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Inside Multimedia 1996 September
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ufl10
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1996-04-25
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WELCOME TO THE UNIVERSAL FOOTBALL LEAGUE
The game you have downloaded is a demonstration version of a game
first written over ten years ago for the TRS-80 (with a whopping 13K of
memory). It went through various incarnations on the Commodore 64 and 128,
the Amiga, and finally found a home on the IBM-PC. As more memory became
available, more features were added.
This is a TEXT only football game. I make no apologies for not
using fancy graphics. If that's your thing, then I suggest Front Page
Sports: Football Pro. The graphics and play design, the complete control
of every aspect of a football team is a wonderful concept.
But...
What UFL strives for is simplicity (not simple-mindedness--there's
a difference). We (my friends and I) have played over thirty seasons of UFL.
As full-time coach of the Baltimore Bruins (sorry, we're not included in the
demo) I have known the excitement of winning the Stellar Bowl, and the
agonies of going 2-14. One calendar year we played seven complete seasons,
calling for about half the teams (the rest coached by computer) of a 24 team
league. Players from three states (Tennessee, Arkansas, and Mississippi)
made monthly sojourns to play for their teams. Simple to play, the UFL has
enough complexity, enough sheer excitement, to intrigue players from
fifteen to fifty who love football, who love the challenge of building a
championship club and taking them to the ultimate game--the Stellar Bowl.
Many of the features that are included in the full-featured version
are listed below:
Over 70 individual and 90 team stats are kept up with.
The computer generates a season schedule, and picks playoff teams.
At the finish of one season, the computer acts as general manager
and ages the veterans, retires the worst 10% at each position, signs
free agents, drafts rookies, and reworks the depth charts.
Individual and season records are recorded, as well as a list of
past champions.
Multiple league configurations (8, 16, 24, 30, and 32 team leagues)
are possible. You can play in many different leagues, as much as
your hard disk space permits.
Players and teams can be modified, given new names and ratings.
Depth charts can be changed.
Many of these are unavailable in the demo version. You are given
an 8 team league, and can play one full season with it. Afterwards only
exhibition games are permitted. Access to the the Commissioner program,
and the Team and Player Editor program is not allowed. Also, second and
subsequent seasons (with retirements, free agents, and rookies) is not
allowed.
If you find the game enjoyable, and wish to take advantage of these
features, then you may purchase the complete UFL game for $30. An order
form is provided (see ORDRFORM.DOC).
To ORDER, please send the completed order form (ORDRFORM.DOC)
along with a check or money order (NO CASH PLEASE!) for $30.00 to the
following address:
Larry E. Rodgers
624 Mildred
Trumann, AR 72472
Make out all checks to 'Larry E. Rodgers'. Foreign orders will be
accepted, as long as the check is drawn on a U.S. or Canadian bank.
Purchase of the full-featured version entitles you to access the following
programs:
(1) EDIT PLAYERS AND TEAMS
(2) LOOK AT STATISTICS
(3) COMMISSIONER
(4) LOOK AT RECORDS
(5) NEW SEASON
(6) WRITE SCHEDULE
GETTING STARTED
After you have unzipped the files, you will find a default 8 team
league already in the directory where you unzipped the files.
First make a directory to archive your files.
In Windows:
Access FILE MANAGER, and CREATE DIRECTORY. Give it the name "demo8"
In DOS simply type MD demo8 (This should be a subdirectory of the
directory in which you unzipped your game files).
This will be used if you wish to archive the games instead of
printing them out. Later you can use a word processor to edit or
print them out. They are in ASCII text form, so EDIT (found in either
the DOS or WINDOWS directory) would be the best choice for editing.
Then run START.EXE, and you will be ready to play. The program may
be run under DOS or WINDOWS. I run it in WINDOWS 95. Menus may be accessed
with a mouse, or by using the highlighted "hot" keys (Simply press ALT and
the highlighted key).
After you have selected the LEAGUE game (or exhibition teams) the
game will initialize, load in all the data for game play as well as the
information about the teams and players. Weather conditions will be shown.
You will be asked to select the coaches (human or computer). If you select
both coaches to be the computer, the game will play itself (quite rapidly).
To reset control to human, you will need to click on the CHANGE CONTROL
button (or simply tap the ENTER key) which comes up after each score.
If you elect to play for one of the teams, then the offense and
defense calls are listed below, as well as such commands as SUB
(to substitute), STAT (to view statistics during the game), and CONTROL
(to change coaches from human to computer or vice versa).
While in HUMAN vs HUMAN mode, you may permit the computer to select
a play for you by simply entering "0" (That's zero.) The computer will use
down and distance, score, time of game, strength of players and coaching
philosophies in the team data file to make the appropriate call.
To substitute players, simply click on a player and drag him on top
of the player for which he will be substituted. NOTE: An injured player may
not be substituted for a player who is less injured than he is. Numbers in
front of a players name indicate the number of quarters the player is
injured. Special teams ignore injuries.
When viewing Statistics, each team's total statistics are printed
on a list which you may scroll through. Statistics for LEAGUE games are
automatically saved at the end of each game. Exhibition game statistics are
never saved. Both types of games may have their statistics printed out.
PENALTIES
You will be shown the effect of accepting or declining the penalty.
Simply click on your choice. If the computer has the choice, it's selection
will be shown. Simply click on it, and play will be resumed. Some penalties,
like false starts and encroachment are automatic and will be shown on the
normal play screen.
Penalties on Punts and Field Goals are also automatic (Sorry, I took
the easy way out).
Penalties add a random factor to the game that often has significant
bearing on the outcome.
HOME FIELD ADVANTAGE
The home team has a slight advantage, so playoff positioning can be
important as it affects the home team. This can have even more impact when
several teams make the playoffs in the full-featured version. In the 8 team
demo league, the STELLAR BOWL is played at the home field of the higher
rated team.
TIMEOUTS
During the last three minutes of each half you will be asked if you
wish a timeout. On offense you can hurry up. Beside each team there are
several dashes on the scoreboard, indicating the timeouts remaining.
CALLING OFFENSE (Play + Runner/Receiver + Formation eg. 2546)
PLAY Choices
11 - Plunge 21 - Screen Right 31 - Slant Right
12 - Off Tackle Right 22 - Screen Left 32 - Slant Middle
13 - Off Tackle Left 23 - Flair Right 33 - Slant Left
14 - End Run Right 24 - Flair Left 34 - Square Out Right
15 - End Run Left 25 - Quick In Right 35 - Square Out Left
16 - Draw 26 - Quick In Middle 36 - Post Right
17 - Reverse Right 27 - Quick In Left 37 - Post Left
18 - Reverse Left 28 - Quick Out Right 38 - Flag Right
19 - Option Pass 29 - Quick Out Left 39 - Flag Left
RUNNER/RECEIVER Choices
0 - Quarterback 4 - Wide Receiver 1 8 - Tight End 1
1 - Fullback 5 - Wide Receiver 2 9 - Tight End 2
2 - Halfback 1 6 - Wide Receiver 3
3 - Halfback 2 7 - Wide Receiver 4
Note: On Option Pass (#19 above) the Runner/Receiver is the back THROWING
the ball. Reverses can only be run by Wide Receivers and Tight Ends.
Plunges, Off Tackle, End Runs and Draws may only be run by
Quarterbacks, Fullbacks and Halfbacks. Plays which do not observe
these restrictions will be rejected by the computer, and you will be
asked to enter another call.
FORMATION Choices
0 - --- HB1 --- WR1 WR2 --- --- TE1 TE2
1 - --- HB1 --- WR1 WR2 WR3 --- TE1 ---
2 - --- HB1 --- WR1 WR2 WR3 WR4 --- ---
3 - HB1 HB2 --- WR1 WR2 --- --- TE1 ---
4 - FB1 HB1 --- WR1 --- --- --- TE1 TE2
5 - FB1 HB1 --- WR1 WR2 --- --- TE1 ---
6 - FB1 HB1 --- WR1 WR2 WR3 --- --- ---
7 - FB1 HB1 HB2 --- --- --- --- TE1 TE2
8 - FB1 HB1 HB2 WR1 --- --- --- TE1 ---
9 - FB1 HB1 HB2 WR1 WR2 --- --- --- ---
Note: Quarterback is in on all formations. If the Runner/Receiver is not
in the formation, the computer will ask for another offensive call.
To punt, enter PU. To try a Field Goal, enter FG.
CALLING DEFENSE (Formation + Play eg. 605)
FORMATION Choices PLAY Choices (including Blitzes)
1 - 32 1 - Run Blitzes
2 - 33 2 - Tight Run Pass
3 - 34 3 - Short Yardage 12 All 19
4 - 41 4 - Goal Line 13 Left 20
5 - 42 5 - Pass 14 Middle 21
6 - 43 6 - Bump & Run 15 Right 22
7 - 44 7 - Short Zone 16 L/M 23
8 - LB Drop 17 L/R 24
9 - Deep Zone 18 M/R 25
10 - Deep Corner Zone 11 - Free Safety Blitz
STAT = Show Statistics
CONTROL = Change Coaches (Computer/Human)
SUB = Substitute
FINAL REMARKS
I hope you enjoy the UFL as much as I do. If you find that it
provides you with an entertaining experience, you might consider purchasing
the full-featured version. The experience of watching your team change over
the seasons is exciting.
Good Luck on your quest for the STELLAR BOWL title!
COPYRIGHT NOTICE: UFL:UNIVERSAL FOOTBALL LEAGUE
Copyright c1996 UFL Software ALL RIGHTS RESERVED
DISTRIBUTION LICENSE: UFL Demo may be freely distributed via
Bulletin Board Networks or other Shareware Vendors provided that
all files in UFL10.ZIP are included and not altered in any way.
WARRANTY: UFL SOFTWARE DISCLAIMS ALL WARRANTIES RELATING TO
THIS SOFTWARE, WHETHER EXPRESS OR IMPLIED, INCLUDING BUT NOT
LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE, AND ALL SUCH WARRANTIES ARE EXPRESSLY
AND SPECIFICALLY DISCLAIMED. NEITHER UFL SOFTWARE NOR ANYONE
ELSE WHO HAS BEEN INVOLVED IN THE CREATION, PRODUCTION, OR
DELIVERY OF THIS SOFTWARE SHALL BE LIABLE FOR ANY INDIRECT,
CONSEQUENTIAL, OR INCIDENTAL DAMAGES ARISING OUT OF THE USE OR
INABILITY TO USE SUCH SOFTWARE EVEN IF UFL SOFTWARE HAS BEEN
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR CLAIMS. IN NO
EVENT SHALL UFL SOFTWARE'S LIABILITY FOR ANY DAMAGES EVER EXCEED
THE PRICE PAID FOR THE SOFTWARE, REGARDLESS OF THE FORM OF CLAIM.
THE PERSON USING THE SOFTWARE BEARS ALL RISK AS TO THE QUALITY
AND PERFORMANCE OF THE SOFTWARE.
Some states do not allow the exclusion of the limit of liability for
consequential or incidental damages, so the above limitation may not apply
to you.