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Text File | 1992-09-11 | 123.6 KB | 3,530 lines |
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- F I E L D G E N E R A L
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- version 6.11
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- "UNEQUALLED in Pro Football Simulation!"
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- ". . . a quick, thorough way for two pigskin nuts to lock
- their strategic horns over a couple frosties (drinking with the
- A.I. is NOT recommended)."
- - Computer Gaming World, August 1, 1992
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- "FIELD GENERAL brings the gridiron, in all its gory glory, to
- computer . . . We learned a lot about the game and had a good time
- in the process."
- - Noah Matthews, Knight-Ridder News Service
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- rbm software's FIELD GENERAL
- version 6.11
-
- "UNEQUALLED in Pro Football Simulation"
-
- __________________________
-
- USER'S MANUAL AND PLAYBOOK
- __________________________
-
- Copyright (C) rbm software 1989, 1990, 1991, & 1992
- All rights reserved.
- Release Date: 9-14-92
-
-
- 13117 Broughton Way, Austin Texas 78727-3147
-
-
-
-
- _________________________________________________________________
-
- TABLE OF CONTENTS
- _________________________________________________________________
-
- PAGE
-
- General Disclaimer............................................. 1
-
- Unlawful Software Duplication and Use.......................... 1
-
- Introduction to FIELD GENERAL.................................. 3
-
- Installing and running FIELD GENERAL........................... 5
- Installation.............................................. 5
- Running FIELD GENERAL..................................... 5
-
- Playing Options................................................ 7
- Automation................................................ 7
- Weather Elements.......................................... 7
- Precipitation........................................ 7
- Wind................................................. 7
- The Turnover Reduction Variable........................... 8
- Regulation Length Game vs. Short Game..................... 8
- Normal Playing Conditions................................. 8
- The Real-Time Clock ...................................... 9
- The Play Clock........................................... 10
- Using the Real-Time Clock Only
- During the Final Minutes of a Half.................. 11
- American vs. International Rules......................... 11
- The Two-Point Conversion................................. 11
- The Speed Game Option.................................... 12
-
- Game Features - Miscellaneous................................. 13
- Visitors' Jersey Colors.................................. 13
- The Ball Marker.......................................... 13
- Hashmarks................................................ 13
- Out of Bounds............................................ 13
- Touchdowns............................................... 14
- Fumbles.................................................. 14
- Penalties................................................ 14
- Kickoffs................................................. 14
- Kickoff "Hands" Team................................ 15
- Field Goals.............................................. 15
- Fake Field Goals.................................... 15
- Field Goal Defense.................................. 15
- Punts.................................................... 15
- Angle Punts......................................... 16
- Fake Punts.......................................... 16
- The No-Huddle Offense.................................... 16
- Wearing Down the Defense................................. 17
- But the Defense Gets Wiser............................... 17
- Time Outs................................................ 18
- Grounding the Ball....................................... 18
- QB Kneel-Down............................................ 18
- Overtime................................................. 19
- Utilities................................................ 19
- Accessing TTS Reports............................... 19
- Game Exit Function.................................. 19
- Accessing Game Statistics........................... 19
- Activating/Deactivating Sound....................... 19
- Activating/Deactivating the Chalkboard Screen....... 20
- Adjusting game speed................................ 20
- Activating/Deactivating Encryption.................. 20
-
- Statistics.................................................... 21
-
- Tendency Tracking System (TTS)................................ 23
- Strategy................................................. 23
-
- The Plays..................................................... 25
- Terminology.............................................. 25
- Choosing and Entering a Play............................. 26
- User Input............................................... 26
- Play Results............................................. 26
-
- A Final Note.................................................. 29
- Computer Football Tournaments............................ 29
- Product Support Policy................................... 29
-
-
- Appendices.................................................... 31
-
- Appendix A: Packing List................................ 31
- Text Files............................. 31
- Files Needed to Run FIELD GENERAL...... 31
- Other Executable Files................. 32
- Files to be Created - Game Records..... 33
-
- Appendix B: Weather Elements............................ 35
-
- Appendix C: The Game Clock.............................. 37
- Without Real-Time Clock Option......... 37
- Normal Time....................... 37
- Two Minute Warning Time........... 37
- With or Without Real-Time Clock........ 38
- With Real-Time Clock Option............ 39
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- Appendix D: Field Goals................................. 41
-
- Appendix E: Special Teams' Options...................... 43
- The "Hands" Team....................... 43
- Kick Return Wedge vs. Direction
- of Kickoff........................ 43
- Blocking Punts......................... 43
- Maximizing Punt Returns................ 43
- Blocking Field Goals................... 43
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- Appendix F: The Playbook................................ 45
- Defenses............................... 45
- Offenses............................... 52
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- Appendix G: Play and Utility Listing.................... 73
- Defenses............................... 73
- Utilities.............................. 73
- Offenses............................... 74
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- Lexicon....................................................... 75
-
- User Response Form
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- _________________________________________________________________
-
- 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.
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- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-
- UNLAWFUL SOFTWARE DUPLICATION AND USE
-
- rbm software's FIELD GENERAL Software and User's Manual are
- protected under copyright law. Unlawfully copying, duplicating,
- selling, or otherwise distributing these products is hereby
- expressly forbidden. 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 1989, 1990, 1991, & 1992 by rbm software, 13117
- Broughton Way, 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.
-
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-
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-
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- _________________________________________________________________
-
- INTRODUCTION TO FIELD GENERAL
- _________________________________________________________________
-
- FIELD GENERAL simulates the game of professional football as
- closely as possible by comprising nearly everything which can
- happen on a football field. By simulating much of the strategy
- existing in pro games, rbm software creates 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. 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! As you will see,
- you must not only battle against the wits of your opponent, but you
- must also race against the clock!
-
- Like other computer football games on the market, FIELD
- GENERAL is entertaining, but FIELD GENERAL is also 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 where the results mirror
- those of actual pro football games). FIELD GENERAL challenges
- your mind, not your reflexes.
-
- Another 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
- and game plan!
-
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- _________________________________________________________________
-
- INSTALLING AND RUNNING FIELD GENERAL
- _________________________________________________________________
-
- INSTALLATION:
-
- Welcome to FIELD GENERAL! FIELD GENERAL is a professional
- football simulator programmed for IBM computers and compatibles
- with CGA. A hard disk is needed to unpack and run this software.
-
- The VERY FIRST thing you need to do is make at least one
- backup of the FIELD GENERAL distribution disk (2 backups are
- preferable). This simple action will guard against the loss of
- information needed to run FIELD GENERAL. Consult your DOS manual
- on how to use DOS's "diskcopy" command if you have any questions
- on how to make a backup disk.
-
- FIELD GENERAL'S executable and data files have been archived
- so they would fit on the 360K, 5 1/4 inch distribution disk. These
- files are archived in the self-extracting files "ARCHIVE1.EXE",
- "ARCHIVE2.COM", "ARCHIVE3.COM", and "ARCHIVE4.EXE". To install
- FIELD GENERAL, type "install" at the system prompt and follow
- directions. The installation program will unpack and copy all
- files to the desired directory on your hard disk. (NOTE: Be sure
- to instruct the installation program to copy the FIELD GENERAL
- files to your hard disk - usually drive C).
-
-
- RUNNING FIELD GENERAL:
-
- 1) Be sure you have read the description for the file
- "SCR_MELT.COM". This description is found in
- Appendix A and contains important information which
- may pertain to you and your computer system.
-
- 2) Make sure the hard disk you are running FIELD
- GENERAL from has some extra memory, about 60K, so
- FIELD GENERAL has room to create eleven files
- during program execution.
-
- 3) Type "FOOTBALL" at the system prompt to begin play.
-
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- _________________________________________________________________
-
- 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.
-
-
- AUTOMATION:
-
- You have the choice of automating one or both of the
- participating teams. By automating one of them, 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. After the 1st quarter, the computer plays even more
- intelligently by considering its opponent's play calling tendencies
- when choosing its play! And in case you were wondering, the
- computer NEVER bases its play selection on the play you have called
- - HONEST!
-
-
- WEATHER ELEMENTS:
-
- You may choose to play under "perfect playing conditions",
- where there is no precipitation or wind to affect play outcomes.
- If you wish to have the weather elements be a part of the game,
- you may set these elements in one of two ways. You can let the
- computer set the elements in a random manner, or you can set the
- conditions yourself. When the computer sets the weather
- conditions, the computer may generate perfect playing conditions
- or any other combination of weather elements. Weather conditions
- stay constant throughout the game. 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 worsen, it will be a 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. Precipitation has its greatest effect on the outside
- running game. As precipitation worsens, it will be difficult to
- get good rushing yardage to the outside (sweeps, quick pitches).
- On a slippery field, it is difficult for running backs to cut 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 or with the offense; there are
- never cross-winds. Wind only affects passes which are thrown
- against the wind. Wind 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. Wind has its greatest effect on the kicking game. If
- kicking against the wind, kicking distance will decrease, but if
- kicking 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. The symbols used for weather elements are:
-
- > good breeze + drizzle
- >> windy ++ rain
- >>> strong wind ++* snow
-
-
- THE TURNOVER REDUCTION VARIABLE:
-
- The Turnover Reduction Variable (TRV) controls the number of
- fumbles and interceptions generated during plays run from scrimmage
- (the number of fumbles generated during punt and kickoff returns
- is not affected by this variable). If you find the number of
- turnovers to be excessive during normal play (when the TRV is set
- to 0), you may change the TRV to reduce the amount of turnovers
- generated. By setting the TRV to 100 (a 100% reduction), no
- turnovers will be generated during plays run from scrimmage.
- Likewise, if you set the TRV to 50, you may expect the number of
- turnovers to be reduced by roughly half the number normally
- generated. Fiddle around with the TRV until you find FIELD GENERAL
- is generating an acceptable number of turnovers.
-
-
- REGULATION LENGTH GAME VS. SHORT GAME:
-
- The only major difference between regulation length games and
- short games is the length of quarters. Regulation length games
- have 15 minute quarters while short games have only 7 minute
- quarters.
-
-
- NORMAL PLAYING CONDITIONS:
-
- This is where the real-time game clock and play clock are
- inactive. In this variation, players have as much time as they
- wish to call their plays. Each type of play and game activity is
- assigned a predetermined amount of time it will take off the game
- clock. These predetermined times do a good job of simulating
- actual pro football game conditions, but limit the players' ability
- to manipulate the game clock through their play calling. Under
- these conditions, expect the following:
-
- * The more yardage gained, the more time will
- be subtracted from the game clock.
- * Runs take more time than passes.
- * Plays take less time during the two minute
- warning period.
- * Plays take less time when they go out of
- bounds (see "Out of Bounds").
-
- We recommend this variation for first time players until they
- become well accustomed to the game.
-
-
- THE REAL-TIME CLOCK:
-
- 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 there's a
- change in possession, etc.. The play clock is also activated when
- this option is chosen.
-
- Plays and game activities still subtract a small predetermined
- amount of time off the clock, but since it takes more time to call
- plays than actually run them and since players have control over
- how much time ticks off the clock while they decide on their plays,
- this way of working the clock much better simulates professional
- football action. The offense can quickly call a play if they're
- trying to score near the end of a half, or run the play clock to
- near 0 if its winning near the end of a game. 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 a half!.
-
- The game clock can be seen running while the offense is
- deciding on its next play, but the game 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 game clock does not ALWAYS run while
- the offense is deciding upon its next play. In a similar fashion
- to pro football, the game clock will stop after these events:
-
- * Incomplete passes
- * 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
- * Changes of possession
- * Scores
- * Penalties (exception: clock will run
- after all declined penalties which occur
- outside the final two minutes of the
- first half and the final five minutes of
- the second half and overtime quarters)
- * Time outs
- * Two minute warnings
- * 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.
-
- When the real-time clock is in use, the offense's play clock
- is automatically set to 25 seconds. Normally, the offense would
- receive 35 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 setting the play
- clock to 25 seconds, the offense will have 30 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).
-
-
- THE PLAY CLOCK:
-
- The play clock restricts the amount of time the offense and
- defense may take to call its play. The play clock will somewhat
- guard against slow play as well as introduce a more interesting
- play calling strategy. If the offense or defense cannot get their
- play called before their play clock expires, then they are assessed
- a 5 yard DELAY OF GAME penalty. There are 2 play clocks - one in
- the back of each end zone. Once the offense has entered a VALID
- play, the play clocks are reset for the defense.
-
- The play clock is automatically activated when the real-time
- clock option is chosen, but when the real-time clock is not
- activated, players may choose the number of seconds (10-45) to be
- placed on the offense's play clock. The defense always has 6
- seconds placed on its play clock.
-
- The play clock can be stopped with a time out. When a team
- calls a time out, the play clocks are removed from the screen and
- the offense may take as long as it wishes in entering its next
- play.
-
- When automated teams play, 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) to
- speed up play.
- * When on offense, automated teams will call
- their plays at any time during the play
- clock's time limit.
-
- We recommend a hard copy of the list of plays when the play
- clock is activated. This will eliminate the time needed to access
- help screens for a list of plays.
-
-
- USING THE REAL-TIME CLOCK ONLY DURING
- THE FINAL MINUTES OF A HALF:
-
- When using this option, the real-time clock is deactivated
- except for the final 2 minutes of the 1st half and for 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 when the real-time clock is in use.
-
-
- AMERICAN VS. INTERNATIONAL RULES:
-
- FIELD GENERAL plays under American professional football rules
- unless the international rules option is chosen. Under
- international rules:
-
- * The QB Kneel-Down play is deactivated.
- * Kickoffs fielded in the end zone must be
- returned.
- * The two-point conversion option is automatically
- activated.
- * Overtime winner is first team to take lead after
- both teams have had at least one possession in
- overtime.
-
-
- THE TWO-POINT CONVERSION:
-
- If you do not elect to play under international rules, you
- may still activate the two-point conversion option. When this
- option is chosen, each team has the option, after each TD it
- scores, to either attempt an extra point kick for 1 point or to
- attempt a 2-point conversion from 3 yards out. The offense may
- run its 2-point conversion attempt from the middle of the field or
- from either hash mark. The 2-point conversion is similar to other
- offensive downs except the offense is allowed only 1 down to reach
- the end zone.
-
-
- THE SPEED GAME OPTION:
-
- For fastest possible play, choose the speed game option. The
- main use for this option is for games played between two automated
- teams. This option eliminates all ball movement and time delays
- which occur during normal play.
-
-
-
-
-
- _________________________________________________________________
-
- 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.
-
-
- VISITOR'S JERSEY COLORS:
-
- The home team's jersey is always bright white, while the
- visiting team gets to choose its team color from a list the
- computer provides. This list does change depending on the weather
- conditions. For example: When raining, the field is colored
- brown, thus the color brown is kept off the list to insure the
- visiting team's ball marker is visible against the background of
- the field.
-
-
- THE BALL MARKER:
-
- The ">" character acts as ball marker when the home team has
- the ball and the "<" character is used when 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:
-
- On each play, the ball is snapped from either the left or
- right hashmark, or from the middle of the field. This is one
- important 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!
-
-
- OUT OF BOUNDS:
-
- A play goes out of bounds if the play starts AND ends at the
- right OR left hashmark. Use the out of bounds to your advantage
- when trying to score late in the half when time is a factor. "Out
- of bounds" is another good reason to keep track of which hashmark
- your on! REMINDER: Plays which go out of bounds take less time
- and stop the real-time game clock (if activated).
-
-
- 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.
-
-
- FUMBLES:
-
- Fumbles may be recovered by either team. However, the defense
- recovers the great majority of them. 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 vice versa). 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. When a penalty
- occurs during a field goal attempt, the field goal kick is given
- in yardage from the line of scrimmage to the goal post. For
- instance, if the computer displays "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 to 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. 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 a half. 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 receiving team must choose what type of return to run
- (wedge left, middle wedge, or wedge right). The combination of
- these 2 choices will determine the success of the return. 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 receiving team or
- their "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 odds of recovering an onside kick.
-
-
- FIELD GOALS:
-
- Field goal attempts may come up short of the end zone. 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.
-
- 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 chance for a block.
- Defending against a fake will ALMOST ALWAYS stop a fake.
-
- 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. Chances for success are best when the defense chooses to
- try to block the field goal rather than guard against a fake and
- when only a couple of yards are needed.
-
-
- PUNTS:
-
- When the offense has elected to punt (but not angle punt),
- the defense has the option to try to block the punt, maximize a
- punt return, or check for a fake punt and then set 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. The odds
- of blocking a punt are even better if the punting team is within
- their own 5 yardline (the punter has less room). However, if the
- defense goes for the block, punt return yardage is decreased
- significantly and the defense is vulnerable to faked punts. 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 makes
- itself very vulnerable to faked punts and it will not have a good
- chance at blocking the punt, but it will get maximum punt return
- yardage. 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, 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
- end zone for a touchback or stay in bounds and be fielded by the
- punt return team. A team may choose to angle punt only when it is
- at or inside its opponent's 40 yardline.
-
- Fake Punts: The odds for a successful fake punt are better
- than the odds for a successful fake field goal. Naturally, the
- best chance an offense has at pulling off a fake punt is when the
- return team is setting up to maximize a punt return or setting up
- to block the punt.
-
-
- THE NO-HUDDLE OFFENSE:
-
- The no-huddle offense can only be run when the play clock is
- active. The 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 before 3 seconds tick off the play clock, the offense will
- prohibit the defense from making player substitutions. Thus, the
- defense will not be able to go into its nickel defenses (in the
- nickel defense, a LB or lineman is substituted for another
- defensive back, this includes the 4-0 2-Deep Zone defense). When
- this happens, the prompt "NO SUBSTITUTIONS!" will appear with the
- prompt "Call defense:" to warn the defense of this restriction.
- 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.
- * The first play after an official's timeout.
-
-
- WEARING DOWN THE DEFENSE:
-
- An offense can wear down the 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
- (13 times for short games) and has had possession of the ball at
- least 27 minutes (13 minutes for short games) by the time the
- running play has been called. An extra 2 yards will be added if
- the offense has run the ball at least 32 times (16 times for short
- games) and has had the ball at least 32 minutes (16 minutes for
- short games).
-
- For example: 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!" and a yellow
- "*" will appear below the team's name and score on the scoreboard.
- 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!" and a yellow "**"
- will appear below the home team's name. 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 or is trying to run out the
- clock.
-
-
- BUT THE DEFENSE GETS WISER:
-
- Everyone has their favorite plays, plays they like to go to
- in "crunch time", but going to the same play again and again could
- get you into trouble. The defense has a good memory, so when it
- sees the same play over and over again, it will tend to better
- defend against the play as the game wears on. In FIELD GENERAL,
- plays tend to be less effective AFTER the 3rd time they're called
- in short games, and less effective AFTER the 5th time they're
- called in long games.
-
- For example, the 4th time a pass play is called during a short
- game, the play has a 10% greater chance to fall incomplete. The
- 5th time its called, it has a 20% greater chance to be incomplete.
- The trend continues up to the 8th time it's called when the play
- has a 50% greater chance to be incomplete. After the 8th time, the
- play continues to have a 50% greater chance to be incomplete when
- compared to the 1st 3 times it is called. For running plays,
- yardage gained is 10% less on the 4th time they're called during
- short games and 20% less on the 5th time they're called. This
- trend also continues up to the 8th time they're called when the
- yardage gained is 50% less than normal.
-
-
- 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:" to call a time out, then enter the desired
- play. By doing so, the clock will not run during the called play.
- When the real-time clock is in use, time outs will not only keep
- the clock from running DURING the proceeding play, but they 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 offense is not charged for a time out.
- This rule prevents the defense from sacrificing a 5 yard penalty
- for causing the offense to waste one of its time outs.
-
- The defense may not only call time outs at the "Call defense:"
- prompt ("89"), but it may also call time outs at the "Call
- offense:" prompt ("86"). This feature was added so the defense
- could use its time outs when the offense is "milking" the clock and
- the game clock is running. The defense can only call time out "86"
- when the real-time game clock is active AND running. The defense
- must also make this call quickly, before 3 seconds expire off the
- play clock. Problems will arise when the offense wants to call a
- play quickly at the same time the defense wishes to call a time out
- "86". It is the responsibility of the defense to inform the
- offense before the play clock starts of its wishes to use a time
- out "86".
-
-
- GROUNDING THE BALL:
-
- Grounding the ball, offensive play #88, may be used when the
- offense needs to stop the game clock within the two minute warning
- period, but has no time outs left. The play simply has the QB
- intentionally ground the ball after taking the snap. The offense
- loses a down, but the game clock is stopped.
-
-
- QB KNEEL-DOWN:
-
- QB Kneel-Down, offensive play #87, may be used when the
- offense wants to run time off the game clock near the end of the
- half with no risk of turnover. The play simply has the QB kneel
- down after taking the snap. The result is a loss of 2 yards, no
- turnover, and no stoppage of the game clock (unless the defense
- wishes to call a time out).
-
-
- OVERTIME:
-
- If a game being played under American football rules ends in
- a tie, the game will go into sudden-death-overtime, and will not
- end until there is another score.
-
-
- UTILITIES:
-
- The help screen with the list of available utilities can be
- accessed by entering "97" at the "Call offense:" or "Call defense:"
- prompt. The utilities available to you are:
-
- Accessing TTS Reports: By entering 71, the TTS report for
- the home team will be shown on screen. Enter 72 to access the
- visitor's TTS report. (See "Tendency Tracking System (TTS)".)
-
- Game Exit Function: To exit FIELD GENERAL before normal
- program termination, select "74" at the "Call offense:" or "Call
- defense:" prompt. There is NO game saving feature.
-
- Accessing Game Statistics: The game statistics consist of 4
- screens. All screens can be accessed by entering "76" at the play
- prompts.
-
- Activating/Deactivating Sound: Sound can be
- activated/deactivated by entering "77" at the play prompts.
-
- Activating/Deactivating the Chalkboard Screen: The chalkboard
- screen is activated/deactivated by entering "79" at the play
- prompts. This screen diagrams the offensive and defensive plays
- called.
-
- Adjusting Game Speed: At the pre-game screen, you will be
- asked if you wish to change the game speed. Game speed defaults
- to a factor of 4. To slow the game down, pick a value greater than
- 4. To speed the game up, pick a value between 1 and 3. You may
- also adjust the game speed during the game by entering "80" at the
- play prompts. The halftime show and the time taken to retrieve
- data off the disk ARE NOT effected by this change in speed. The
- speed factor DOES control the speed for all other sounds, graphic
- drawings, and ball movement.
-
- Activating/Deactivating Encryption: When encryption is
- deactivated, FIELD GENERAL echoes all offensive calls to the
- screen. When encryption is activated, offensive calls are hidden
- during entry. At the "Call offense:" prompt, "*"'s will appear in
- place of the numbers being entered. i.e. The offensive call "22"
- will appear as "**" when being entered. In this manner, the
- integrity of the offensive call will be better protected from the
- defensive player. Encryption is activated/deactivated by entering
- "81" at the play prompts.
-
-
-
-
-
- _________________________________________________________________
-
- STATISTICS
- _________________________________________________________________
-
- Most of the statistics are self-explanatory. The ones which
- need some explaining are listed below:
-
- Passing Yardage (Average): The passing average statistic has
- been proven to be very important in determining the winner of pro
- football games (even more so than yardage and time of possession).
- Number of turnovers is also very important. It is interesting to
- take notes to determine which statistics the winning team usually
- wins.
-
- 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.
-
- Average Field Position: The average distance, in yards to
- your opposition's goal line, from which your team started each of
- its drives.
-
- Punts - Average: This category does not include angle punts
- or blocked punts.
-
- Average First Down Yardage: This is the average amount of
- yardage gained on first down plays. The higher this average
- yardage is, the better.
-
- Average 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.
-
- Red Zone Shots - Points: This statistic shows how each
- offense faired in the red zone (inside your opponent's 20
- yardline). The first number is the number of times the offense
- entered the red zone (in other words, the number of drives an
- offense had in which they ran at least 1 play from inside their
- opponent's 20 yardline). The second number is the number of points
- scored on drives which entered the red zone. It's great if an
- offense is good at moving the ball between the 20's, but it's
- crucial for an offense to score when it's in the red zone.
-
-
-
-
-
- _________________________________________________________________
-
- 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 of your opponent and your team to help you in devising
- your second half strategy. TTS reports are also available during
- the game (see "Utilities"). 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, the success of each specific play, and statistics on
- what type of plays were called in different situations.
-
-
- STRATEGY:
-
- How do you devise a game-winning strategy? It's not easy,
- especially when playing an opponent for the first time, because
- all teams are different. However, each team does have tendencies.
- It's just a matter of determining and acting upon them. The
- following suggestions will start you on the right track.
-
- One of the most important things you can do during game play
- is to keep close track of where you are on the field relative to
- the hashmarks. Sometimes you'll want to call a play which will
- stop the clock by going out of bounds. Sometimes you'll make a
- call to simply position yourself to run the play you really want.
-
- The other important thing you must do to improve your chances
- of winning is to keep track of your opponent's as well as your OWN
- play calling tendencies! By knowing your opponent's habits, you
- can make smarter play selections. By knowing your OWN habits, you
- can set-up and cross-up your opponent by varying from your
- tendencies.
-
- Know what your defenses are good for and what type of offenses
- can give them trouble. Is the offense you're facing the
- conservative, ball-control type or are they gamblers looking for
- the quick strike? Does your opponent's offense play the
- percentages or do they try to be clever by running to the short
- side of the field or by calling draws on 3rd and long?
-
- On the other side of the ball, know what offenses are good
- for attacking each defensive play. Does the defense you're facing
- play very safe and conservative by playing the percentages, like
- playing the run on 1st downs, or are they always gambling with
- blitzes and tight defenses? What kinds of plays does your opposing
- defense call when they're backed up inside their own 20 yardline
- and do they consistently come at you hard on 1st downs?
-
- By answering these questions and raising some of your own,
- you will be well on your way to becoming a top-notch FIELD GENERAL!
-
-
-
-
-
- _________________________________________________________________
-
- THE PLAYS
- _________________________________________________________________
-
- A list of all plays can be found in the file "PLAYS.TXT".
- 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:
-
- The offensive plays use numbers and letters to signify certain
- positions. X is the receiver lined-up to the left, Y is the tight-
- end, etc.. Numbers can signify where the play is aimed at in the
- line of scrimmage (holes), which back will be carrying the ball (2
- is the HB, 3 is the FB), or in the case of pass plays, what the
- running backs are assigned to 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 outlet or secondary receivers when the pass play is called in
- the 80's.
-
- 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 X he is the primary receiver
- and is running a curl pattern. All
- other routes are implicit.
-
- When an offensive play is diagrammed on the screen, "O"'s are
- used for all the players on the offense except for the center which
- is represented by a "C". The letters representing the home team
- are always colored bright white.
-
- The defensive play calls convey information on formation, line
- action, and pass coverage. i.e. In the "4-3 Over Key Strong Zone"
- defense, the formation is a 4-3 (4 linemen, 3 LB's), the linemen
- OVERshift and KEY the offensive linemen, and the DB's use a STRONG
- ZONE pass coverage. When a defensive play is diagrammed on the
- screen, "X"'s are used to represent the players except for the down
- linemen which are represented by "V"'s. (See "LEXICON" for more
- definitions.)
-
-
- 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 "PLAYS.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 that play when the computer prompts you.
-
- 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 not to give the defense any hint at the play being called.
-
- 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.
-
-
- PLAY RESULTS:
-
- Results are based on the chances of a particular offense
- succeeding against a particular defense. Each offense-defense
- combination has many possible results. In total, FIELD GENERAL
- has over 37,000 possible play 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.
-
-
-
-
-
- _________________________________________________________________
-
- A FINAL NOTE
- _________________________________________________________________
-
- We must warn you about strange things occurring during game
- play! Because beer is sold at FIELD GENERAL stadium, there is the
- possibility of fans over-indulging themselves and becoming
- boisterous. Thunderstorms and the referees may even interrupt play
- momentarily, so be on the lookout!
-
-
- COMPUTER FOOTBALL TOURNAMENTS:
-
- The list of FIELD GENERAL players is steadily growing. There
- has been increasing interest in rbm software sanctioned FIELD
- GENERAL computer football tournaments to recognize the BEST FIELD
- GENERALS. rbm software has prepared a list of requirements for
- those who wish to hold an rbm software sanctioned tournament of
- their own. Some of the requirements will be as follows:
-
- * Tournaments must consist of at least 8 different
- teams (participants).
- * All participants must be registered users of rbm
- software's FIELD GENERAL software.
-
- The winner of these tournaments will receive a certificate
- recognizing such winner as achieving the status of FIELD GENERAL,
- ONE STAR FIELD GENERAL, or whatever title is appropriate. Also,
- all won-loss records and all-time game records generated from these
- tournaments will be combined with records from other tournaments
- to form a national FIELD GENERAL database.
-
- If you know 7 registered users or 7 people who might like to
- be registered users, contact us for complete details about holding
- your own tournament. If you don't know 7 registered users, but
- wish to participate in such a tournament, contact us and we'll let
- you know when there are any other interested users in your area.
-
-
- PRODUCT SUPPORT POLICY:
-
- Please feel free to contact us at any time. Send any comments
- and questions you have on the game -- features you like/dislike,
- suggested improvements, bugs you may have found, etc.. Through
- users' comments, FIELD GENERAL is "UNEQUALLED in Pro Football
- Simulation"! We'll let registered users know of any improvements
- to the game. We know FIELD GENERAL will give you many hours of
- entertainment whether you're matching football wits with a friend
- or against the computer. Have fun and thank you for your support
- of FIELD GENERAL!
- rbm software
-
-
-
-
-
- _________________________________________________________________
-
- A P P E N D I X A
-
- PACKING LIST
- _________________________________________________________________
-
- TEXT FILES:
-
- Asp.doc - ASP Ombudsman Policy.
-
- Example?.doc - example files of what this version and future
- versions of FIELD GENERAL will produce during
- execution.
-
- General.doc - FIELD GENERAL documentation and playbook in
- ASCII format.
-
- Register.doc - Registration and User Response Forms.
-
- Shr_ware.doc - What is Shareware? What is the ASP?
-
- Tourney.doc - rules for rbm software sanctioned FIELD GENERAL
- football tournaments.
-
- Plays.txt - the list of defensive and offensive plays you
- may choose from while playing this version of
- FIELD GENERAL. A hard copy of this file serves
- as a good quick reference during game play.
-
-
- FILES NEEDED TO RUN FIELD GENERAL:
-
- Cursor.com - changes the system cursor. The cursor will
- remain changed even after a game of FIELD
- GENERAL has ended, but will go back to
- normal once the system has been reset.
-
- List.com - a simple text editor used for viewing FIELD
- GENERAL text files. This program is
- called by "GENERAL.EXE" and "PRT_UTIL.EXE".
-
- Scr_melt.com - this utility clears the computer screen by
- making the characters look like they're
- melting away! On some IBM compatibles, this
- program has caused the system to hang. If
- this happens to you, simply reboot the
- system and remove this file from the
- directory you're running FIELD GENERAL from.
- The system will output the "BAD COMMAND"
- error message when FIELD GENERAL tries to
- run "SCR_MELT.COM", but other than that, the
- game will function perfectly well.
-
- Texas.com - the halftime show music. This file can be
- replaced with another "COM" file so you may
- run a halftime show of your choice.
-
- General?.dat - the data files used to determine play
- results. There should be 6 of these files.
-
- Football.exe - this program puts up an opening screen while
- the main program is being loaded into memory,
- calls "CURSOR.COM" to change the system
- cursor, and calls "PRT_UTIL.EXE" when the
- game has ended. FIELD GENERAL may be started
- via this program or via "GENERAL.EXE". The
- only difference between the two is the
- opening screen, cursor change, and the
- execution of FIELD GENERAL's print and view
- utility at the end of the game.
-
- General.exe - rbm software's FIELD GENERAL version 6.11.
-
- Halfshow.exe - the halftime show. This file can also be
- replaced with a halftime show of your choice.
-
- Prt_util.exe - FIELD GENERAL view & print utility. Use this
- program to view or print any FIELD GENERAL
- text file. This utility must be present in
- the same directory as the file to be printed.
-
-
- OTHER EXECUTABLE FILES:
-
- Archive1.exe - this file contains FIELD GENERAL's main
- program in archived form. Run this file to
- UNarchive, unpack, these files.
-
- Archive2.com - this file contains all of FIELD GENERAL's
- support files in archived form.
-
- Archive3.com - this file contains all of FIELD GENERAL's data
- files in archived form.
-
- Archive4.exe - this file contains all of FIELD GENERAL's
- documentation in archived form.
-
-
- FILES TO BE CREATED - GAME RECORDS:
-
- The following files are NOT present on the FIELD GENERAL
- distribution disk. These files will be created by FIELD GENERAL
- during game play. View these files at the end of a game to see
- the many statistics and records FIELD GENERAL keeps for you!
-
- Game_log.txt - this file is updated throughout the game to
- give you a log of game highlights and
- statistics. View this file at the
- completion of a game. This file is created
- by the file "GENERAL.EXE".
-
- Home_tts.txt - this file is created at the end of each game
- to give you a report on the home team's play
- calling tendencies during the most
- previously played game. This file is
- created by "GENERAL.EXE".
-
- Opp_tts.txt - this file is exactly like "HOME_TTS.TXT"
- except it gives you a report on the visiting
- team's play calling tendencies.
-
-
- !!!!!!! WARNING !!!!!!!! WARNING !!!!!!!! WARNING !!!!!!!
-
- All data files (files with the extension ".DAT") are VERY
- IMPORTANT to the proper operation of this program. Changing these
- files will result in improper results and may even cause the
- program to crash. Make backups of all files!
-
- !!!!!!! WARNING !!!!!!!! WARNING !!!!!!!! WARNING !!!!!!!
-
-
-
-
-
- _________________________________________________________________
-
- A P P E N D I X B
-
- WEATHER ELEMENTS
- _________________________________________________________________
-
- This appendix shows exactly how much precipitation and wind
- affect play outcomes. The percentages given below are interpreted
- as follows:
-
- For RUNS and KICKS, the percentage is a comparison between
- the amount of yardage which would have been gained under perfect
- playing conditions and the yardage which would have been gained
- under the specified weather condition. For instance, a kick which
- would travel 50 yards under perfect playing conditions would only
- travel 47 (50 * .94) yards in the rain.
-
- For PASSES, the percentage stands for the percentage of passes
- which would have been completed under perfect playing conditions,
- but would fall incomplete under the specified weather condition.
- For instance, for every LONG pass which would be completed under
- perfect conditions, there would be a 30% chance it would fall
- incomplete under windy conditions.
-
- Weather elements have a quantitative effect. For instance,
- snow would offset the distance gained by kicking with a good breeze
- behind you.
-
- WEATHER CONDITIONS
-
- > good breeze + drizzle
- >> windy ++ rain
- >>> strong wind ++* snow
-
-
- EFFECTS
-
- KICKING CONDITION PASSING RUNNING
-
- AGAINST WITH MED. RANGE LONG RANGE OUTSIDE
-
- 97% 97% + 2% 4% 85%
- 94% 94% ++ 4% 8% 70%
- 91% 91% ++* 6% 12% 55%
-
- 92% 108% > 5% 15% -
- 84% 116% >> 10% 30% -
- 76% 124% >>> 15% 45% -
-
-
-
-
-
- _________________________________________________________________
-
- A P P E N D I X C
-
- THE GAME CLOCK
- _________________________________________________________________
-
- WITHOUT REAL-TIME CLOCK OPTION:
-
- The following table shows how much time will be subtracted
- from the game clock for various plays when the real-time clock is
- deactivated. The "TWO MINUTE WARNING TIME" table shows how much
- time will be taken off the game clock during the last two minutes
- of the second, fourth, and overtime quarters.
-
-
- NORMAL TIME
-
- runs for < 1 yard 32 seconds
- runs for 1-20 yards 40 seconds
- runs for > 20 yards 48 seconds
- incomplete passes 12 seconds
- passes for < 21 yards 22 seconds
- passes for > 20 yards 32 seconds
- delay of game penalty 12 seconds
-
-
- TWO MINUTE WARNING TIME
-
- runs out of bounds 18 seconds
- runs for < 1 yard 28 seconds
- runs for 1-20 yards 34 seconds
- runs for > 20 yards 40 seconds
- incomplete passes 10 seconds
- passes out of bounds 10 seconds
- passes < 21 yards 20 seconds
- passes > 20 yards 28 seconds
- delay of game penalty 10 seconds
-
-
- WITH OR WITHOUT REAL-TIME CLOCK OPTION:
-
- The next table shows how much time special team plays take
- whether the real-time clock is activated or deactivated.
-
- Extra points & two point
- conversions (dead ball) 0 seconds
- Field goals 4 seconds
- Blocked field goals/punts 7 seconds
- Punts 9 seconds
- Punt returns 6 seconds
- Kickoffs 13 seconds
- Kickoffs out of bounds
- or not returned 5 seconds
- * Kickoffs (within 2 minute
- warning) 8 seconds
- * Kickoffs out of bounds or
- not returned (within 2
- minute warning) 0 seconds
-
- * During the last 2 minutes of each half, the
- game clock does not start on a kickoff until
- the ball is touched after the kick.
-
-
- WITH REAL-TIME CLOCK OPTION:
-
- When the real-time clock option is activated, you can expect
- the following plays and activities to take the following amount of
- time off the game clock:
-
- runs for < 1 yard 5 seconds
- runs for 1-9 yards 6 seconds
- runs for 10-19 yards 8 seconds
- runs for 20-39 yards 10 seconds
- runs for 40-59 yards 12 seconds
- runs for 60-79 yards 14 seconds
- runs for > 79 yards 16 seconds
- incomplete passes 5 seconds
- passes for < 0 yards 5 seconds
- passes for 1-9 yards 6 seconds
- passes for 10-19 yards 8 seconds
- passes for 20-39 yards 10 seconds
- passes for 40-59 yards 12 seconds
- passes for 60-79 yards 14 seconds
- passes for > 79 yards 16 seconds
-
- At the end of a play, the time taken to unpile and start the play
- clock during:
- * Normal time is 7 seconds
- * Two minute warning time is 5 seconds
- This amount of time is subtracted at the end of a play if the game
- clock is still running.
-
- The time taken to break the huddle, line up at the line of
- scrimmage, call signals, and snap the ball during:
- * Normal time is 10 seconds
- * Two minute warning time is 5 seconds
- This amount of time is subtracted after plays are called and before
- the plays are run if the game clock is running.
-
- Thus, the time you are given to call your offensive play before
- the play clock expires during:
- * Normal time is 25 seconds
- * Two minute warning time is 30 seconds
-
- NOTE: Time can only be subtracted from the game clock if the
- game clock is running while the play or activity is being run. For
- instance, if the game clock is stopped because of an incomplete
- pass, the time subtracted for breaking the huddle, lining up at the
- line of scrimmage, and calling signals is NOT taken off the game
- clock.
-
-
-
-
-
- _________________________________________________________________
-
- A P P E N D I X D
-
- FIELD GOALS
- _________________________________________________________________
-
- The following table shows the percentages of making field
- goals from certain distances (up to 19 yards = line of scrimmage
- is at the 9 yardline or closer to your opponent's goal).
-
- DISTANCE CHANCES OF MAKING
- (FROM LINE OF SCRIMMAGE) FIELD GOAL
-
- From right hash up to 19 yards 91.9%
- 20-23 yards 89.2%
- 24-28 yards 78.4%
- 29-31 yards 67.6%
- 32-37 yards 54.1%
- 38 yards 48.7%
- 39-44 yards 35.2%
- 45-50 yards 19.0%
- 51-55 yards 7.9%
-
- From middle up to 18 yards 91.9%
- 19-26 yards 89.2%
- 27-30 yards 78.4%
- 31-35 yards 67.6%
- 36-41 yards 54.1%
- 42 yards 48.7%
- 43-47 yards 35.2%
- 48-53 yards 19.0%
- 54-58 yards 7.9%
-
- From left hash up to 20 yards 91.9%
- 21-24 yards 89.2%
- 25-27 yards 78.4%
- 28-33 yards 67.6%
- 34-39 yards 54.1%
- 40 yards 48.7%
- 41-42 yards 35.2%
- 43-46 yards 27.1%
- 47-51 yards 19.0%
- 52-56 yards 7.9%
-
- If you consider your kicker is actually kicking from 7 yards
- behind the line of scrimmage, your kicker has enough leg to kick
- a 65 yard field goal from the middle of the field. If with the
- wind, your kicker could kick farther still. For instance, if your
- kicker kicks the ball with enough force to carry it 65 yards under
- normal conditions, and a strong wind is behind him, he would kick
- the ball an amazing 80 (65 * 1.24) yards!
-
-
-
-
-
- _________________________________________________________________
-
- A P P E N D I X E
-
- SPECIAL TEAMS' OPTIONS
- _________________________________________________________________
-
- This appendix describes how the many special teams' options
- affect play outcomes.
-
- THE "HANDS" TEAM:
-
- * Cuts kickoff return yardage by 33%.
- * Increases chances of recovering an onside kick by
- 11.1%.
-
- KICK RETURN WEDGE VS. DIRECTION OF KICKOFF:
-
- * If wedge is called to the same side of the field
- the kickoff is aimed, return yardage increases by
- 25%.
- * If wedge is called to the left side of the field and
- the kickoff goes to the right, or the wedge is
- called to the right and the kickoff goes to the
- left, return yardage decreases by 25%.
-
- BLOCKING PUNTS:
-
- * Decreases return yardage by 50%.
- * Makes defense very susceptible to faked punts
- needing 1-7 yards for a first down.
- * Increases chances of blocking the punt by 8.3%. If
- punting team is within their own 5 yardline, chances
- of blocking the punt are increased by an additional
- 2.7%.
-
- MAXIMIZING PUNT RETURNS:
-
- * Leaves return team with NO chance of blocking the
- punt.
- * Makes defense very susceptible to faked punts
- needing 1-7 yards for a first down.
- * Increases return yardage by 25%.
-
- BLOCKING FIELD GOALS:
-
- * Makes defense very susceptible to faked field goals
- needing 1-2 yards for a first down or touchdown.
- * Increases chances of blocking the field goal by
- 2.8%.
-
-
-
-
-
- _________________________________________________________________
-
- A P P E N D I X F
-
- THE PLAYBOOK
- _________________________________________________________________
-
- This appendix lists the offensive and defensive plays'
- weaknesses and strengths. By playing the game, you will get a
- better feel for which plays work against which offenses or defenses
- most of the time.
-
-
- DEFENSES:
-
- 1) 4-3 Key Man-To-Man: Basic defense, with more attention given
- to stopping the run than the pass. Linemen key to defend against
- run. Man-to-man coverage and a lack of a pass rush makes it
- difficult to defend against long bombs.
-
-
- X X
- X X
-
-
- X X
- V V V V X
-
-
-
-
- 2) "46" Weak Side Blitz: Works best on weak side runs and short
- pass routes. The blitzing weak side LB could give the QB trouble,
- but down field coverage, especially up the middle, is weak. This
- defense uses bump and run, man-to-man coverage and is susceptible
- against runs going wide to the strong side.
-
-
- X
-
- X X X X X X
- V V V X
-
-
-
-
- 3) 4-3 Blast Man-To-Man: Basic defense, but with more attention
- given to stopping the pass than the run. Linemen go for QB
- immediately and react to the run if needed. Man-to-man coverage,
- with secondary and LB's looking for the pass first. Runs,
- especially up the middle, and quick passes could cause trouble for
- this defense. The free safety provides good weak side coverage by
- helping the CB with X or helping the LB's with Y or the halfback.
-
-
- X X
- X X
-
-
- X X
- V V V V X
-
-
-
-
- 4) 4-3 Over Key Strong Zone: This defense is geared to stop
- strong side runs, the Z receiver, and long bombs. Linemen look
- for runs first (key), so this defense will not provide as good a
- pass rush as defense #5.
-
-
- X X
- X X
-
-
- X X
- V V V V X
-
-
-
-
- 5) 4-2 Nickel Twist Strong Zone: Much like defense #4 except the
- linemen go right for the QB by using a crisscrossing action,
- reacting to runs if need be. Consequentially, this defense will
- not work as well against strong side runs as defense #4.
-
-
- X X
- X X
-
-
- X X
- V V V V X
-
-
-
-
-
- 6) 3-4 Plug Weak Zone: This defense is geared to stop weak side
- runs and passes, especially long bombs and passes to the X
- receiver. The blitzing LB ("plug") could drill the QB on play
- action passes to the weak side.
-
-
- X X
- X X
-
-
- X X
- X V V V X
-
-
-
-
- 7) 4-3 Under Key Double Zone: This defense is very good against
- runs to the weak side and runs outside the tackles. Secondary
- provides double coverage on X and Z receivers while LB's are
- responsible for any other receivers. Big, obvious weakness is
- passes up the middle.
-
-
- X X
- X X
-
-
- X
- X V V V V X
-
-
-
-
- 8) 4-2 Key Safety X Combo: Runs and short passes, especially to
- the weak side, is what this defense is geared to stop. Double
- coverage is provided for the X receiver, but only man-to-man
- coverage on the strong side. The strong side is susceptible to
- the long bomb. This tight defense is useful when defending deep
- in your end of the field.
-
-
- X X
- X X
-
-
- X X
- V V V V X
-
-
-
-
-
- 9) 3-4 Key Mombo: This is another tight defense which works well
- in the red zone. Runs and short passes, especially to the strong
- side, find the going tough against this defense. Double coverage
- on the Z receiver if Y takes an inside route, but little help on
- the weak side and in the deep zones. Watch out for the long bomb!
-
-
- X X
- X X
-
-
- X X
- X V V V X
-
-
-
-
- 10) 4-3 Outside LB Blitz: This defense gives you a 6 man pass
- rush. Outside LB's blitz to kill runs and passes before they
- start. Man-to-man coverage, so you better hope the LB's trap or
- hurry the QB on passes. If a run breaks through, it'll get good
- yardage. Quick passes, like screens, could embarrass this defense.
-
-
- X X
- X X
-
-
- X X
- V V V V X
-
-
-
-
- 11) 4-3 Max Blitz: This defense will stop almost all runs most
- of the time, especially runs designed to pick up 1 or 2 yards.
- This defense is also good when the QB drops back deep to pass (as
- on bombs) because the QB is pressured by an 8 man pass rush. Man-
- to-man coverage with the LB's responsible for the running backs.
-
-
- X X
- X X
-
-
- X X
- V V V V X
-
-
-
- 12) 3-4 Nickel Prevent: This defense is designed to protect
- against the long pass. This defense works well when the offense
- needs a lot of yardage quickly. The deepest DB's make sure all
- passes are thrown in front of them.
-
-
- X
- X X
-
- X X
-
- X
- X X
- V V V
-
-
-
-
- 13) Short Yardage: This defense is good when the offense is going
- for only 1 or 2 yards. This defense stops short runs and is better
- at defending against the quick passes than the maximum blitz
- because it leaves 5 players watching for the pass in the secondary
- rather than just 3 players.
-
-
- X X X X
- V V V V V V X
-
-
-
-
- 14) "53" Strong Zone: This defense is used to stop runs to the
- strong side and short passes. This defense resembles a 3-4 with
- the outside linebackers positioned at the line of scrimmage.
- Strong side linebacker covers tight end as a down lineman while
- strong safety fills strong side LB's position to cover strong side
- flat or to force runs on the strong side.
-
-
- X
-
- X X
-
-
- X X X
- X V V V V
-
-
-
-
-
- 15) 4-3 Weak Zone: This defense is designed to stop the I
- formation. Very good against runs and passes to the weak side.
-
-
- X X
- X X
-
-
- X X X
- V V V V
-
-
- 16) Flex Strong Man-To-Man: This defense is geared to stop runs,
- especially those to the strong side, by corrupting offensive
- blocking. The "right" people are in the "wrong" places to be
- blocked. By positioning the left end and right tackle a yard off
- the line of scrimmage, offensive linemen have trouble getting to
- them. The picket effect covers all the running holes. This
- defense can cover short passes fairly well, but longer passes are
- trouble because of the lack of a pass rush out of this formation
- and because of the man-to-man coverage.
-
-
- X X
- X X
-
-
- X V X V
- V V X
-
-
-
-
- 17) Flex Weak Man-To-Man: This defense is like Flex Strong except
- it is especially effective against weak side runs. Here, the left
- tackle and the right end are 1 yard off the line of scrimmage.
-
-
- X X
- X X
-
-
- V X V
- X V V X
-
-
-
-
-
- 18) 4-0 2-Deep Zone: This defense features 7 defensive backs (the
- 3 LB's are substituted for 3 more DB's) This defense is geared to
- stop long and, especially, medium range passes. This defense will
- have trouble stopping short passes and runs before they get good
- yardage. The 2 safeties play deep, keeping everything in front of
- them, and the CB's play soft at the corners. The DB's who replaced
- the LB's drop back to form a virtual wall about 10-15 yards from
- the line of scrimmage, forcing the offense to throw in front of
- them. By using 4 down linemen instead of 3, this defense will rush
- the passer better than the "Nickel Prevent", but won't stop long
- bombs quite as well.
-
-
- X X
-
- X X
-
-
- X X X
-
- V V V V
-
-
-
-
- OFFENSES:
-
- Most offensive plays can be run from a variation of sets and
- with various players in motion, but for simplification, only 1 set
- for each play is diagrammed.
-
- 1) 24 Iso: The basic, hard hitting, muscle play from the I
- formation. No tricky blocking here. Linemen and FB try to get a
- big push up front. Lead running back, FB, is ISOlated on LB.
-
-
-
-
-
- O O O C O O O
- O O
-
- O
- O
-
-
- 2) 28 Toss Sweep: Quick hitting sweep to the strong side. Could
- work well against the "keying" defenses. Here, the pulling right
- guard is responsible for stopping pursuit from the inside, Z is
- responsible for the SS, and the FB's target is the cornerback.
-
-
-
-
-
- O O O C O O O
- O O
-
- O
- O
-
-
- 3) 29 Quick Pitch: Quick, QUICK hitting play to the weak side.
- This play has the potential to hit it big, especially against the
- "Max Blitz". Here, the left tackle and X are crossing to get good
- angles for blocking the cornerback and outside LB.
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 4) 49 Sweep Weak: Power sweep for the FB to the weak side. Watch
- out for the blitz because this play needs time to develop. Can't
- let defense string this play out to the sideline, FB needs to cut
- up field as soon as he sees daylight. Both guards lead FB on this
- play.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 5) 28 Sweep: Power sweep to the strong side. Watch out for the
- blitz! Right tackle releases to block down field, leaving the
- defensive end for the FB. Here, HB cuts off of TE's block on the
- LB.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 6) 24 Trap: Good, basic running play. Works best when the
- defense is coming hard. Here, the defensive tackle is doubled by
- the right guard and tackle while the defensive end is pounded
- ("trapped") by the pulling left guard. The HB cuts off the pulling
- guard's block.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 7) 37 Slant: A good, sound play for the FB. Potential for big
- gain to the weak side. Here, it's important for the left tackle
- to take the defensive end to the inside, leaving the FB to cut off
- the HB's lead block on the LB.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 8) 26 Belly: A muscle play for the HB off right tackle. This
- play double teams the defensive end by using the right tackle and
- TE, leaving the pulling left guard to seal against the inside LB
- and the FB to cut down the outside LB.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 9) 20 Fold: A good running play against the 4-3 defense. The
- key is to get their left defensive tackle to think we're running
- wide to our strong side by pulling our right guard that way ("false
- key"). This play bulls right over the tackle and center's FOLD
- block on the tackle and MLB. FB's role is to block left defensive
- tackle to the outside as he's tricked to pursuing that way.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 10) 45 Blast: A punishing, muscle play for the FB to the weak
- side. This play works especially well when the defense overshifts
- to the strong side. HB's role is to kick out outside LB.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 11) 45 Counter: Misdirection play. Showing strong side sweep
- (pulling guards and HB), but sending the FB off weak side guard.
- This play could explode for big yardage if the defense is fooled
- and over pursues, but the FB gets slammed if they don't bite. Left
- tackle is responsible for sealing the defensive end to the outside
- and not on a collision course with the FB.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 12) Y Reverse Left: Another misdirection play which depends on
- fooling the defense. A blitz could wreck the reverse. Left tackle
- is responsible for sealing off inside pursuit.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 13) 42 Dive: FB dives over the line for short yardage as linemen
- pinch in hard, pushing the defense back.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 14) 20 Quick Trap: HB hits the line quickly and powerfully for
- short yardage. Center crosses to take out right defensive tackle
- while left guard crosses to trap left defensive tackle. This play
- has the potential to burn the "Max Blitz".
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 15) Shotgun X Cross: This offense is designed to give the QB more
- time to pass. This offense works well if the X receiver is facing
- man-to-man coverage and can outrun his defender. Against zone
- defenses, QB must hit X in the seams. Z is responsible for
- clearing the DB's from the right side of the field for X.
-
-
-
-
-
-
- O O O C O O O
- O O
- O
-
- O
-
-
-
- 16) 54 Y Go: This offense works best when the safeties are
- stunting or helping in double coverage. X and Z must stretch the
- defense toward the sidelines.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 17) 85 Z Fly: Long bombs will stretch the defense out. Zone to
- the weak side, mombo, combo, or man-to-man are the best defenses
- to run this offense against. QB must be careful not to under-throw
- or throw the ball too far inside.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 18) Pass 28 X Fly: Much like offense #17, but with the QB faking
- the run and rolling out to the weak side to pass. The "Max Blitz"
- and the weak zone defenses are the defenses to watch out for when
- running this play.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
-
- 19) 50 Z Post: This offense will work best when the safeties are
- playing up tight. By looking to go left, the QB can freeze the FS
- and help clear the middle for Z.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 20) 82 Z Corner: This offense will get the best results when the
- Z receiver has man-to-man coverage or when the weak side safety is
- in a combo.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 21) 82 Z Pop: A quick, hard pass to the Z receiver. This
- offensive play has the potential to go all the way against a blitz.
- This is a solid 5-6 yard pass play, but going through the middle
- is tough on Z's concentration.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
-
- 22) 50 X Quick Out: A VERY quick pass to the X receiver. This
- pass could get you 5 yards and out of trouble against the blitz.
- On quick passes such as this one, offensive linemen must fire out
- quickly and low to bring the defensive linemen down to create a
- clear throwing lane for the QB.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 23) 84 Z Square Out: While a mombo or strong zone could be
- trouble for this pass, it can usually get you 10-15 yards against
- man-to-man coverage. Like all out patterns, this pass must be
- gunned to the receiver's outside.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 24) 80 Y Cross: Passes straight up the middle are a big risk,
- but this pass is pretty effective against man-to-man and zone
- coverage. Y is the primary receiver on this play, but, depending
- on the coverage, Z could be safer to go to. The backs flare out
- wide to draw LB coverage. If the LB's don't bite, they will clog
- up the middle.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
-
- 25) 84 Y Straight: This play is designed to work against zone
- defenses with Y heading straight down the seam between the LB and
- SS. Man-to-man coverage is a problem.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 26) 83 X Curl: This play could get you 10-15 yards against man-
- to-man coverage, but is most effective against a strong zone. This
- is a timing pattern, and with all timing patterns, the QB must make
- his throw before or as the receiver makes his break.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 27) 88 A & B Slip: This is a high percentage pass over the middle
- for 5-7 yards. This pass usually works great against blitzes. The
- keys here are the LB's who are responsible for the backs when they
- run pass patterns. Y runs his route to the outside to draw the
- strong side LB and the QB reads LB's to see which back they pick
- up out of the backfield.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
-
- 28) 89 A Hook: Another high percentage pass which usually works
- well against a blitz. This pass also works well against strong
- zone coverage, but could be in trouble against the combo or weak
- zone. If A can't find an opening against the LB, QB can throw past
- A to X.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 29) Rollout Strong Flood: The flood pass patterns are for zone
- defenses. The receivers "flood" 1 or 2 zones with 2 or 3 receivers
- to get a receiver open. Here, the QB tries to hit Y between the
- short and deep zones. If Y is covered, QB must tuck the ball and
- get as much as he can out of the play. QB could be in trouble if
- defense blitzes.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 30) Delay Roll Middle Flood: Using the same concept as offense
- #29, this offense could work well against zone defenses. If the
- defense isn't blitzing, the delayed rollout by the QB will also
- give him enough time to pick apart man-to-man coverage. HB must
- cut off inside pursuit to buy the QB more time.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
-
- 31) Pass 24 B Flat: This play action pass works well against
- defenses geared to stop the run or defenses which use zone
- coverage.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O
- O
-
-
-
- 32) Pass 49 Throwback Left: The play of the QB makes this play
- go. Initial action is faking sweep to the weak side. The weak
- side safety coming up in a combo could intercept this pass for a
- TD. This is a dangerous play because the QB must pass the ball to
- the FB over several defenders.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
-
- 33) Pass 24 B Rim: This pass works best against man-to-man
- coverage when a LB must cover the FB. A zone defense will usually
- stop this play.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
-
-
- 34) Pass 37 A Squirt: This pass is good when the defense is in
- a short yardage type defense. In short yardage, the HB has a good
- chance to beat the LB covering him. If the LB is covering the HB
- short, the QB pump fakes, the HB cuts deep up field, and the QB
- hits the HB deep. This play is designed to fool a defense trying
- to defend the "37 Slant".
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 35) Pass 28 X Square Out: This play could get 10-15 yards and
- will work especially well if the defense is in a strong zone,
- mombo, or looking for the run. The QB could be in trouble if the
- defense blitzes. The offense fakes the sweep to the strong side
- and throws to the weak side.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
-
-
- 36) HB Option Pass Right: This offense will have trouble against
- a mombo or zone, but has a good chance against man-to-man coverage.
- The HB has the option to run the ball if Z (primary) and Y
- (secondary) are covered.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 37) Flea Flicker: This is not a high percentage pass, but has
- the potential to hit it big. Works best against man-to-man
- coverage or if the defense is up tight. X must convince the
- secondary he is not involved in the play, then shoot down field.
- Ball movement goes as follows: QB to HB faking sweep right, HB to
- Z faking reverse, then Z back to QB.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 38) X Screen: Works well against defenses which charge the QB.
- The X receiver will get the ball quickly, giving him the
- opportunity to show his moves. Left guard and tackle move down
- field quickly to block for X. QB fakes "20 Fold" to freeze LB's.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 39) FB Screen Right: When the defense is blitzing or blasting,
- this play could cost them big. Linemen must fake pass protection
- and then get down field to block for FB. QB must drop deep to lure
- defensive linemen.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
-
- 40) Quick Screen Left: This screen won't get as much yardage as
- the FB screen, but it is a less risky pass and will still slow up
- a blitzing defense. Down field blockers must get off the line and
- to the outside quickly. QB fakes 34 FB Draw to hold the LB's.
- Remember, a incomplete backwards pass is a fumble.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 41) 20 Trap Draw: The defense can usually stop this play if their
- linemen under or over shift, but the offense will have the upper
- hand if the linemen are blasting or twisting to stop the pass.
- Linemen must fake pass block, then block for the HB. Center is
- responsible for taking out right defensive tackle while left guard
- "traps" left defensive tackle.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 42) 34 FB Draw: This play will find the going tough against a
- twisting front four, while a hard charging front four will most
- likely get burned. Right guard lets defensive tackle rush past
- him to the inside while the right tackle takes the defensive end
- to the outside, making room for the FB to pass between them.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 49) Shotgun X Comeback: This pass can get you 8-10 yards against
- man-to-man and especially zone coverage. Blitzes could cause
- trouble for the QB. X must sell deep pattern before making
- comeback. Z runs deep post to draw the safeties away from X.
-
-
-
-
-
-
- O O O C O O O
- O O O
-
-
- O
-
-
- 50) Ace 37 Shovel Pass: This play works like a draw. The QB
- shows pass and then shovels the ball to the FB. Right guard pulls
- to trap defensive end. Will work against defenses playing back to
- guard against the pass and against defenses where the linemen are
- coming in hard.
-
-
-
-
-
-
- O O O C O O O
- O O O
-
- O
-
-
- 51) 85 H Corner: On this pass, we try to force a LB into coverage
- on H. For this reason, this pass works great against man-to-man
- coverage, but will also work well against zones. X is responsible
- for driving DB's deep and away from H.
-
-
-
-
-
-
- O O O C O O O
- O O O
-
- O
-
-
-
- 52) Fake 21 Boot Strong: QB fakes the trap play and bootlegs to
- the strong side while X is freezing the defense by faking "X
- Screen". Left guard pulls to help guard the QB. The QB has the
- option to run or pass to Z depending on what strong side cornerback
- does.
-
-
-
-
-
-
- O O O C O O O
- O O O
-
- O
-
-
- 53) 25 Lead: On this play, the QB gets the ball deep to the HB
- in the backfield so the HB has plenty of time to read his blocks.
- Keying the guard, the HB can take the ball outside or inside, or
- cut back across the field.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O
- O
-
-
- 54) 26 Sprint Draw: Like offenses #41 & #42, this play will work
- well when the defense is expecting a pass. On this play, the QB
- is faking a rollout pass. HB cuts on right tackle's block. Y goes
- down field to block SS.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O
- O
-
-
-
- 55) 28 Triple Option: The 3 options the QB has on this play are:
- handing the ball off to the FB, keeping and running the ball around
- the end, or pitching the ball back to the HB for him to run the
- ball around the end. The 2 reads the QB must make are: the FB
- read area (area opposite the right tackle) to see if he should hand
- off to the FB, and the area vacated by the TE to see if he should
- keep or pitch the ball to the HB (the QB will pitch the ball if the
- DE or LB comes to tackle him). This offense could be in trouble
- if the safeties are in a mombo and could lose a QB if the outside
- LB is blitzing. A quick, fast, gutsy QB is needed to pull this
- play off.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 56) 36 G: This play calls for the right tackle and TE to block
- to their inside while the right guard pulls right and leads the FB
- through the 6 hole - a powerful push through the line.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
-
- 57) 28 Cut Back: This play counts on deceiving the defense the
- play is going wide left. The HB looks like he's going off left
- tackle, but he then quickly cuts back to head wide right, hoping
- the strong outside LB took the bait. The HB gets the ball deep in
- the backfield so he can get a good view of the entire line of
- scrimmage. A quick, fast HB is needed for this play.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O
- O
-
-
- 58) Double-Tight 35 Slam: This play is good for short yardage.
- By adding a TE to the weak side in substitution for Z and having
- the other TE come in motion to unload a trap block on the DE, the
- offense gets lots of push up the 5 hole.
-
-
-
-
-
-
- O O O O C O O O
- O
-
- O O
-
-
- 59) 84 Z Out & Up: Just like "84 Z Square Out" except Z fakes
- the out to draw his defender in, the QB pump fakes to Z, and then
- Z quickly darts up field on a fly pattern. This offense has good
- potential against man-to-man and mombo coverage, but a strong zone
- could be trouble.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 60) Spread W Fan: Much like "85 H Corner" except this play runs
- to the right from the spread formation. The objective is to lock
- a LB into coverage on W.
-
-
-
-
-
-
- O O O C O O O
- O O O
-
- O
-
-
- 61) Shotgun Hail Mary: The offense can call this play for a last
- second miracle. Here, one receiver, with good jumping ability, is
- called to tip the incoming, deep pass to one of the other 2
- receivers. Cross your fingers for a pass interference call or one
- of your receivers actually coming down with the ball among all the
- bodies and confusion. This play is even less reliable than a
- fleaflicker, but will work best against zone defenses.
-
-
-
-
-
-
- O O C O O O
- O O O
- O
-
- O
-
-
- 62) QB Draw: Another good play when the offense only needs 1 or
- 2 yards. Faking a run wide right, the QB tries to sneak through
- the line off his center's block. Works particularly well when the
- defense leaves the center uncovered with a lineman.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
-
- 63) Flea Flicker Z Post: A variation of offense #37 with the HB
- running into the line with the ball and then pitching it back to
- the QB. A low percentage pass, but if the defense goes for the
- fake, the offense could hit the jackpot.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
- 64) Double-Tight Blind Bootleg Right: This play will work well
- when the defense is geared to stop the run. It's called a blind
- bootleg because the QB has no protection when he rolls right,
- hoping the outside LB gets caught going for the fake. The QB has
- the option to run or throw to his TE, depending on how the defense
- reacts. Call the medics for the QB if the outside LB is blitzing
- hard.
-
-
-
-
-
-
- O O O O C O O O
- O
-
- O O
-
-
- 65) Spread Middle Screen: Much like FB Screen Right, this screen
- is delayed until the defensive linemen overrun the receiving back
- and his blockers. Works best when defense is coming in hard.
-
-
-
-
-
-
- O O O C O O O
- O O O
-
- O
-
-
-
- 66) TE Screen Left: A hard pursuing defense will get burned going
- for the sweep being faked to the strong side. A Max Blitz could
- mess up this play, leaving the QB little time to set the play up.
-
-
-
-
-
-
- O O O C O O O
- O O
-
- O O
-
-
-
-
-
-
- _________________________________________________________________
-
- A P P E N D I X G
-
- PLAY AND UTILITY LISTING
- _________________________________________________________________
-
- This appendix lists all offensive plays, defensive plays, and
- utilities available to users during game play. Use this appendix
- or a hard copy of the file "PLAYS.TXT" as a quick reference when
- playing FIELD GENERAL. NOTE: Some plays have restrictions on
- their use.
-
-
- DEFENSES:
-
- 1) 4-3 Key Man-To-Man 10) 4-3 Outside LB Blitz
- 2) "46" Weak Side Blitz 11) 4-3 Max Blitz
- 3) 4-3 Blast Man-To-Man 12) 3-4 Nickel Prevent
- 4) 4-3 Over Key Strong Zone *13) Short Yardage
- 5) 4-2 Nickel Twist Strong Zone 14) "53" Strong Zone
- 6) 3-4 Plug Weak Zone 15) 4-3 Weak Zone
- 7) 4-3 Under Key Double Zone 16) 4-3 Flex Strong M-T-M
- 8) 4-2 Key Safety X Combo 17) 4-3 Flex Weak M-T-M
- 9) 3-4 Key Mombo 18) 4-0 2-Deep Zone
-
- ++89) Time Out 99) Defense Help Screen
- 97) Utility Help Screen
-
- * Can only be used on third or fourth down and 1-2 yards, or on
- defense's 3 yardline or closer.
- ++ No time expires after next play.
-
-
- UTILITIES:
-
- 71) View HOME's TTS Report
- 72) View VISITOR's TTS Report
- 74) Exit FIELD GENERAL
- 76) Show statistics
- 77) Turn sound OFF or ON
- 79) Activate/Deactivate chalkboard screen
- 80) Adjust game speed
- 81) Activate/Deactivate encryption
-
-
-
-
-
- OFFENSES:
- RUNS:
- 1) 24 Iso 11) 45 Counter
- 2) 28 Toss Sweep 12) Y Reverse Left
- 3) 29 Quick Pitch 13) 42 Dive
- 4) 49 Sweep Weak 14) 20 Quick Trap
- 5) 28 Sweep 53) 25 Lead
- 6) 24 Trap 55) 28 Triple Option
- 7) 37 Slant 56) 36 G
- 8) 26 Belly 57) 28 Cut Back
- 9) 20 Fold 58) Double-Tight 35 Slam
- 10) 45 Blast
-
- PASSES:
- 15) Shotgun X Cross 25) 84 Y Straight
- +16) 54 Y Go 26) 83 X Curl
- +17) 85 Z Fly 27) 88 A & B Slip
- +19) 50 Z Post 28) 89 A Hook
- 20) 82 Z Corner 49) Shotgun X Comeback
- 21) 82 Z Pop 51) 85 H Corner
- 22) 50 X Quick Out +59) 84 Z Out & Up
- 23) 84 Z Square Out 60) Spread W Fan
- 24) 80 Y Cross +61) Shotgun Hail Mary
-
- ROLLOUTS, PLAY-ACTION PASSES, SCREEN, & DRAWS:
- +18) Pass 28 X Fly 40) Quick Screen Left
- 29) Rollout Strong Flood 41) 20 Trap Draw
- 30) Delay Roll Middle Flood 42) 34 FB Draw
- 31) Pass 24 B Flat 50) Ace 37 Shovel Pass
- 32) Pass 49 Throwback Left 52) Fake 21 Boot Strong
- +33) Pass 24 B Rim 54) 26 Sprint Draw
- 34) Pass 37 A Squirt 62) QB Draw
- 35) Pass 28 X Square Out 63) Flea Flicker Z Post
- 36) HB Option Pass Right 64) Double-Tight Blind
- 37) Flea Flicker Bootleg Right
- 38) X Screen 65) Spread Middle Screen
- 39) FB Screen Right 66) TE Screen Left
-
- SPECIAL TEAMS AND OTHERS:
- 43) Punt =87) QB Kneel-Down
- **44) Angle Punt ***88) Ground Ball
- 45) Field Goal ++89) Time Out
- 73) Fake Punt 97) Utility Help Screen
- 75) Fake Field Goal 98) Special Help Screen
- #86) Defense Time Out 99) Offense Help Screen
-
- + Cannot be used within opponent's 20 yardline.
- = Cannot be used on 4th down or within own 3 yardline.
- # Game clock must be running. Must be called by defense.
- ++ No time expires after next play.
- ** Cannot be used beyond opponent's 40 yardline.
- *** Cannot be used on 4th down.
-
-
-
-
-
- _________________________________________________________________
-
- LEXICON
- _________________________________________________________________
-
- Here are some terms you will come across in Field General and
- in the game of professional football:
-
- A - the left running back on pass plays.
-
- Ace - formation where only 1 running back is
- present in the backfield.
-
- B - the right running back on pass plays.
-
- Bear Defense - the old "46" defense of Buddy Ryan with a
- six-man front, emphasizing the pass rush.
-
- Bite Down - a cornerback charging up to a wide
- receiver.
-
- Blast - defensive linemen go directly for QB before
- reacting to runs.
-
- Blitz - linebackers and/or safeties are used to
- rush the QB.
-
- Blue - offensive backfield set to tight end's
- side.
-
- Bootleg/Boot - QB fakes the run to one side, keeps the
- ball, and rolls out to the other side to
- either pass or run.
-
- Brown - offensive backs set to split end's side.
-
- Bump and Run - aggressive man-to-man coverage by legally
- jamming a wide receiver at the line of
- scrimmage.
-
- CB - cornerback.
-
- Combo - weak side cornerback and safety put double-
- team coverage on X.
-
- Comeback Pattern - pass route where receiver drives his
- defender back by faking a fly pattern, then
- breaks back toward the QB.
-
- Corner/Flag Route - pass route cutting toward the sidelines at
- a 45-60 degree angle.
-
- Crossing Route - pass route running across the field of
- play.
-
- Curl Pattern - pass route running straight down field,
- stopping sharply, and turning back toward
- the inside to face the QB.
-
- DB - defensive back.
-
- Difference Makers - players who make the big play.
-
- Double-Tight - formation utilizing 2 TE's.
-
- Draw - a play in which the QB drops back as to
- pass and then hands the ball off to a
- runner.
-
- FB - fullback.
-
- Flex - defensive formation used by Tom Landry and
- the Cowboys, emphasizing run defense.
-
- Flooding a Zone - offense sends two or more receivers into
- one defensive zone.
-
- Fly Pattern - straight pass route, full speed ahead.
-
- Fold Block - this is where one guard blocks the MLB
- while the center blocks the DT over the
- guard. Also known as a cross block.
-
- Free Safety (FS) - weak side safety.
-
- H - slot back. A running back lines up outside
- and behind the left tackle to get down
- field easier and quicker on pass routes.
-
- Hail Mary - a play sending 3 or more receivers deep
- down field to the same spot to receive a
- lob pass from the QB in hopes of drawing an
- interference call or making a spectacular
- catch among the confusion of offensive and
- defensive players.
-
- HB - halfback.
-
- Hook Pattern - pass route running straight down field,
- stopping sharply, and turning to the
- outside to face the QB.
-
- I-formation - both offensive backs stacked.
-
- Key - defensive linemen watch moves of certain
- offensive linemen to detect what play is
- being run.
-
- Man-To-Man - defenders cover receivers one-on-one.
-
- Middle Wedge - term use on kickoff returns. Here, the
- kick return team sets up a return down the
- middle of the field by having its blockers
- form a wall (wedge) across the field for
- the return man to run behind.
-
- Misdirection Play - linemen and other offensive players go in
- the opposite direction of ball movement to
- deceive defenders. Also known as a "false
- key".
-
- Mombo - safeties combine to cover Y. If Y goes
- outside, strong safety covers. If Y goes
- inside, weak safety covers Y with strong
- safety helping on Z.
-
- Nickel Offense - lining up 3 or more wide receivers.
-
- Nickel Prevent - defense uses 5 or more defensive backs,
- instead of 4, to stop big gain.
-
- No-huddle Offense - continuous offensive plays without
- regrouping in a huddle. Designed to catch
- the defense out of position.
-
- Out Pattern - pass route cutting toward the sidelines.
-
- Out & Up Pattern - pass route cutting toward the sidelines to
- fake an out pattern and draw the defender
- up, then turning and running up the
- sidelines.
-
- Over - defensive linemen shift to strong side.
-
- Pancake - a crunching block which flattens a
- defensive player.
-
- Play Action Pass - offense fakes run, then passes.
-
- Post Pattern - pass route looking outside, then angling
- toward the goalpost.
-
- Primary receiver - the main receiver. The receiver for whom
- the play is intended.
-
- QB - quarterback.
-
- Red - offensive backfield in split formation.
-
- Red Zone - when offense is inside its opponent's 20
- yardline.
-
- Safety X - weak side safety crosses to his outside.
-
- Screen Pass - short pass to running back in the flat.
-
- Secondary receiver - the receiver the passer checks off to if
- the primary receiver is not open.
-
- Short Side - side closest to the sidelines. Also known
- as the "tight side".
-
- Shovel Pass - a short forward pass thrown from the chest
- or hip instead of over the shoulder.
-
- Square Him Up - when a defensive back levels a wide
- receiver.
-
- Spread Formation - also known as the nickel offense or Run &
- Shoot formation. This formation utilizes 4
- wide receivers.
-
- SS - strong (side) safety.
-
- Stinger - a sharp pain, often to the shoulder, after
- contact.
-
- Strong Side - the side to which the TE lines up.
-
- Stutter - in-and-out, zig-zag route of a wide
- receiver.
-
- TE - tight end.
-
- Tendencies - play calling habits.
-
- Tight Defense - a defense geared to stop runs and short
- passes by bringing the safeties up.
-
- Toast - a defensive back who gets burned.
-
- Trap - letting a defensive lineman come across
- line of scrimmage, then blocking him from
- the side.
-
- Turf Toe - jamming a toe into the ground, resulting in
- a sprain.
-
- Twist - stunt by defensive linemen. Linemen criss-
- cross to beat pass protection.
-
- Under - defensive linemen shift to weak side.
-
- Water Moccasins - stud linemen.
-
- Weak Side - the opposite side to which the TE lines up.
-
- Wedge Right (Left) - term used on kickoff returns. Here, the
- kick return team sets up a return down the
- right sideline by having their blockers
- form a wall (wedge) parallel to the right
- sideline and somewhere between the right
- hash and right sideline. The result is a
- running lane between the wedge and right
- sideline for the return man.
-
- Wide Side - side furthest from the sidelines.
-
- V - in the spread formation, the receiver which
- lines up in the slot on the left side (side
- opposite the TE).
-
- W - in the spread formation, the receiver which
- lines up in the slot on the right side (TE
- side).
-
- X - the wide receiver which lines up on the
- left side (side opposite the TE).
-
- Y - tight end.
-
- Z - the wide receiver which lines up on the
- right side (TE side).
-
- Zone - the pass defense where defensive backs are
- responsible for sections (zones) of the
- field instead of being responsible for a
- single receiver.
-
-
-
-
-
- _________________________________________________________________
-
- USER RESPONSE FORM
- _________________________________________________________________
-
- rbm software's goal is to provide you with the best and most
- affordable software available. Through the comments and
- suggestions of our users (our most valued product testers), we CAN
- achieve this goal! So after you've played this version of FIELD
- GENERAL several times, please take a few minutes to fill out this
- form, remove it from the manual, and send it to us. Please use
- the back of this form if you need more room. Your responses will
- help shape future and better versions of FIELD GENERAL! How else
- can we improve FIELD GENERAL to your liking unless we know what you
- think? Thank you! Your help is much appreciated!
-
-
- 1) How do YOU rate FIELD GENERAL v6.11? (1 = WORST, 10 = BEST)
-
- Ease of play _____ Documentation _____
-
- Overall speed _____ Price _____
-
- Presentation (screens, graphics) _____
-
- Simulation (quality of play) _____
-
-
- 2) What do you like BEST about FIELD GENERAL? ___________________
-
- _______________________________________________________________
-
-
- 3) What do you like LEAST? ______________________________________
-
- _______________________________________________________________
-
-
- 4) How did you discover FIELD GENERAL (please name specific
-
- catalog, BBS, store, etc.)? __________________________________
-
-
- 5) Comments and suggestions: ____________________________________
-
- _______________________________________________________________
-
- _______________________________________________________________
-
- _______________________________________________________________
-
- ____________________________________________________________rbm
-
-
-
-
-
- FIELD GENERAL version 6.11
- ___________________________________________________________________
-
- FIELD GENERAL is "UNEQUALLED in Pro Football Simulation"! The
- plays, results, and statistics mirror those of actual pro football
- games! FIELD GENERAL's realistic play comprises nearly everything
- which can happen on a football field. By letting you call the
- plays, FIELD GENERAL creates an atmosphere where the players can
- experience the pressure and excitement of the great game of
- football! Do you play conservative and try to protect your lead
- or do you go all out until the final gun? You must not only battle
- against the wits of your opponent, but you must also race against
- the clock!
-
- UNIQUE FEATURES: 62 offensive & 18 defensive plays producing over
- 37,000 possible results, auto or manual play, real-time game clock
- & play clock, 2-point conversion option, weather elements, optional
- sound, turnovers, penalties, angle punts, fake punts & field goals,
- onside & squib kicks, blocked kicks, QB traps, time outs, no-huddle
- offense simulation, a halftime show, American/International rules
- option, regulation length game (15 min. quarters) or short game (7
- min. quarters) option, EXTENSIVE set of game stats, Ground Ball
- play, QB Kneel-Down play, Tendency Tracking System (TTS),
- "chaingang" feature, and much, MUCH more!
-
- ///////////////////// QUOTES FROM USERS \\\\\\\\\\\\\\\\\\\\\\
- "Love the chalkboard screen! . . . It's the best game I've
- played."
- - Ted Lujan, Texas user
-
- "TTS [Tendency Tracking System] is great concept, so is
- TOPSTATS [all-time game records feature]"
- - Rob Marino, New Jersey user
-
- "I am delighted with my . . . copy of FIELD GENERAL . . . the
- game is great . . . FIELD GENERAL has the potential to be the best
- of all sports games"
- - Lawrence Pollane, New York user
-
- "FIELD GENERAL is the closest thing to pro football action
- off the playing field!"
- - Scott Bullock, Texas user
-
- "[T]he best football game I've seen yet!"
- - Robert Johnson, California user
-
- "Thanks for the GREAT game!"
- - Ray Ross, Maine user
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////
-
- ---------------------- VITAL STATISTICS -----------------------
- Hardware requirements: IBM or Compatible Computer, 640K RAM,
- Hard Disk, and CGA Graphics.
- -----------------------------------------------------------------
-
-