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Professional Football Simulation v3.0 (1990)(MicroSearch)(Disk 2 of 2)[cr CLS][aka Head Coach].7z
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Professional Football Simulation v3.0 (1990)(MicroSearch)(Disk 2 of 2)[cr CLS][aka Head Coach].adf
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Your_First_Game.doc
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1990-11-16
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Section 3
Your First Game
This section describes how to start your first game, using the ability of
Head Coach to allow simplified calling of plays.
A few introductory comments:
You may use either the mouse or the keyboard to make choices. The game
begins in the mouse mode. To enter the keyboard mode, use the ".km" dot
command (seee Section 7, Dot Commands).
When keyboard examples are shown in this manual, your typed response is
underlined. All keyboard responses require typing a few characters and
then pressing the RETURN key. The RETURN key must always be used. For all
keyboard responses, you may type uppercase or lowercase letters.
Head Coach can be played:
* between two players (player-controlled teams)
* between a player and the computer
(computer-controlled teams)
* both teams can be computer controlled and
you can sit back and enjoy the game!
To play a game, the participants enter play calls and commands. First the
offensive team calls the offense, then the defensive team calls the
defense. The probable play results are predicted, the play is executed,
and, if desired, the play execution is displayed on the screen.
When using one computer to play a game, always have the offensive player at
the computer. When two players are playing each other (neither team is a
computer-controlled team), experience has shown that the player who is on
offense should sit at the computer, and the defensive player call aloud the
defensive choices. That is, the offensive player at the computer enters
both the offensive and defensive choices and commands. Whenever possession
of the ball changes, the two players exchange places.
If, however, you are using audibles (see Section 7, Dot Commands, the .AU
comand), the defense must enter the defensive call without the offense
knowing the call.
Whenever the ball is being advanced toward the opponent's goal, the ball
movement is from bottom to top on your screen.
Starting the Game
After following the instructions in the preceding sections, Head Coach
requires you to enter a word form the first line of a sentence from this
manual. Head Coach display:
Enter the first word that is on:
Page:x-xx
Line:x
Enter:
To count the lines, start with the top line that contains the section
number. Count down to the line indicated and type the first word after
"Enter:" and press return. Head Coach will start the game according to the
setup screen.
After displaying the winner of the coin toss, the team winning the coin
toss is told the current weather information and given a choice of
receiving, kicking off, or defending a particular goal.
Because weather is not a factor in the indoor stadium of the LONGHORNS
team, the team with the choice (for example, BULLDOGS) will choose to
receive as follows:
BULLDOGS you have a choice to receive, kick off, or
defend a goal
Enter 'R' to receive the kick off
'K' to kick off
or 'D' to defend a goal: R
The BULLDOGS chose to receive the kickoff, so the other team (for example,
BULLDOGS) are given the choice of which goal to defend:
Enter 'N' to defend the north goal
or 'S' to defend the south goal: N
From now on, the way to select plays and enter commands depends upon the
current selection mode. You may choose to enter play calls and commands
with either the mouse or keyboard. When making choices you will be
choosing either an offense, defense, or a dot command.
A "dot command" is a special kind of input command, beginning with a dot
("."), that specifies some action to be taken. Head Coach provides many
game playing options in the form of dot commands. A few are described in
this section. Dot commands are described in detail in Section 7, Dot
Commands.
Next you are instructed to enter a dot command, either ".KO" or ".RPn." In
the mouse mode, you see a selection box with:
Run Pass Play Action Miscellaneous
This is the offensive play selection menu. To enter a dot command (.KO in
this case), click the "Miscellaneous". You will then see a screen display
of all the dot commands. To make a dot command selection, double click the
desired command "KO". You must click the KO selection twice.
Later when you are ready to make a play selection, click either "Run",
"Pass", "Play Action", or "Miscellaneous" as appropriate. For the run,
pass, or play action, the screen will show all the playbook plays for that
type of offensive play. Following the playbook choices of that type of
play is a list of the dot commands.
If you are on defense in the mouse mode, you are presented with the
following selection box:
Man Zone Blitz Miscellaneous
By providing the miscellaneous box, you can always enter a dot command. If
you would like to switch between keyboard and mouse mode, use the .KM dot
command, described in Chapter 7, Dot Commands.
If you are in mouse mode, click "Miscellaneous" and then double-click KO.
If you are using the keyboard, respond with the kickoff dot command as
follows:
Enter either .KO or .RPn (playbook mode): .KO
You have decided to kick off. There are three types of kickoffs: normal,
short or onside. If you are in mouse mode, click the appropriate box that
is presented to you. If in keyboard mode, make your choice with the
following response:
Press RETURN for a normal kickoff
or press 'S' and RETURN for a short kickoff
or press 'O' and RETURN for an onside kick:
Press RETURN.
When you press RETURN, you see the kickoff and the kickoff return. The
game is under way!
Calling Plays
After the runback of the opening kickoff, you are ready to send in your
first play. Take a few seconds to study the scoreboard that is displayed
at the bottom of your screen. You have time to study the scoreboard
because the 45-second delay of game clock is not running. The following
are displayed: current score, ball possession, ball position, down, yards
to go for a first, and time-outs remaining.
The beginning playbook that you requested contains a set of basic football
plays to call. Section 4, Playbook Files, describes the two playbooks
(beginner and standard) provided in Head Coach. For now, here is a partial
list:
SWEEPR - Running play wide to the right
SWEEPL - Running play wide to the left
DIVER - Running play inside to the right
DIVEL - Running play inside to the left
DRAW - Looks like a pass, but it is a run
BOMB - The "BOMB" -- long pass
FLOODS - "Flood" type pass to the strong side
(right for this formation)
FLOODW - "Flood" type pass to the weak side
(left for this formation)
SCREEN - Looks like a long pass, but is a
short pass
HBPASS - Looks like a SWEEPR, but the halfback
throws a pass
Head Coach requests that you enter your offense. If the game is in mouse
mode, use the procedure previously described. If in keyboard mode, call
the play by typing the name of the play and pressing RETURN.
To begin the game, call a SWEEPR:
BULLDOGS enter offense (playbook mode):SWEEPR
The "(playbook mode)" indicates that you may call the offensive plays by
using the playbook name (SWEEPR) directly. This is described in more
detail in Section 4, The Playbook.
Now the computer will make a defensive call. Here are a few defensive
calls the computer may try:
REGL - Normal, "safe" defense with no particular
gamble
RUSH - Extra good against the rush, but weaker
against the long pass
ZONE - Zone defense
B2 - "Blitz" (rush) two linebackers
DOUBLE- Double cover wide receivers --
good pass defense against wide receivers
GOAL - Strong running defense normally used when
the offense is about to score, or when very
short yards are needed for a first
With the offensive and defensive plays called, the play will be executed
(complete with quarterback calls) and displayed on the screen. When the
play has been executed, the result of the play is displayed.
The cycle of calling offensive and defensive plays continues.
Dot Commands
Before you begin to call plays on your own, a few of the dot commands need
to be explained for you. All commands are preceded by a dot "." -- so they
are called "dot commands." All of your responses to offensive and defensive
plays will be either a play call, which does not begin with a dot, or a dot
command. Some of the more common dot commands are:
.CT - Enable or disable a team to
be computer controlled
.FG - Field goal attempt
.PA - Point after touchdown attempt
.FK - Free kick following a safety
.KO - Kick off
.RP - Instant replay
.TO - Call time out
Refer to Section 7, Dot Commands, for a detailed description of each dot
command.
Penalties
A penalty will probably be called in your first game. When a penalty is
called, and the play is over, Head Coach displays the penalty and the team
that committed the foul. The team with the choice must then indicate
whether the penalty will be accepted or declined. The team with the choice
must enter either "A" to accept the penalty or "D" to decline, and press
RETURN as follows:
LONGHORNS: Enter "A" to accept or "D" to decline: A
If you are is mouse mode, penalty choices are made by using simple boxes.
In this example, the LONGHORNS team has decided to accept the penalty. The
penalty yards are marked off against the opposing team, and the down
remains the same. If the LONGHORNS had decided to decline the penalty and
have the play results marked off, you would have entered "D".
You have called one offense and defense and seen the play result. You are
now on your own. Call some offenses and defenses -- have fun!