your ten yardline. It can be used anywhere on the field with
the same results, but that is not always recommended -- he may go all the way.
11
THE PLAYLIST
RUNNING OFFENSIVE PLAYS
DD or 22 = Draw Play
DS or 26 = End Run to the Strong Side
DW or 27 = End Run to the Weak Side
FF or 44 = Quick Opener
RS or 56 = Off-Tackle to the Strong Side
RW or 57 = Off-Tackle to the Weak Side
WS or 76 = Wing Reverse to the Strong Side
WW or 77 = Wing Reverse to the Weak Side
QQ or 99 = Quarterback Sneak
XS or 86 = Halfback Option to the Strong Side
XW or 87 = Halfback Option to the Weak Side
RR or 55 = Quarterback Falls on the Ball
PASSING OFFENSIVE PLAYS
CC or 11 = Circle-In Pass
CS or 16 = Short Sideline to the Strong Side
CW or 17 = Short Sideline to the Weak Side
EE or 33 = Post Pattern (The Bomb)
ES or 36 = Screen Pass to the Strong Side
EW or 37 = Screen Pass to the Weak Side
FS or 46 = Flare Pass to the Strong Side
FW or 47 = Flare Pass to the Weak Side
SS or 66 = Sideline Pass to the Strong Side
SW or 67 = Sideline Pass to the Weak Side
DEFENSIVE ALIGNMENTS
11 = Normal Run Defense (4-3-4)
12 = Pass Protection (3-4-4)
13 = Prevent (3-3-5)
14 = Prevent Deep (3-2-6)
21 = Safety Blitz
23 = Middle Blitz
41 = Corner Blitz to the Strong Side
42 = Corner Blitz to the Weak Side
43 = Corner Blitz from Both Sides
51 = Full Blitz
55 = Goal Line Stand (9-0-2)
MISCELLANEOUS CALLS
P = Punt
FG = Field Goal Attempt
TO = Timeout - Offense
TD = Timeout - Defense
TV = Timeout - Official's
* = Flip / Flop Statistics Display
12
CHAPTER 4 - PLAYING THE GAME
KICKOFFS AND KICKOFF RETURNS
A kickoff occurs at the beginning of a half or after a score. The ball is
kicked off from the 35 yardline (except after a safety, when it is kicked off
from the 20). The ball is displayed on the field and the following prompt
appears in a kickoff situation.
(Team's Mascot):
WILL THIS BE A
ONSIDE KICK ? [ ]
Enter 'Y' and RETURN to attempt an onside kick. An onside kick is normally
used late in the game if the team kicking trails in points scored. If
sucessful, the team kicking retains possesion of the football around the 50
yardline. If it isn't sucessful, the ball is usually recovered by the
defense around the 50 yardline and there is a possibility of a return. It
has about a 1 in 6 chance of sucess.
Enter 'N' and RETURN to attempt a regular kickoff.
The following prompt will not appear if the ball is kicked short of the end
zone. A ball kicked short of the end zone is automatically returned.
The following prompt also will not appear if the ball is kicked out of the
end zone. A ball kicked out of the end zone is automatically placed at the
20 yardline.
BALL KICKED TO
THE XX YARDLINE
RETURN ? [ ]
Enter 'Y' and RETURN to attempt a kickoff return.
Enter 'N' and RETURN if you decline to return the football. The ball
is then placed at the 20 yardline. If the ball is kicked deep into
the end zone, it is often advisable not to return the kickoff.
13
ENTERING THE OFFENSIVE PLAY
After the kickoff, the offensive team's statistics are displayed and the
following prompt will appear, The offensive delay of game clock will start
when this prompt appears.
(Team's Mascot): ENTER
OFFENSIVE PLAY: [ ]
Enter a two digit offensive play from the playcard and RETURN. Your
keystrokes should be hidden so that the defense cannot see the play you have
called. Either the numeric keypad or the function keys can be used to enter
offensive plays. Function key F1 is the equivalent of the numeric key 1,
function key F2 is the equivalent of the numeric key 2, etc. The backspace
key (sometimes identified by a left arrow) is used to correct a keystroke
prior to depressing RETURN.
Enter 'P' and RETURN to punt the football. The ball movement of the punt is
displayed on the field. If the ball is kicked out of the end zone, it is
placed on the 20 yardline. If the ball is kicked into or short of the end
zone, the prompt "RETURN ?" will appear. Enter 'Y' and RETURN to attempt a
punt return. Enter 'N' and RETURN if you decline to return the punt. If you
decline to return a punt in the endzone, the ball is placed on the 20 yardline.
If you decide not to return a punt on the playing field, the ball is placed at
that spot. When the ball is kicked into the end zone it is often advisable not
to try to return the punt.
Enter 'FG' and RETURN to attempt a field goal. The field goal attempt is
displayed along with the outcome. If the field goal attempt succeeds, three
points are awarded to the offense. The defense is awarded possession of the
football if the field goal attempt fails.
Enter 'TO' and RETURN to call a timeout charged to the offense. If the
defense requires a timeout, it may enter 'TD' and RETURN, and the defense is
charged with a timeout. An official's timeout is called by entering 'TV'
and RETURN.
Enter '*' and return to flip/flop the statistics display. The offensive
team's statistics are displayed in one of two forms whenever plays are being
entered. These two forms consist of normal game statistics and first down
statistics. First down statistics are normally displayed after the first
quarter of play on third and forth down situations. Game statistics are
normally displayed at all other times.
If the offensive play and RETURN is not entered before the offensive play
time allotment expires, a 5 yard delay of game penalty is accessed against
the offense.
14
ENTERING THE DEFENSIVE PLAY
After the offense has entered it's play, the following prompt will appear
and the defensive delay of game clock will begin.
(Team's Mascot): ENTER
DEFENSIVE PLAY: [ ]
Enter a two digit defensive play from the playcard and RETURN. Either the
numeric keypad or the function keys can be used to enter defensive plays.
Function key F1 is the equivalent of the numeric key 1, function key F2 is
the equivalent of the numeric key 2, etc. The backspace key (sometimes
identified by a left arrow) is used to correct a keystroke prior to depressing
RETURN. Offensive and defensive play descriptions are displayed and the play
is executed.
Enter 'TD' and RETURN to call a timeout charged to the defense. If the
offense requires a timeout, it may enter 'TO' and RETURN, and the offense is
charged with a timeout. An official's timeout is called by entering 'TV'
and RETURN.
Enter '*' and return to flip/flop the statistics display. The offensive
team's statistics are displayed in one of two forms whenever plays are being
entered. These two forms consist of normal game statistics and first down
statistics. First down statistics are normally displayed after the first
quarter of play on third and forth down situations. Game statistics are
normally displayed at all other times.
If the defensive play and RETURN is not entered before the defensive play
time allotment expires, a 5 yard delay of game penalty is accessed against
the defense.
15
OFFICIAL AND PLAYER TIMEOUTS
The are offical timeouts and the end of each quarter and at the two minute
warning in each half. A player may request a timeout when a offensive or
defensive play is being entered. With each timeout the field is cleared and
the game statistics are displayed along with the following prompt:
CONTINUE ? (Y/N/*/A) [ ]
Enter 'Y' and RETURN to continue playing the game.
Enter 'A' and RETURN to enter game annotations. Forty lines of freeform text
are provided to enter information pertinent to the game such as date played,
who the opponents were, and scoring or other notable events. Annotation entry
is discussed in Chapter 6.
Enter '*' and RETURN to alternate the type of statistics being displayed.
These are either the regular game or the third/forth down statistics.
Enter 'N' and RETURN and the prompt "EXIT THIS GAME ? (X=EXIT" will appear.
Enter 'X' and RETURN if you truly want to exit the game; any other key followed
by RETURN will return you to the "CONTINUE ?" prompt. The progress of a game
is always maintained on disk, thus the game may be restarted; refer to
Chapter 6 - "Restarting the Game in Progress".
ABOUT THE GAME CLOCK
The game clock will start with a kickoff or punt return and upon entry of
the defensive play. The clock will stop when a timeout or scoring occurs,
when a pass is incompleted, when a penalty occurs, and when a change of
possession occurs. The clock will stop momentarily at other times such as
when a measurement is needed to determine if a first down is to be awarded
and to determine which team has recovered a fumble.
Additionally, inside the two minute warning period, the clock will be stoped
from the time a first down is awarded until the ofensive play is entered.
It is also noteworthy to point out that at the end of a quarter, if an
offensive play is entered with time on the game clock, a defensive play is
expected even after the game clock shows zero seconds -- the defense may not
run down the clock if the offense has called a play.
16
CHAPTER 5 - SPECIAL OCCURANCES
FUMBLES
A fumble be recovered by the offense or defense. When a fumble is recovered
by the defense there may be a return. All action caused by a fumble are
displayed on the screen. No decisions are required by the coaches.
INTERCEPTIONS
When an interception occurs, the appropriate message is displayed on the
screen. If the pass is intercepted on the field of play, a return is
automatically attempted. If the pass is intercepted in the defense's
end zone, the following message is displayed.
INTERCEPTED IN THE END ZONE. RETURN ? [ ]
Enter 'Y' and RETURN to attempt a return from the end zone. It is not
recommended to return an interception from the end zone except in the
closing seconds of a half.
Enter 'N' and RETURN and the ball will be placed on the 20 yardline.
SAFETIES
A safety is a two point scoring play awarded when the ball carrier is
tackled in his own end zone. The offensive team must kickoff from the 20
yardline following a safety.
17
PENALTIES
A 5 yard "Delay of Game" penalty will be accessed against the offense or the
defense for taking too much time in entering the play.
A 5 yard "Illegal Procedure" penalty may be accessed against the offense or
defense for entering an invalid play.
All penalties stop the clock and an appropriate message is displayed on the
screen. The ball is moved to the new line of scrimmage. A half may not end
with a defensive penalty. If a defensive penalty occurs at the end of a
half, the following message is displayed.
THE HALF MAY NOT END WITH
A DEFENSIVE PENALTY
DO YOU DECLINE THE
PENALTY ? [ ]
The offense enters 'Y' and RETURN to decline the penalty. The half
will end.
The offense enters 'N' and RETURN to take the penalty. Another play
can be run.
OVERTIME
When the game is tied at the end of regulation play, the following message
is displayed.
S U D D E N D E A T H
GAME WILL BE PLAYED UNTIL ONE TEAM SCORES
TWO TIMEOUTS ARE ISSUED TO EACH TEAM PER QUARTER
(Visitor's Mascot) CALL THE TOSS. HEADS OR TAILS ? [ ]
The coin toss is described in Chapter 1, steps 18 and 19. Two timeouts are
awarded each team per quarter and the first team to score wins the game.
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CHAPTER 6 - OTHER FEATURES
ANNOTATIONS
In the annotations mode, the first 20 annotaion lines numbered 1 through 20
are displayed along with the following prompt:
ENTER LINE NUMBER TO CHANGE, 'N' FOR NEXT PAGE, OR <RETURN> TO CONTINUE [ ]
Enter the RETURN key to exit annotation mode.
Enter 'N' and RETURN to change or view annotation lines 21 thru 40. A prompt
similar to this one but allowing you to enter 'P' and RETURN to return to the
previous annotation page appears when annotations 21 through 40 are being
viewed.
Enter one of the line numbers displayed to enter or modify an annotation.
Brackets will then delimit the input field and the cursor will move to that
line. The following 'help' prompt will be displayed, informing you of the
available control-key functions:
^V=INSERT TOGGLE, ^G=DEL CHAR, ^S=BACKSPACE, ^D=CURSOR RIGHT, ^T=ERASE TO END
Enter The desired annotation text followed by the RETURN key. You may use the
arrow, backspace, delete, or control keys noted above to manipulate text. Use
the insert key or CONTROL_V to toggle between insert and typeover modes.
Commas or double-quotes may not be used.
RESTARTING THE GAME IN PROGRESS
A previously saved game may be restarted by depressing the "ALT" and the "R"
keys simultaneusly on either of the Friday Night Football initialization
screens (refer to chapter 1, steps 1 through 19). The type of monitor
attached to the system, the computer's speed, the location of the play file,
and delay of game information may be modified before depressing ALT R. These
changes remain during the playing of the game in progress. Team names,
minutes per quarter, and the team in possesion of the football remain static.
The game in progress is updated after each play outcome, therefore play may be
resumed after events such as a power outage.
The current game in progress is stored in the file "LASTGAME.FNF"; multiple
games in progress may be kept by manipulating that file using the DOS "COPY" or
"RENAME" command.
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END OF GAME STATISTICS
At the end of the game, the following message will appear:
END OF GAME. ENTER 'P' FOR PRINTABLE STATS [ ]
Enter 'P' and RETURN to clear the graphic (non-printable) border area around
the statistics. The following prompt will appear:
END OF GAME. '*'=SWAP STATS, 'A'=ANNOTATIONS, 'X'=EXIT [ ]
If you have not registered your copy of Friday Night Football, you must use
the DOS "Print Screen" key combination to produce a hardcopy of statistics and
game annotations. By registering, you will receive the Statistical Database
Module which allows you to save the game statistics and accumulate season and
lifetime statistics. That module can be used to print statistics in a more
desirable format.
Enter '*' and RETURN to alternate the type of statistics being displayed.
These are either the regular game or the third/forth down statistics.
Enter 'A' and RETURN to display/modify the game annotations.
Enter 'X' and RETURN to exit Friday Night Football and return to the DOS
prompt.
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